未验证 提交 a377ca1a 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #12710 from looeee/FBXTree_less_animation_keys

FBXLoader refactor parseAnimation and remove unused entities from return object
......@@ -16,10 +16,9 @@
* NURBS (Open, Closed and Periodic forms)
*
* Needs Support:
* Indexed Buffers
* PreRotation support.
* Euler rotation order
*
*
* FBX format references:
* https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
*
......@@ -2122,10 +2121,13 @@
}
// Parses animation information from nodes in
// FBXTree.Objects.subNodes.AnimationCurve ( connected to AnimationCurveNode )
// FBXTree.Objects.subNodes.AnimationCurveNode ( connected to AnimationLayer and an animated property in some other node )
// FBXTree.Objects.subNodes.AnimationLayer ( connected to AnimationStack )
// FBXTree.Objects.subNodes.AnimationCurve: child of an AnimationCurveNode, holds the raw animation data (e.g. x axis rotation )
// FBXTree.Objects.subNodes.AnimationCurveNode: child of an AnimationLayer and connected to whichever node is being animated
// FBXTree.Objects.subNodes.AnimationLayer: child of an AnimationStack
// FBXTree.Objects.subNodes.AnimationStack
// Multiple animation takes are stored in AnimationLayer and AnimationStack
// Note: There is also FBXTree.Takes, however this seems to be left over from an older version of the
// format and is no longer used
function parseAnimations( FBXTree, connections, sceneGraph ) {
var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
......@@ -2133,61 +2135,9 @@
var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
var fps = 30; // default framerate
if ( 'GlobalSettings' in FBXTree && 'TimeMode' in FBXTree.GlobalSettings.properties ) {
/* Autodesk time mode documentation can be found here:
* http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/class_fbx_time.html,topicNumber=cpp_ref_class_fbx_time_html
*/
var timeModeEnum = [
30, // 0: eDefaultMode
120, // 1: eFrames120
100, // 2: eFrames100
60, // 3: eFrames60
50, // 4: eFrames50
48, // 5: eFrames48
30, // 6: eFrames30 (black and white NTSC )
30, // 7: eFrames30Drop
29.97, // 8: eNTSCDropFrame
29.97, // 90: eNTSCFullFrame
25, // 10: ePal ( PAL/SECAM )
24, // 11: eFrames24 (Film/Cinema)
1, // 12: eFrames1000 (use for date time))
23.976, // 13: eFilmFullFrame
30, // 14: eCustom: use GlobalSettings.properties.CustomFrameRate.value
96, // 15: eFrames96
72, // 16: eFrames72
59.94, // 17: eFrames59dot94
];
var eMode = FBXTree.GlobalSettings.properties.TimeMode.value;
if ( eMode === 14 ) {
if ( 'CustomFrameRate' in FBXTree.GlobalSettings.properties ) {
fps = FBXTree.GlobalSettings.properties.CustomFrameRate.value;
fps = ( fps === - 1 ) ? 30 : fps;
}
} else if ( eMode <= 17 ) { // for future proofing - if more eModes get added, they will default to 30fps
fps = timeModeEnum[ eMode ];
}
}
var returnObject = {
curves: new Map(),
layers: {},
stacks: {},
length: 0,
fps: fps,
frames: 0
var animations = {
takes: {},
fps: getFrameRate( FBXTree ),
};
var animationCurveNodes = [];
......@@ -2195,7 +2145,7 @@
if ( nodeID.match( /\d+/ ) ) {
var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
var animationNode = parseAnimationCurveNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
animationCurveNodes.push( animationNode );
}
......@@ -2257,14 +2207,6 @@
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;
if ( curveNode.attr === 'R' ) {
var curves = curveNode.curves;
......@@ -2330,6 +2272,8 @@
} );
var layersMap = new Map();
for ( var nodeID in rawLayers ) {
var layer = [];
......@@ -2363,7 +2307,7 @@
}
returnObject.layers[ nodeID ] = layer;
layersMap.set( parseInt( nodeID ), layer );
}
......@@ -2377,7 +2321,7 @@
for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
var currentLayer = returnObject.layers[ children[ childIndex ].ID ];
var currentLayer = layersMap.get( children[ childIndex ].ID );
if ( currentLayer !== undefined ) {
......@@ -2402,22 +2346,22 @@
// Do we have an animation clip with actual length?
if ( timestamps.max > timestamps.min ) {
returnObject.stacks[ nodeID ] = {
animations.takes[ nodeID ] = {
name: rawStacks[ nodeID ].attrName,
layers: layers,
length: timestamps.max - timestamps.min,
frames: ( timestamps.max - timestamps.min ) * returnObject.fps
frames: ( timestamps.max - timestamps.min ) * animations.fps
};
}
}
return returnObject;
return animations;
}
function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
function parseAnimationCurveNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
var rawModels = FBXTree.Objects.subNodes.Model;
......@@ -2483,6 +2427,7 @@
returnObject.containerBoneID = boneID;
returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
var model = rawModels[ returnObject.containerID.toString() ];
if ( 'PreRotation' in model.properties ) {
returnObject.preRotations = new THREE.Vector3().fromArray( model.properties.PreRotation.value ).multiplyScalar( Math.PI / 180 );
......@@ -2513,6 +2458,60 @@
}
function getFrameRate( FBXTree ) {
var fps = 30; // default framerate
if ( 'GlobalSettings' in FBXTree && 'TimeMode' in FBXTree.GlobalSettings.properties ) {
/* Autodesk time mode documentation can be found here:
* http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/class_fbx_time.html,topicNumber=cpp_ref_class_fbx_time_html
*/
var timeModeEnum = [
30, // 0: eDefaultMode
120, // 1: eFrames120
100, // 2: eFrames100
60, // 3: eFrames60
50, // 4: eFrames50
48, // 5: eFrames48
30, // 6: eFrames30 (black and white NTSC )
30, // 7: eFrames30Drop
29.97, // 8: eNTSCDropFrame
29.97, // 90: eNTSCFullFrame
25, // 10: ePal ( PAL/SECAM )
24, // 11: eFrames24 (Film/Cinema)
1, // 12: eFrames1000 (use for date time))
23.976, // 13: eFilmFullFrame
30, // 14: eCustom: use GlobalSettings.properties.CustomFrameRate.value
96, // 15: eFrames96
72, // 16: eFrames72
59.94, // 17: eFrames59dot94
];
var eMode = FBXTree.GlobalSettings.properties.TimeMode.value;
if ( eMode === 14 ) {
if ( 'CustomFrameRate' in FBXTree.GlobalSettings.properties ) {
fps = FBXTree.GlobalSettings.properties.CustomFrameRate.value;
fps = ( fps === - 1 ) ? 30 : fps;
}
} else if ( eMode <= 17 ) { // for future proofing - if more eModes get added, they will default to 30fps
fps = timeModeEnum[ eMode ];
}
}
return fps;
}
// Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
// than the max or min respectively.
function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
......@@ -2575,16 +2574,16 @@
}
var stacks = animations.stacks;
var takes = animations.takes;
for ( var key in stacks ) {
for ( var key in takes ) {
var stack = stacks[ key ];
var take = takes[ key ];
var animationData = {
name: stack.name,
name: take.name,
fps: animations.fps,
length: stack.length,
length: take.length,
hierarchy: []
};
......@@ -2604,14 +2603,14 @@
}
for ( var frame = 0; frame <= stack.frames; frame ++ ) {
for ( var frame = 0; frame <= take.frames; frame ++ ) {
for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
var bone = bones[ bonesIndex ];
var boneIndex = bonesIndex;
var animationNode = stack.layers[ 0 ][ boneIndex ];
var animationNode = take.layers[ 0 ][ boneIndex ];
for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
......@@ -2641,93 +2640,86 @@
function generateKey( animations, animationNode, bone, frame ) {
var key = {
time: frame / animations.fps,
pos: bone.position.toArray(),
rot: bone.quaternion.toArray(),
scl: bone.scale.toArray()
scl: bone.scale.toArray(),
};
if ( animationNode === undefined ) return key;
euler.setFromQuaternion( bone.quaternion, 'ZYX', false );
try {
if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
if ( animationNode.T.curves.x.values[ frame ] ) {
if ( animationNode.T.curves.x.values[ frame ] ) {
key.pos[ 0 ] = animationNode.T.curves.x.values[ frame ];
key.pos[ 0 ] = animationNode.T.curves.x.values[ frame ];
}
if ( animationNode.T.curves.y.values[ frame ] ) {
}
key.pos[ 1 ] = animationNode.T.curves.y.values[ frame ];
if ( animationNode.T.curves.y.values[ frame ] ) {
}
key.pos[ 1 ] = animationNode.T.curves.y.values[ frame ];
if ( animationNode.T.curves.z.values[ frame ] ) {
}
key.pos[ 2 ] = animationNode.T.curves.z.values[ frame ];
if ( animationNode.T.curves.z.values[ frame ] ) {
}
key.pos[ 2 ] = animationNode.T.curves.z.values[ frame ];
}
if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
// Only update the euler's values if rotation is defined for the axis on this frame
if ( animationNode.R.curves.x.values[ frame ] ) {
}
euler.x = animationNode.R.curves.x.values[ frame ];
if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
}
// Only update the euler's values if rotation is defined for the axis on this frame
if ( animationNode.R.curves.x.values[ frame ] ) {
if ( animationNode.R.curves.y.values[ frame ] ) {
euler.x = animationNode.R.curves.x.values[ frame ];
euler.y = animationNode.R.curves.y.values[ frame ];
}
}
if ( animationNode.R.curves.y.values[ frame ] ) {
if ( animationNode.R.curves.z.values[ frame ] ) {
euler.y = animationNode.R.curves.y.values[ frame ];
euler.z = animationNode.R.curves.z.values[ frame ];
}
}
if ( animationNode.R.curves.z.values[ frame ] ) {
quaternion.setFromEuler( euler );
key.rot = quaternion.toArray();
euler.z = animationNode.R.curves.z.values[ frame ];
}
if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
if ( animationNode.T.curves.x.values[ frame ] ) {
quaternion.setFromEuler( euler );
key.rot = quaternion.toArray();
key.scl[ 0 ] = animationNode.S.curves.x.values[ frame ];
}
}
if ( animationNode.T.curves.y.values[ frame ] ) {
if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
key.scl[ 1 ] = animationNode.S.curves.y.values[ frame ];
if ( animationNode.T.curves.x.values[ frame ] ) {
}
key.scl[ 0 ] = animationNode.S.curves.x.values[ frame ];
if ( animationNode.T.curves.z.values[ frame ] ) {
}
key.scl[ 2 ] = animationNode.S.curves.z.values[ frame ];
if ( animationNode.T.curves.y.values[ frame ] ) {
}
key.scl[ 1 ] = animationNode.S.curves.y.values[ frame ];
}
} catch ( error ) {
if ( animationNode.T.curves.z.values[ frame ] ) {
// Curve is not fully plotted.
console.log( 'THREE.FBXLoader: ', bone );
console.log( 'THREE.FBXLoader: ', error );
key.scl[ 2 ] = animationNode.S.curves.z.values[ frame ];
}
}
......@@ -2765,18 +2757,12 @@
return AXES.every( function ( key ) {
return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
return attributeNode.curves[ key ].values[ frame ] !== undefined;
} );
}
function isKeyExistOnFrame( curve, frame ) {
return curve.values[ frame ] !== undefined;
}
// parse an FBX file in ASCII format
function TextParser() {}
......
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