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@blockv/threejs-to-v3d

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Converts any format supported by ThreeJS to V3D.

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/** * @author Kyle-Larson https://github.com/Kyle-Larson * @author Takahiro https://github.com/takahirox * * Loader loads FBX file and generates Group representing FBX scene. * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format. * * Supports: * Mesh Generation (Positional Data) * Normal Data (Per Vertex Drawing Instance) * UV Data (Per Vertex Drawing Instance) * Skinning * Animation * - Separated Animations based on stacks. * - Skeletal & Non-Skeletal Animations * NURBS (Open, Closed and Periodic forms) * * Needs Support: * Indexed Buffers * PreRotation support. */ // Simulate global window var window = {}; // Simulate global document var document = {}; window.document = document; // Import dependencies var Zlib = require("zlibjs/bin/inflate.min.js").Zlib; window.Zlib = Zlib; module.exports = ( function (THREE, CUSTOM_RESOURCE_LOADER) { /** * Generates a loader for loading FBX files from URL and parsing into * a THREE.Group. * @param {THREE.LoadingManager} manager - Loading Manager for loader to use. */ THREE.FBXLoader = function ( manager ) { this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager; }; Object.assign( THREE.FBXLoader.prototype, { /** * Loads an ASCII/Binary FBX file from URL and parses into a THREE.Group. * THREE.Group will have an animations property of AnimationClips * of the different animations exported with the FBX. * @param {string} url - URL of the FBX file. * @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed. * @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server. * @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors). */ load: function ( url, onLoad, onProgress, onError ) { var self = this; var resourceDirectory = url.split( /[\\\/]/ ); resourceDirectory.pop(); resourceDirectory = resourceDirectory.join( '/' ) + '/'; var loader = new THREE.FileLoader( this.manager ); loader.setResponseType( 'arraybuffer' ); loader.load( url, function ( buffer ) { try { var scene = self.parse( buffer, resourceDirectory ); onLoad( scene ); } catch ( error ) { window.setTimeout( function () { if ( onError ) onError( error ); self.manager.itemError( url ); }, 0 ); } }, onProgress, onError ); }, /** * Parses an ASCII/Binary FBX file and returns a THREE.Group. * THREE.Group will have an animations property of AnimationClips * of the different animations within the FBX file. * @param {ArrayBuffer} FBXBuffer - Contents of FBX file to parse. * @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from. * @returns {THREE.Group} */ parse: function ( FBXBuffer, resourceDirectory ) { var FBXTree; if ( isFbxFormatBinary( FBXBuffer ) ) { FBXTree = new BinaryParser().parse( FBXBuffer ); } else { var FBXText = convertArrayBufferToString( FBXBuffer ); if ( ! isFbxFormatASCII( FBXText ) ) { self.manager.itemError( url ); throw new Error( 'FBXLoader: Unknown format.' ); } if ( getFbxVersion( FBXText ) < 7000 ) { self.manager.itemError( url ); throw new Error( 'FBXLoader: FBX version not supported for file at ' + url + ', FileVersion: ' + getFbxVersion( FBXText ) ); } FBXTree = new TextParser().parse( FBXText ); } // console.log( FBXTree ); var connections = parseConnections( FBXTree ); var images = parseImages( FBXTree ); var textures = parseTextures( FBXTree, CUSTOM_RESOURCE_LOADER || new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections ); var materials = parseMaterials( FBXTree, textures, connections ); var deformers = parseDeformers( FBXTree, connections ); var geometryMap = parseGeometries( FBXTree, connections, deformers ); var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials ); return sceneGraph; } } ); /** * Parses map of relationships between objects. * @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree * @returns {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} */ function parseConnections( FBXTree ) { /** * @type {Map<number, { parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} */ var connectionMap = new Map(); if ( 'Connections' in FBXTree ) { /** * @type {[number, number, string][]} */ var connectionArray = FBXTree.Connections.properties.connections; for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) { var connection = connectionArray[ connectionArrayIndex ]; if ( ! connectionMap.has( connection[ 0 ] ) ) { connectionMap.set( connection[ 0 ], { parents: [], children: [] } ); } var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] }; connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship ); if ( ! connectionMap.has( connection[ 1 ] ) ) { connectionMap.set( connection[ 1 ], { parents: [], children: [] } ); } var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] }; connectionMap.get( connection[ 1 ] ).children.push( childRelationship ); } } return connectionMap; } /** * Parses map of images referenced in FBXTree. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree * @returns {Map<number, string(image blob URL)>} */ function parseImages( FBXTree ) { /** * @type {Map<number, string(image blob URL)>} */ var imageMap = new Map(); if ( 'Video' in FBXTree.Objects.subNodes ) { var videoNodes = FBXTree.Objects.subNodes.Video; for ( var nodeID in videoNodes ) { var videoNode = videoNodes[ nodeID ]; // raw image data is in videoNode.properties.Content if ( 'Content' in videoNode.properties ) { var image = parseImage( videoNodes[ nodeID ] ); imageMap.set( parseInt( nodeID ), image ); } } } return imageMap; } /** * @param {videoNode} videoNode - Node to get texture image information from. * @returns {string} - image blob URL */ function parseImage( videoNode ) { var buffer = videoNode.properties.Content; var array = new Uint8Array( buffer ); var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename; var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase(); var type; switch ( extension ) { case 'bmp': type = 'image/bmp'; break; case 'jpg': type = 'image/jpeg'; break; case 'png': type = 'image/png'; break; case 'tif': type = 'image/tiff'; break; default: console.warn( 'FBXLoader: No support image type ' + extension ); return; } // Store ArrayBuffer of the texture for exporting to v3d later! return { type: "arraybuffer", mimetype: type, data: buffer };//window.URL.createObjectURL( new Blob( [ array ], { type: type } ) ); } /** * Parses map of textures referenced in FBXTree. * @param {{Objects: {subNodes: {Texture: Object.<string, FBXTextureNode>}}}} FBXTree * @param {THREE.TextureLoader} loader * @param {Map<number, string(image blob URL)>} imageMap * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections * @returns {Map<number, THREE.Texture>} */ function parseTextures( FBXTree, loader, imageMap, connections ) { /** * @type {Map<number, THREE.Texture>} */ var textureMap = new Map(); if ( 'Texture' in FBXTree.Objects.subNodes ) { var textureNodes = FBXTree.Objects.subNodes.Texture; for ( var nodeID in textureNodes ) { var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections ); textureMap.set( parseInt( nodeID ), texture ); } } return textureMap; } /** * @param {textureNode} textureNode - Node to get texture information from. * @param {THREE.TextureLoader} loader * @param {Map<number, string(image blob URL)>} imageMap * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections * @returns {THREE.Texture} */ function parseTexture( textureNode, loader, imageMap, connections ) { var FBX_ID = textureNode.id; var name = textureNode.name; var fileName; var filePath = textureNode.properties.FileName; var relativeFilePath = textureNode.properties.RelativeFilename; var children = connections.get( FBX_ID ).children; if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) { fileName = imageMap.get( children[ 0 ].ID ); } else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' && relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) { // use textureNode.properties.RelativeFilename // if it exists and it doesn't seem an absolute path fileName = relativeFilePath; } else { var split = filePath.split( /[\\\/]/ ); if ( split.length > 0 ) { fileName = split[ split.length - 1 ]; } else { fileName = filePath; } } var currentPath = loader.path; // HACK: We return an object instead of the expected string if loading embedded textures. if ( fileName && fileName.type == "arraybuffer") { var tex = new THREE.Texture(); tex.arrayBuffer = fileName.data; tex.mimetype = fileName.mimetype; tex.wrapS = THREE.RepeatWrapping; tex.wrapT = THREE.RepeatWrapping; return tex; } if ( fileName && fileName.indexOf( 'blob:' ) === 0 ) { loader.setPath( undefined ); } /** * @type {THREE.Texture} */ var texture = loader.load( fileName ); texture.name = name; texture.FBX_ID = FBX_ID; loader.setPath( currentPath ); return texture; } /** * Parses map of Material information. * @param {{Objects: {subNodes: {Material: Object.<number, FBXMaterialNode>}}}} FBXTree * @param {Map<number, THREE.Texture>} textureMap * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections * @returns {Map<number, THREE.Material>} */ function parseMaterials( FBXTree, textureMap, connections ) { var materialMap = new Map(); if ( 'Material' in FBXTree.Objects.subNodes ) { var materialNodes = FBXTree.Objects.subNodes.Material; for ( var nodeID in materialNodes ) { var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections ); materialMap.set( parseInt( nodeID ), material ); } } return materialMap; } /** * Takes information from Material node and returns a generated THREE.Material * @param {FBXMaterialNode} materialNode * @param {Map<number, THREE.Texture>} textureMap * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections * @returns {THREE.Material} */ function parseMaterial( materialNode, textureMap, connections ) { var FBX_ID = materialNode.id; var name = materialNode.attrName; var type = materialNode.properties.ShadingModel; //Case where FBXs wrap shading model in property object. if ( typeof type === 'object' ) { type = type.value; } var children = connections.get( FBX_ID ).children; var parameters = parseParameters( materialNode.properties, textureMap, children ); var material; switch ( type ) { case 'phong': material = new THREE.MeshPhongMaterial(); break; case 'lambert': material = new THREE.MeshLambertMaterial(); break; default: console.warn( 'No implementation given for material type ' + type + ' in FBXLoader.js. Defaulting to basic material' ); material = new THREE.MeshBasicMaterial( { color: 0x3300ff } ); break; } material.setValues( parameters ); material.name = name; return material; } /** * @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties */ /** * @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack */ /** * @param {FBXMaterialProperties} properties * @param {Map<number, THREE.Texture>} textureMap * @param {{ID: number, relationship: string}[]} childrenRelationships * @returns {THREEMaterialParameterPack} */ function parseParameters( properties, textureMap, childrenRelationships ) { var parameters = {}; if ( properties.Diffuse ) { parameters.color = parseColor( properties.Diffuse ); } if ( properties.Specular ) { parameters.specular = parseColor( properties.Specular ); } if ( properties.Shininess ) { parameters.shininess = properties.Shininess.value; } if ( properties.Emissive ) { parameters.emissive = parseColor( properties.Emissive ); } if ( properties.EmissiveFactor ) { parameters.emissiveIntensity = properties.EmissiveFactor.value; } if ( properties.Opacity ) { parameters.opacity = properties.Opacity.value; } if ( parameters.opacity < 1.0 ) { parameters.transparent = true; } for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) { var relationship = childrenRelationships[ childrenRelationshipsIndex ]; var type = relationship.relationship; switch ( type ) { case "DiffuseColor": case " \"DiffuseColor": parameters.map = textureMap.get( relationship.ID ); if (!parameters.map) { console.warn("WARNING: Invalid relationship ID in FBX file! We've used the first texture, but that's probably wrong!"); for (var itms of textureMap) { parameters.map = itms[1]; if (parameters.map) break; } } break; case "Bump": case " \"Bump": parameters.bumpMap = textureMap.get( relationship.ID ); break; case "NormalMap": case " \"NormalMap": parameters.normalMap = textureMap.get( relationship.ID ); break; case " \"AmbientColor": case " \"EmissiveColor": case "AmbientColor": case "EmissiveColor": default: console.warn( 'Unknown texture application of type ' + type + ', skipping texture' ); break; } } return parameters; } /** * Generates map of Skeleton-like objects for use later when generating and binding skeletons. * @param {{Objects: {subNodes: {Deformer: Object.<number, FBXSubDeformerNode>}}}} FBXTree * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections * @returns {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} */ function parseDeformers( FBXTree, connections ) { var deformers = {}; if ( 'Deformer' in FBXTree.Objects.subNodes ) { var DeformerNodes = FBXTree.Objects.subNodes.Deformer; for ( var nodeID in DeformerNodes ) { var deformerNode = DeformerNodes[ nodeID ]; if ( deformerNode.attrType === 'Skin' ) { var conns = connections.get( parseInt( nodeID ) ); var skeleton = parseSkeleton( conns, DeformerNodes ); skeleton.FBX_ID = parseInt( nodeID ); deformers[ nodeID ] = skeleton; } } } return deformers; } /** * Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes. * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections * @param {Object.<number, FBXSubDeformerNode>} DeformerNodes * @returns {{map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}} */ function parseSkeleton( connections, DeformerNodes ) { var subDeformers = {}; var children = connections.children; for ( var i = 0, l = children.length; i < l; ++ i ) { var child = children[ i ]; var subDeformerNode = DeformerNodes[ child.ID ]; var subDeformer = { FBX_ID: child.ID, index: i, indices: [], weights: [], transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ), transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ), linkMode: subDeformerNode.properties.Mode }; if ( 'Indexes' in subDeformerNode.subNodes ) { subDeformer.indices = parseIntArray( subDeformerNode.subNodes.Indexes.properties.a ); subDeformer.weights = parseFloatArray( subDeformerNode.subNodes.Weights.properties.a ); } subDeformers[ child.ID ] = subDeformer; } return { map: subDeformers, bones: [] }; } /** * Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries * @param {{Objects: {subNodes: {Geometry: Object.<number, FBXGeometryNode}}}} FBXTree * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformers * @returns {Map<number, THREE.BufferGeometry>} */ function parseGeometries( FBXTree, connections, deformers ) { var geometryMap = new Map(); if ( 'Geometry' in FBXTree.Objects.subNodes ) { var geometryNodes = FBXTree.Objects.subNodes.Geometry; for ( var nodeID in geometryNodes ) { var relationships = connections.get( parseInt( nodeID ) ); var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers ); geometryMap.set( parseInt( nodeID ), geo ); } } return geometryMap; } /** * Generates BufferGeometry from FBXGeometryNode. * @param {FBXGeometryNode} geometryNode * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformers * @returns {THREE.BufferGeometry} */ function parseGeometry( geometryNode, relationships, deformers ) { switch ( geometryNode.attrType ) { case 'Mesh': return parseMeshGeometry( geometryNode, relationships, deformers ); break; case 'NurbsCurve': return parseNurbsGeometry( geometryNode ); break; } } /** * Specialty function for parsing Mesh based Geometry Nodes. * @param {FBXGeometryNode} geometryNode * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes. * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformers - Map object of deformers and subDeformers by ID. * @returns {THREE.BufferGeometry} */ function parseMeshGeometry( geometryNode, relationships, deformers ) { for ( var i = 0; i < relationships.children.length; ++ i ) { var deformer = deformers[ relationships.children[ i ].ID ]; if ( deformer !== undefined ) break; } return genGeometry( geometryNode, deformer ); } /** * @param {{map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}} deformer - Skeleton representation for geometry instance. * @returns {THREE.BufferGeometry} */ function genGeometry( geometryNode, deformer ) { var geometry = new Geometry(); var subNodes = geometryNode.subNodes; // First, each index is going to be its own vertex. var vertexBuffer = parseFloatArray( subNodes.Vertices.properties.a ); var indexBuffer = parseIntArray( subNodes.PolygonVertexIndex.properties.a ); if ( subNodes.LayerElementNormal ) { var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] ); } if ( subNodes.LayerElementUV ) { var uvInfo = getUVs( subNodes.LayerElementUV[ 0 ] ); } if ( subNodes.LayerElementColor ) { var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] ); } if ( subNodes.LayerElementMaterial ) { var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] ); } var faceVertexBuffer = []; var polygonIndex = 0; for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; polygonVertexIndex ++ ) { var vertexIndex = indexBuffer[ polygonVertexIndex ]; var endOfFace = false; if ( vertexIndex < 0 ) { vertexIndex = vertexIndex ^ - 1; indexBuffer[ polygonVertexIndex ] = vertexIndex; endOfFace = true; } var vertex = new Vertex(); var weightIndices = []; var weights = []; vertex.position.fromArray( vertexBuffer, vertexIndex * 3 ); if ( deformer ) { var subDeformers = deformer.map; for ( var key in subDeformers ) { var subDeformer = subDeformers[ key ]; var indices = subDeformer.indices; for ( var j = 0; j < indices.length; j ++ ) { var index = indices[ j ]; if ( index === vertexIndex ) { weights.push( subDeformer.weights[ j ] ); weightIndices.push( subDeformer.index ); break; } } } if ( weights.length > 4 ) { console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' ); var WIndex = [ 0, 0, 0, 0 ]; var Weight = [ 0, 0, 0, 0 ]; weights.forEach( function ( weight, weightIndex ) { var currentWeight = weight; var currentIndex = weightIndices[ weightIndex ]; Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) { if ( currentWeight > comparedWeight ) { comparedWeightArray[ comparedWeightIndex ] = currentWeight; currentWeight = comparedWeight; var tmp = WIndex[ comparedWeightIndex ]; WIndex[ comparedWeightIndex ] = currentIndex; currentIndex = tmp; } } ); } ); weightIndices = WIndex; weights = Weight; } for ( var i = weights.length; i < 4; ++ i ) { weights[ i ] = 0; weightIndices[ i ] = 0; } vertex.skinWeights.fromArray( weights ); vertex.skinIndices.fromArray( weightIndices ); } if ( normalInfo ) { vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) ); } if ( uvInfo ) { vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) ); } if ( colorInfo ) { vertex.color.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo ) ); } faceVertexBuffer.push( vertex ); if ( endOfFace ) { var face = new Face(); face.genTrianglesFromVertices( faceVertexBuffer ); if ( materialInfo !== undefined ) { var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo ); face.materialIndex = materials[ 0 ]; } else { // Seems like some models don't have materialInfo(subNodes.LayerElementMaterial). // Set 0 in such a case. face.materialIndex = 0; } geometry.faces.push( face ); faceVertexBuffer = []; polygonIndex ++; endOfFace = false; } } /** * @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}} */ var bufferInfo = geometry.flattenToBuffers(); var geo = new THREE.BufferGeometry(); geo.name = geometryNode.name; geo.addAttribute( 'position', new THREE.Float32BufferAttribute( bufferInfo.vertexBuffer, 3 ) ); if ( bufferInfo.normalBuffer.length > 0 ) { geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( bufferInfo.normalBuffer, 3 ) ); } if ( bufferInfo.uvBuffer.length > 0 ) { geo.addAttribute( 'uv', new THREE.Float32BufferAttribute( bufferInfo.uvBuffer, 2 ) ); } if ( subNodes.LayerElementColor ) { geo.addAttribute( 'color', new THREE.Float32BufferAttribute( bufferInfo.colorBuffer, 3 ) ); } if ( deformer ) { geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( bufferInfo.skinIndexBuffer, 4 ) ); geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( bufferInfo.skinWeightBuffer, 4 ) ); geo.FBX_Deformer = deformer; } // Convert the material indices of each vertex into rendering groups on the geometry. var materialIndexBuffer = bufferInfo.materialIndexBuffer; var prevMaterialIndex = materialIndexBuffer[ 0 ]; var startIndex = 0; for ( var i = 0; i < materialIndexBuffer.length; ++ i ) { if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) { geo.addGroup( startIndex, i - startIndex, prevMaterialIndex ); prevMaterialIndex = materialIndexBuffer[ i ]; startIndex = i; } } return geo; } /** * Parses normal information for geometry. * @param {FBXGeometryNode} geometryNode * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} */ function getNormals( NormalNode ) { var mappingType = NormalNode.properties.MappingInformationType; var referenceType = NormalNode.properties.ReferenceInformationType; var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a ); var indexBuffer = []; if ( referenceType === 'IndexToDirect' ) { if ( 'NormalIndex' in NormalNode.subNodes ) { indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a ); } else if ( 'NormalsIndex' in NormalNode.subNodes ) { indexBuffer = parseIntArray( NormalNode.subNodes.NormalsIndex.properties.a ); } } return { dataSize: 3, buffer: buffer, indices: indexBuffer, mappingType: mappingType, referenceType: referenceType }; } /** * Parses UV information for geometry. * @param {FBXGeometryNode} geometryNode * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} */ function getUVs( UVNode ) { var mappingType = UVNode.properties.MappingInformationType; var referenceType = UVNode.properties.ReferenceInformationType; var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a ); var indexBuffer = []; if ( referenceType === 'IndexToDirect' ) { indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a ); } return { dataSize: 2, buffer: buffer, indices: indexBuffer, mappingType: mappingType, referenceType: referenceType }; } /** * Parses Vertex Color information for geometry. * @param {FBXGeometryNode} geometryNode * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} */ function getColors( ColorNode ) { var mappingType = ColorNode.properties.MappingInformationType; var referenceType = ColorNode.properties.ReferenceInformationType; var buffer = parseFloatArray( ColorNode.subNodes.Colors.properties.a ); var indexBuffer = []; if ( referenceType === 'IndexToDirect' ) { indexBuffer = parseFloatArray( ColorNode.subNodes.ColorIndex.properties.a ); } return { dataSize: 4, buffer: buffer, indices: indexBuffer, mappingType: mappingType, referenceType: referenceType }; } /** * Parses material application information for geometry. * @param {FBXGeometryNode} * @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} */ function getMaterials( MaterialNode ) { var mappingType = MaterialNode.properties.MappingInformationType; var referenceType = MaterialNode.properties.ReferenceInformationType; if ( mappingType === 'NoMappingInformation' ) { return { dataSize: 1, buffer: [ 0 ], indices: [ 0 ], mappingType: 'AllSame', referenceType: referenceType }; } var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a ); // Since materials are stored as indices, there's a bit of a mismatch between FBX and what // we expect. So we create an intermediate buffer that points to the index in the buffer, // for conforming with the other functions we've written for other data. var materialIndices = []; for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) { materialIndices.push( materialIndexBufferIndex ); } return { dataSize: 1, buffer: materialIndexBuffer, indices: materialIndices, mappingType: mappingType, referenceType: referenceType }; } /** * Function uses the infoObject and given indices to return value array of object. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex). * @param {number} polygonIndex - Index of polygon in geometry. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore). * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data. * @returns {number[]} */ var dataArray = []; var GetData = { ByPolygonVertex: { /** * Function uses the infoObject and given indices to return value array of object. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex). * @param {number} polygonIndex - Index of polygon in geometry. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore). * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data. * @returns {number[]} */ Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) { var from = ( polygonVertexIndex * infoObject.dataSize ); var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize; // return infoObject.buffer.slice( from, to ); return slice( dataArray, infoObject.buffer, from, to ); }, /** * Function uses the infoObject and given indices to return value array of object. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex). * @param {number} polygonIndex - Index of polygon in geometry. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore). * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data. * @returns {number[]} */ IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) { var index = infoObject.indices[ polygonVertexIndex ]; var from = ( index * infoObject.dataSize ); var to = ( index * infoObject.dataSize ) + infoObject.dataSize; // return infoObject.buffer.slice( from, to ); return slice( dataArray, infoObject.buffer, from, to ); } }, ByPolygon: { /** * Function uses the infoObject and given indices to return value array of object. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex). * @param {number} polygonIndex - Index of polygon in geometry. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore). * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data. * @returns {number[]} */ Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) { var from = polygonIndex * infoObject.dataSize; var to = polygonIndex * infoObject.dataSize + infoObject.dataSize; // return infoObject.buffer.slice( from, to ); return slice( dataArray, infoObject.buffer, from, to ); }, /** * Function uses the infoObject and given indices to return value array of object. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex). * @param {number} polygonIndex - Index of polygon in geometry. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore). * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data. * @returns {number[]} */ IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) { var index = infoObject.indices[ polygonIndex ]; var from = index * infoObject.dataSize; var to = index * infoObject.dataSize + infoObject.dataSize; // return infoObject.buffer.slice( from, to ); return slice( dataArray, infoObject.buffer, from, to ); } }, ByVertice: { Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) { var from = ( vertexIndex * infoObject.dataSize ); var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize; // return infoObject.buffer.slice( from, to ); return slice( dataArray, infoObject.buffer, from, to ); } }, AllSame: { /** * Function uses the infoObject and given indices to return value array of object. * @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex). * @param {number} polygonIndex - Index of polygon in geometry. * @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore). * @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data. * @returns {number[]} */ IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) { var from = infoObject.indices[ 0 ] * infoObject.dataSize; var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize; // return infoObject.buffer.slice( from, to ); return slice( dataArray, infoObject.buffer, from, to ); } } }; function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) { return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ); } /** * Specialty function for parsing NurbsCurve based Geometry Nodes. * @param {FBXGeometryNode} geometryNode * @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships * @returns {THREE.BufferGeometry} */ function parseNurbsGeometry( geometryNode ) { if ( THREE.NURBSCurve === undefined ) { console.error( "THREE.FBXLoader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry." ); return new THREE.BufferGeometry(); } var order = parseInt( geometryNode.properties.Order ); if ( isNaN( order ) ) { console.error( "FBXLoader: Invalid Order " + geometryNode.properties.Order + " given for geometry ID: " + geometryNode.id ); return new THREE.BufferGeometry(); } var degree = order - 1; var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a ); var controlPoints = []; var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a ); for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) { controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) ); } var startKnot, endKnot; if ( geometryNode.properties.Form === 'Closed' ) { controlPoints.push( controlPoints[ 0 ] ); } else if ( geometryNode.properties.Form === 'Periodic' ) { startKnot = degree; endKnot = knots.length - 1 - startKnot; for ( var i = 0; i < degree; ++ i ) { controlPoints.push( controlPoints[ i ] ); } } var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot ); var vertices = curve.getPoints( controlPoints.length * 7 ); var positions = new Float32Array( vertices.length * 3 ); for ( var i = 0, l = vertices.length; i < l; ++ i ) { vertices[ i ].toArray( positions, i * 3 ); } var geometry = new THREE.BufferGeometry(); geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) ); return geometry; } /** * Finally generates Scene graph and Scene graph Objects. * @param {{Objects: {subNodes: {Model: Object.<number, FBXModelNode>}}}} FBXTree * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections * @param {Map<number, {map: Map<number, {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}>, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformers * @param {Map<number, THREE.BufferGeometry>} geometryMap * @param {Map<number, THREE.Material>} materialMap * @returns {THREE.Group} */ function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) { var sceneGraph = new THREE.Group(); var ModelNode = FBXTree.Objects.subNodes.Model; /** * @type {Array.<THREE.Object3D>} */ var modelArray = []; /** * @type {Map.<number, THREE.Object3D>} */ var modelMap = new Map(); for ( var nodeID in ModelNode ) { var id = parseInt( nodeID ); var node = ModelNode[ nodeID ]; var conns = connections.get( id ); var model = null; for ( var i = 0; i < conns.parents.length; ++ i ) { for ( var FBX_ID in deformers ) { var deformer = deformers[ FBX_ID ]; var subDeformers = deformer.map; var subDeformer = subDeformers[ conns.parents[ i ].ID ]; if ( subDeformer ) { var model2 = model; model = new THREE.Bone(); deformer.bones[ subDeformer.index ] = model; // seems like we need this not to make non-connected bone, maybe? // TODO: confirm if ( model2 !== null ) model.add( model2 ); } } } if ( ! model ) { switch ( node.attrType ) { case "Mesh": /** * @type {?THREE.BufferGeometry} */ var geometry = null; /** * @type {THREE.MultiMaterial|THREE.Material} */ var material = null; /** * @type {Array.<THREE.Material>} */ var materials = []; for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) { var child = conns.children[ childrenIndex ]; if ( geometryMap.has( child.ID ) ) { geometry = geometryMap.get( child.ID ); } if ( materialMap.has( child.ID ) ) { materials.push( materialMap.get( child.ID ) ); } } if ( materials.length > 1 ) { material = materials; } else if ( materials.length > 0 ) { material = materials[ 0 ]; } else { material = new THREE.MeshBasicMaterial( { color: 0x3300ff } ); materials.push( material ); } if ( 'color' in geometry.attributes ) { for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++materialIndex ) { materials[ materialIndex ].vertexColors = THREE.VertexColors; } } if ( geometry.FBX_Deformer ) { for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) { materials[ materialsIndex ].skinning = true; } model = new THREE.SkinnedMesh( geometry, material ); } else { model = new THREE.Mesh( geometry, material ); } break; case "NurbsCurve": var geometry = null; for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) { var child = conns.children[ childrenIndex ]; if ( geometryMap.has( child.ID ) ) { geometry = geometryMap.get( child.ID ); } } // FBX does not list materials for Nurbs lines, so we'll just put our own in here. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } ); model = new THREE.Line( geometry, material ); break; default: model = new THREE.Object3D(); break; } } model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' ); model.FBX_ID = id; modelArray.push( model ); modelMap.set( id, model ); } for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) { var model = modelArray[ modelArrayIndex ]; var node = ModelNode[ model.FBX_ID ]; if ( 'Lcl_Translation' in node.properties ) { model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) ); } if ( 'Lcl_Rotation' in node.properties ) { var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( degreeToRadian ); rotation.push( 'ZYX' ); model.rotation.fromArray( rotation ); } if ( 'Lcl_Scaling' in node.properties ) { model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) ); } if ( 'PreRotation' in node.properties ) { var preRotations = new THREE.Euler().setFromVector3( parseVector3( node.properties.PreRotation ).multiplyScalar( DEG2RAD ), 'ZYX' ); preRotations = new THREE.Quaternion().setFromEuler( preRotations ); var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation ); preRotations.multiply( currentRotation ); model.rotation.setFromQuaternion( preRotations, 'ZYX' ); } var conns = connections.get( model.FBX_ID ); for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) { var pIndex = findIndex( modelArray, function ( mod ) { return mod.FBX_ID === conns.parents[ parentIndex ].ID; } ); if ( pIndex > - 1 ) { modelArray[ pIndex ].add( model ); break; } } if ( model.parent === null ) { sceneGraph.add( model ); } } // Now with the bones created, we can update the skeletons and bind them to the skinned meshes. sceneGraph.updateMatrixWorld( true ); // Put skeleton into bind pose. var BindPoseNode = FBXTree.Objects.subNodes.Pose; for ( var nodeID in BindPoseNode ) { if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) { BindPoseNode = BindPoseNode[ nodeID ]; break; } } if ( BindPoseNode ) { var PoseNode = BindPoseNode.subNodes.PoseNode; var worldMatrices = new Map(); for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) { var node = PoseNode[ PoseNodeIndex ]; var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a ); worldMatrices.set( parseInt( node.id ), rawMatWrd ); } } for ( var FBX_ID in deformers ) { var deformer = deformers[ FBX_ID ]; var subDeformers = deformer.map; for ( var key in subDeformers ) { var subDeformer = subDeformers[ key ]; var subDeformerIndex = subDeformer.index; /** * @type {THREE.Bone} */ var bone = deformer.bones[ subDeformerIndex ]; if ( ! worldMatrices.has( bone.FBX_ID ) ) { break; } var mat = worldMatrices.get( bone.FBX_ID ); bone.matrixWorld.copy( mat ); } // Now that skeleton is in bind pose, bind to model. deformer.skeleton = new THREE.Skeleton( deformer.bones ); var conns = connections.get( deformer.FBX_ID ); var parents = conns.parents; for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) { var parent = parents[ parentsIndex ]; if ( geometryMap.has( parent.ID ) ) { var geoID = parent.ID; var geoConns = connections.get( geoID ); for ( var i = 0; i < geoConns.parents.length; ++ i ) { if ( modelMap.has( geoConns.parents[ i ].ID ) ) { var model = modelMap.get( geoConns.parents[ i ].ID ); //ASSERT model typeof SkinnedMesh model.bind( deformer.skeleton, model.matrixWorld ); break; } } } } } //Skeleton is now bound, return objects to starting //world positions. sceneGraph.updateMatrixWorld( true ); // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton // to attach animations to, since FBXs treat animations as animations for the entire scene, // not just for individual objects. sceneGraph.skeleton = { bones: modelArray }; var animations = parseAnimations( FBXTree, connections, sceneGraph ); addAnimations( sceneGraph, animations ); return sceneGraph; } /** * Parses animation information from FBXTree and generates an AnimationInfoObject. * @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree * @param {Map<number, {parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}>} connections */ function parseAnimations( FBXTree, connections, sceneGraph ) { var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode; var rawCurves = FBXTree.Objects.subNodes.AnimationCurve; var rawLayers = FBXTree.Objects.subNodes.AnimationLayer; var rawStacks = FBXTree.Objects.subNodes.AnimationStack; /** * @type {{ curves: Map<number, { T: { id: number; attr: string; internalID: number; attrX: boolean; attrY: boolean; attrZ: boolean; containerBoneID: number; containerID: number; curves: { x: { version: any; id: number; internalID: number; times: number[]; values: number[]; attrFlag: number[]; attrData: number[]; }; y: { version: any; id: number; internalID: number; times: number[]; values: number[]; attrFlag: number[]; attrData: number[]; }; z: { version: any; id: number; internalID: number; times: number[]; values: number[]; attrFlag: number[]; attrData: number[]; }; }; }, R: { id: number; attr: string; internalID: number; attrX: boolean; attrY: boolean; attrZ: boolean; containerBoneID: number; containerID: number; curves: { x: { version: any; id: number; internalID: number; times: number[]; values: number[]; attrFlag: number[]; attrData: number[]; }; y: { version: any; id: number; internalID: number; times: number[]; values: number[]; attrFlag: number[]; attrData: number[]; }; z: { version: any; id: number; internalID: number; times: number[]; values: number[]; attrFlag: number[]; attrData: number[]; }; }; }, S: { id: number; attr: string; internalID: number; attrX: boolean; attrY: boolean; attrZ: boolean; containerBoneID: number; containerID: number; curves: { x: { version: any; id: number;