4628 lines
109 KiB
JavaScript
4628 lines
109 KiB
JavaScript
import {
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AnimationClip,
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BoxGeometry,
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BufferAttribute,
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BufferGeometry,
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CapsuleGeometry,
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ClampToEdgeWrapping,
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Color,
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ConeGeometry,
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CylinderGeometry,
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DirectionalLight,
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Euler,
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Group,
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LoaderUtils,
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Matrix4,
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Mesh,
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MeshPhysicalMaterial,
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MirroredRepeatWrapping,
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NoColorSpace,
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Object3D,
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OrthographicCamera,
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PerspectiveCamera,
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PointLight,
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Quaternion,
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QuaternionKeyframeTrack,
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RectAreaLight,
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RepeatWrapping,
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ShapeUtils,
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SkinnedMesh,
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Skeleton,
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Bone,
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SphereGeometry,
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SpotLight,
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SRGBColorSpace,
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Texture,
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Vector2,
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Vector3,
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VectorKeyframeTrack
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} from 'three';
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// Pre-compiled regex patterns for performance
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const VARIANT_PATH_REGEX = /^(.+?)\/\{(\w+)=(\w+)\}\/(.+)$/;
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// Spec types (must match USDCParser)
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const SpecType = {
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Unknown: 0,
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Attribute: 1,
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Connection: 2,
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Expression: 3,
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Mapper: 4,
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MapperArg: 5,
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Prim: 6,
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PseudoRoot: 7,
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Relationship: 8,
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RelationshipTarget: 9,
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Variant: 10,
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VariantSet: 11
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};
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// UsdGeomCamera fallback values (OpenUSD schema)
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const USD_CAMERA_DEFAULTS = {
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projection: 'perspective',
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clippingRange: [ 1, 1000000 ],
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horizontalAperture: 20.955,
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verticalAperture: 15.2908,
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horizontalApertureOffset: 0,
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verticalApertureOffset: 0,
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focalLength: 50,
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focusDistance: 0,
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fStop: 0
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};
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/**
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* USDComposer handles scene composition from parsed USD data.
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* This includes reference resolution, variant selection, transform handling,
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* and building the Three.js scene graph.
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*
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* Works with specsByPath format from USDCParser.
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*/
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class USDComposer {
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constructor( manager = null ) {
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this.textureCache = {};
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this.skinnedMeshes = [];
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this.manager = manager;
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this.texturePromises = [];
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}
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/**
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* Compose a Three.js scene from parsed USD data.
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* @param {Object} parsedData - Data from USDCParser or USDAParser
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* @param {Object} assets - Dictionary of referenced assets (specsByPath or blob URLs)
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* @param {Object} variantSelections - External variant selections
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* @param {string} basePath - Base path for resolving relative references
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* @returns {Group} Three.js scene graph
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*/
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compose( parsedData, assets = {}, variantSelections = {}, basePath = '' ) {
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this.specsByPath = parsedData.specsByPath;
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this.assets = assets;
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this.externalVariantSelections = variantSelections;
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this.basePath = basePath;
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this.skinnedMeshes = [];
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this.skeletons = {};
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this.texturePromises = [];
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// Build indexes for O(1) lookups
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this._buildIndexes();
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// Get FPS from root spec
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const rootSpec = this.specsByPath[ '/' ];
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const rootFields = rootSpec ? rootSpec.fields : {};
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this.fps = rootFields.timeCodesPerSecond || rootFields.framesPerSecond || 24;
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const group = new Group();
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this._buildHierarchy( group, '/' );
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// Bind skeletons to skinned meshes
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this._bindSkeletons();
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// Expose skeleton on the root group so that AnimationMixer's
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// PropertyBinding.findNode resolves bone names before scene objects.
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// Without this, Xform prims that share a name with a skeleton joint
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// would be animated instead of the bone.
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const skeletonPaths = Object.keys( this.skeletons );
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if ( skeletonPaths.length === 1 ) {
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group.skeleton = this.skeletons[ skeletonPaths[ 0 ] ].skeleton;
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}
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// Build animations
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group.animations = this._buildAnimations();
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// Handle metersPerUnit scaling
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const metersPerUnit = rootFields.metersPerUnit;
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if ( metersPerUnit !== undefined && metersPerUnit !== 1 ) {
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group.scale.setScalar( metersPerUnit );
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}
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// Handle Z-up to Y-up conversion
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if ( rootSpec && rootSpec.fields && rootSpec.fields.upAxis === 'Z' ) {
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group.rotation.x = - Math.PI / 2;
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}
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return group;
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}
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/**
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* Apply USD transforms to a Three.js object.
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* Handles xformOpOrder with proper matrix composition.
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* USD uses row-vector convention, Three.js uses column-vector.
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*/
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applyTransform( obj, fields, attrs = {} ) {
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const data = { ...fields, ...attrs };
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const xformOpOrder = data[ 'xformOpOrder' ];
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// If we have xformOpOrder, apply transforms using matrices
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if ( xformOpOrder && xformOpOrder.length > 0 ) {
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const matrix = new Matrix4();
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const tempMatrix = new Matrix4();
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// Track scale for handling negative scale with rotation
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let scaleValues = null;
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// Iterate FORWARD for Three.js column-vector convention
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for ( let i = 0; i < xformOpOrder.length; i ++ ) {
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const op = xformOpOrder[ i ];
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const isInverse = op.startsWith( '!invert!' );
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const opName = isInverse ? op.slice( 8 ) : op;
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if ( opName === 'xformOp:transform' ) {
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const m = data[ 'xformOp:transform' ];
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if ( m && m.length === 16 ) {
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tempMatrix.set(
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m[ 0 ], m[ 4 ], m[ 8 ], m[ 12 ],
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m[ 1 ], m[ 5 ], m[ 9 ], m[ 13 ],
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m[ 2 ], m[ 6 ], m[ 10 ], m[ 14 ],
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m[ 3 ], m[ 7 ], m[ 11 ], m[ 15 ]
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);
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if ( isInverse ) tempMatrix.invert();
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matrix.multiply( tempMatrix );
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}
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} else if ( opName === 'xformOp:translate' ) {
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const t = data[ 'xformOp:translate' ];
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if ( t ) {
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tempMatrix.makeTranslation( t[ 0 ], t[ 1 ], t[ 2 ] );
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if ( isInverse ) tempMatrix.invert();
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matrix.multiply( tempMatrix );
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}
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} else if ( opName === 'xformOp:translate:pivot' ) {
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const t = data[ 'xformOp:translate:pivot' ];
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if ( t ) {
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tempMatrix.makeTranslation( t[ 0 ], t[ 1 ], t[ 2 ] );
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if ( isInverse ) tempMatrix.invert();
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matrix.multiply( tempMatrix );
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}
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} else if ( opName === 'xformOp:scale' ) {
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const s = data[ 'xformOp:scale' ];
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if ( s ) {
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if ( Array.isArray( s ) ) {
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tempMatrix.makeScale( s[ 0 ], s[ 1 ], s[ 2 ] );
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scaleValues = [ s[ 0 ], s[ 1 ], s[ 2 ] ];
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} else {
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tempMatrix.makeScale( s, s, s );
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scaleValues = [ s, s, s ];
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}
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if ( isInverse ) tempMatrix.invert();
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matrix.multiply( tempMatrix );
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}
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} else if ( opName === 'xformOp:rotateXYZ' ) {
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const r = data[ 'xformOp:rotateXYZ' ];
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if ( r ) {
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// USD rotateXYZ: matrix = Rx * Ry * Rz
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// Three.js Euler 'ZYX' order produces same result
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const euler = new Euler(
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r[ 0 ] * Math.PI / 180,
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r[ 1 ] * Math.PI / 180,
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r[ 2 ] * Math.PI / 180,
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'ZYX'
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);
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tempMatrix.makeRotationFromEuler( euler );
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if ( isInverse ) tempMatrix.invert();
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matrix.multiply( tempMatrix );
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}
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} else if ( opName === 'xformOp:rotateX' ) {
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const r = data[ 'xformOp:rotateX' ];
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if ( r !== undefined ) {
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tempMatrix.makeRotationX( r * Math.PI / 180 );
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if ( isInverse ) tempMatrix.invert();
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matrix.multiply( tempMatrix );
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}
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} else if ( opName === 'xformOp:rotateY' ) {
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const r = data[ 'xformOp:rotateY' ];
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if ( r !== undefined ) {
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tempMatrix.makeRotationY( r * Math.PI / 180 );
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if ( isInverse ) tempMatrix.invert();
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matrix.multiply( tempMatrix );
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}
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} else if ( opName === 'xformOp:rotateZ' ) {
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const r = data[ 'xformOp:rotateZ' ];
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if ( r !== undefined ) {
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tempMatrix.makeRotationZ( r * Math.PI / 180 );
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if ( isInverse ) tempMatrix.invert();
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matrix.multiply( tempMatrix );
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}
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} else if ( opName === 'xformOp:orient' ) {
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const q = data[ 'xformOp:orient' ];
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if ( q && q.length === 4 ) {
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const quat = new Quaternion( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
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tempMatrix.makeRotationFromQuaternion( quat );
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if ( isInverse ) tempMatrix.invert();
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matrix.multiply( tempMatrix );
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}
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}
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}
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obj.matrix.copy( matrix );
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obj.matrix.decompose( obj.position, obj.quaternion, obj.scale );
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// Fix for negative scale: decompose() may absorb negative scale into quaternion
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// Restore original scale signs to keep animation consistent
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if ( scaleValues ) {
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const negX = scaleValues[ 0 ] < 0;
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const negY = scaleValues[ 1 ] < 0;
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const negZ = scaleValues[ 2 ] < 0;
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const negCount = ( negX ? 1 : 0 ) + ( negY ? 1 : 0 ) + ( negZ ? 1 : 0 );
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// decompose() absorbs pairs of negative scales into rotation
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// For [-1,-1,-1] → [-1,1,1], Y and Z were absorbed, flip quat.y and quat.w
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if ( negCount === 3 ) {
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obj.scale.set( scaleValues[ 0 ], scaleValues[ 1 ], scaleValues[ 2 ] );
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obj.quaternion.set(
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obj.quaternion.x,
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- obj.quaternion.y,
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obj.quaternion.z,
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- obj.quaternion.w
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);
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}
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}
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return;
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}
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// Fallback: handle individual transform ops without order
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if ( data[ 'xformOp:translate' ] ) {
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const t = data[ 'xformOp:translate' ];
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obj.position.set( t[ 0 ], t[ 1 ], t[ 2 ] );
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}
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if ( data[ 'xformOp:translate:pivot' ] ) {
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const p = data[ 'xformOp:translate:pivot' ];
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obj.pivot = new Vector3( p[ 0 ], p[ 1 ], p[ 2 ] );
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}
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if ( data[ 'xformOp:scale' ] ) {
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const s = data[ 'xformOp:scale' ];
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if ( Array.isArray( s ) ) {
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obj.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] );
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} else {
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obj.scale.set( s, s, s );
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}
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}
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if ( data[ 'xformOp:rotateXYZ' ] ) {
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const r = data[ 'xformOp:rotateXYZ' ];
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obj.rotation.set(
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r[ 0 ] * Math.PI / 180,
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r[ 1 ] * Math.PI / 180,
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r[ 2 ] * Math.PI / 180
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);
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}
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if ( data[ 'xformOp:orient' ] ) {
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const q = data[ 'xformOp:orient' ];
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if ( q.length === 4 ) {
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obj.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
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}
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}
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}
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/**
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* Build indexes for efficient lookups.
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* Called once during compose() to avoid O(n) scans per lookup.
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*/
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_buildIndexes() {
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// childrenByPath: parentPath -> [childName1, childName2, ...]
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this.childrenByPath = new Map();
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// attributesByPrimPath: primPath -> Map(attrName -> attrSpec)
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this.attributesByPrimPath = new Map();
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// materialsByRoot: rootPath -> [materialPath1, materialPath2, ...]
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this.materialsByRoot = new Map();
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// shadersByMaterialPath: materialPath -> [shaderPath1, shaderPath2, ...]
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this.shadersByMaterialPath = new Map();
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// geomSubsetsByMeshPath: meshPath -> [subsetPath1, subsetPath2, ...]
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this.geomSubsetsByMeshPath = new Map();
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for ( const path in this.specsByPath ) {
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const spec = this.specsByPath[ path ];
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if ( spec.specType === SpecType.Prim ) {
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// Build parent-child index
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const lastSlash = path.lastIndexOf( '/' );
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if ( lastSlash > 0 ) {
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const parentPath = path.slice( 0, lastSlash );
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const childName = path.slice( lastSlash + 1 );
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if ( ! this.childrenByPath.has( parentPath ) ) {
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this.childrenByPath.set( parentPath, [] );
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}
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this.childrenByPath.get( parentPath ).push( { name: childName, path: path } );
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} else if ( lastSlash === 0 && path.length > 1 ) {
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// Direct child of root
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const childName = path.slice( 1 );
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if ( ! this.childrenByPath.has( '/' ) ) {
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this.childrenByPath.set( '/', [] );
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}
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this.childrenByPath.get( '/' ).push( { name: childName, path: path } );
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}
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const typeName = spec.fields.typeName;
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// Build material index
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if ( typeName === 'Material' ) {
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const parts = path.split( '/' );
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const rootPath = parts.length > 1 ? '/' + parts[ 1 ] : '/';
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if ( ! this.materialsByRoot.has( rootPath ) ) {
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this.materialsByRoot.set( rootPath, [] );
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}
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this.materialsByRoot.get( rootPath ).push( path );
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}
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// Build shader index (shaders are children or descendants of materials)
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if ( typeName === 'Shader' && lastSlash > 0 ) {
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// Walk up ancestors to find the nearest Material prim.
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// Shaders may be direct children of a Material, or nested
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// inside a NodeGraph (common with MaterialX materials).
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let ancestorPath = path.slice( 0, lastSlash );
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while ( ancestorPath.length > 0 ) {
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const ancestorSpec = this.specsByPath[ ancestorPath ];
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if ( ancestorSpec && ancestorSpec.specType === SpecType.Prim && ancestorSpec.fields.typeName === 'Material' ) {
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if ( ! this.shadersByMaterialPath.has( ancestorPath ) ) {
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this.shadersByMaterialPath.set( ancestorPath, [] );
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}
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this.shadersByMaterialPath.get( ancestorPath ).push( path );
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break;
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}
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const slash = ancestorPath.lastIndexOf( '/' );
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if ( slash <= 0 ) break;
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ancestorPath = ancestorPath.slice( 0, slash );
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}
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}
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// Build GeomSubset index (subsets are children of meshes)
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if ( typeName === 'GeomSubset' && lastSlash > 0 ) {
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const meshPath = path.slice( 0, lastSlash );
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if ( ! this.geomSubsetsByMeshPath.has( meshPath ) ) {
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this.geomSubsetsByMeshPath.set( meshPath, [] );
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}
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this.geomSubsetsByMeshPath.get( meshPath ).push( path );
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}
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} else if ( spec.specType === SpecType.Attribute || spec.specType === SpecType.Relationship ) {
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// Build attribute index
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const dotIndex = path.lastIndexOf( '.' );
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if ( dotIndex > 0 ) {
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const primPath = path.slice( 0, dotIndex );
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const attrName = path.slice( dotIndex + 1 );
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if ( ! this.attributesByPrimPath.has( primPath ) ) {
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this.attributesByPrimPath.set( primPath, new Map() );
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}
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this.attributesByPrimPath.get( primPath ).set( attrName, spec );
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}
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}
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}
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}
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/**
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* Check if a path is a direct child of parentPath.
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*/
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_isDirectChild( parentPath, path, prefix ) {
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if ( ! path.startsWith( prefix ) ) return false;
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const remainder = path.slice( prefix.length );
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if ( remainder.length === 0 ) return false;
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// Check for variant paths or simple names
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if ( remainder.startsWith( '{' ) ) {
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return false; // Variant paths are not direct children
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}
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return ! remainder.includes( '/' );
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}
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|
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/**
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* Build the scene hierarchy recursively.
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* Uses childrenByPath index for O(1) child lookup instead of O(n) iteration.
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|
*/
|
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_buildHierarchy( parent, parentPath ) {
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|
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// Collect children from parentPath and any active variant paths
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const childEntries = [];
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const seenPaths = new Set();
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|
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// Get direct children using the index
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|
const directChildren = this.childrenByPath.get( parentPath );
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|
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if ( directChildren ) {
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for ( const child of directChildren ) {
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if ( ! seenPaths.has( child.path ) ) {
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seenPaths.add( child.path );
|
|
childEntries.push( child );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Also get children from active variant paths
|
|
const variantPaths = this._getVariantPaths( parentPath );
|
|
|
|
for ( const vp of variantPaths ) {
|
|
|
|
const variantChildren = this.childrenByPath.get( vp );
|
|
|
|
if ( variantChildren ) {
|
|
|
|
for ( const child of variantChildren ) {
|
|
|
|
if ( ! seenPaths.has( child.path ) ) {
|
|
|
|
seenPaths.add( child.path );
|
|
childEntries.push( child );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Process each child
|
|
for ( const { name, path } of childEntries ) {
|
|
|
|
const spec = this.specsByPath[ path ];
|
|
if ( ! spec || spec.specType !== SpecType.Prim ) continue;
|
|
|
|
const typeName = spec.fields.typeName;
|
|
|
|
// Check for references/payloads
|
|
const refValues = this._getReferences( spec );
|
|
if ( refValues.length > 0 ) {
|
|
|
|
// Get local variant selections from this prim
|
|
const localVariants = this._getLocalVariantSelections( spec.fields );
|
|
|
|
// Resolve all references
|
|
const resolvedGroups = [];
|
|
for ( const refValue of refValues ) {
|
|
|
|
const referencedGroup = this._resolveReference( refValue, localVariants );
|
|
if ( referencedGroup ) resolvedGroups.push( referencedGroup );
|
|
|
|
}
|
|
|
|
if ( resolvedGroups.length > 0 ) {
|
|
|
|
const attrs = this._getAttributes( path );
|
|
|
|
// Single reference with single mesh: use optimized path
|
|
// This handles the USDZExporter pattern: Xform references geometry file
|
|
if ( resolvedGroups.length === 1 ) {
|
|
|
|
const singleMesh = this._findSingleMesh( resolvedGroups[ 0 ] );
|
|
|
|
if ( singleMesh && ( typeName === 'Xform' || ! typeName ) ) {
|
|
|
|
// Merge the mesh into this prim
|
|
singleMesh.name = name;
|
|
this.applyTransform( singleMesh, spec.fields, attrs );
|
|
|
|
// Apply material binding from the referencing prim if present
|
|
this._applyMaterialBinding( singleMesh, path );
|
|
|
|
parent.add( singleMesh );
|
|
|
|
// Still build local children (overrides)
|
|
this._buildHierarchy( singleMesh, path );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Create a container for the referenced content
|
|
const obj = new Object3D();
|
|
obj.name = name;
|
|
this.applyTransform( obj, spec.fields, attrs );
|
|
|
|
// Add all children from all resolved references
|
|
for ( const referencedGroup of resolvedGroups ) {
|
|
|
|
while ( referencedGroup.children.length > 0 ) {
|
|
|
|
obj.add( referencedGroup.children[ 0 ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
parent.add( obj );
|
|
|
|
// Still build local children (overrides)
|
|
this._buildHierarchy( obj, path );
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Build appropriate object based on type
|
|
if ( typeName === 'SkelRoot' ) {
|
|
|
|
// Skeletal root - treat as transform but track for skeleton binding
|
|
const obj = new Object3D();
|
|
obj.name = name;
|
|
obj.userData.isSkelRoot = true;
|
|
const attrs = this._getAttributes( path );
|
|
this.applyTransform( obj, spec.fields, attrs );
|
|
parent.add( obj );
|
|
this._buildHierarchy( obj, path );
|
|
|
|
} else if ( typeName === 'Skeleton' ) {
|
|
|
|
// Build skeleton and store it
|
|
const skeleton = this._buildSkeleton( path );
|
|
if ( skeleton ) {
|
|
|
|
this.skeletons[ path ] = skeleton;
|
|
|
|
}
|
|
|
|
// Recursively build children (may contain SkelAnimation)
|
|
this._buildHierarchy( parent, path );
|
|
|
|
} else if ( typeName === 'SkelAnimation' ) {
|
|
|
|
// Skip - animations are processed separately in _buildAnimations
|
|
|
|
} else if ( typeName === 'Mesh' ) {
|
|
|
|
const obj = this._buildMesh( path, spec );
|
|
if ( obj ) {
|
|
|
|
parent.add( obj );
|
|
this._buildHierarchy( obj, path );
|
|
|
|
}
|
|
|
|
} else if ( typeName === 'Camera' ) {
|
|
|
|
const obj = this._buildCamera( path );
|
|
obj.name = name;
|
|
const attrs = this._getAttributes( path );
|
|
this.applyTransform( obj, spec.fields, attrs );
|
|
parent.add( obj );
|
|
this._buildHierarchy( obj, path );
|
|
|
|
} else if ( typeName === 'DistantLight' || typeName === 'SphereLight' || typeName === 'RectLight' || typeName === 'DiskLight' ) {
|
|
|
|
const obj = this._buildLight( path, typeName );
|
|
obj.name = name;
|
|
const attrs = this._getAttributes( path );
|
|
this.applyTransform( obj, spec.fields, attrs );
|
|
parent.add( obj );
|
|
this._buildHierarchy( obj, path );
|
|
|
|
} else if ( typeName === 'Cube' || typeName === 'Sphere' || typeName === 'Cylinder' || typeName === 'Cone' || typeName === 'Capsule' ) {
|
|
|
|
const obj = this._buildGeomPrimitive( path, spec, typeName );
|
|
if ( obj ) {
|
|
|
|
parent.add( obj );
|
|
this._buildHierarchy( obj, path );
|
|
|
|
}
|
|
|
|
} else if ( typeName === 'Material' || typeName === 'Shader' || typeName === 'GeomSubset' ) {
|
|
|
|
// Skip materials/shaders/subsets, they're referenced by meshes
|
|
|
|
} else {
|
|
|
|
// Transform node, group, or unknown type
|
|
const obj = new Object3D();
|
|
obj.name = name;
|
|
const attrs = this._getAttributes( path );
|
|
this.applyTransform( obj, spec.fields, attrs );
|
|
parent.add( obj );
|
|
this._buildHierarchy( obj, path );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Get variant paths for a parent path based on variant selections.
|
|
*/
|
|
_getVariantPaths( parentPath ) {
|
|
|
|
const parentSpec = this.specsByPath[ parentPath ];
|
|
const variantSetChildren = parentSpec?.fields?.variantSetChildren;
|
|
const variantPaths = [];
|
|
|
|
if ( ! variantSetChildren || variantSetChildren.length === 0 ) {
|
|
|
|
return variantPaths;
|
|
|
|
}
|
|
|
|
for ( const variantSetName of variantSetChildren ) {
|
|
|
|
// External selections take priority
|
|
let selectedVariant = this.externalVariantSelections[ variantSetName ] || null;
|
|
|
|
// Fall back to file's internal selection
|
|
if ( ! selectedVariant ) {
|
|
|
|
const variantSelection = parentSpec.fields.variantSelection;
|
|
selectedVariant = variantSelection ? variantSelection[ variantSetName ] : null;
|
|
|
|
}
|
|
|
|
// Fall back to first variant child
|
|
if ( ! selectedVariant ) {
|
|
|
|
const variantSetPath = parentPath + '/{' + variantSetName + '=}';
|
|
const variantSetSpec = this.specsByPath[ variantSetPath ];
|
|
if ( variantSetSpec?.fields?.variantChildren ) {
|
|
|
|
selectedVariant = variantSetSpec.fields.variantChildren[ 0 ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( selectedVariant ) {
|
|
|
|
const variantPath = parentPath + '/{' + variantSetName + '=' + selectedVariant + '}';
|
|
variantPaths.push( variantPath );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return variantPaths;
|
|
|
|
}
|
|
|
|
/**
|
|
* Resolve a file path relative to basePath.
|
|
*/
|
|
_resolveFilePath( refPath ) {
|
|
|
|
let cleanPath = refPath;
|
|
|
|
// Remove ./ prefix
|
|
if ( cleanPath.startsWith( './' ) ) {
|
|
|
|
cleanPath = cleanPath.slice( 2 );
|
|
|
|
}
|
|
|
|
if ( ! this.basePath ) return cleanPath;
|
|
|
|
// LoaderUtils.resolveURL expects basePath to end with a separator;
|
|
// the USDZ flow passes the zip-internal directory name without one.
|
|
const base = this.basePath.endsWith( '/' ) ? this.basePath : this.basePath + '/';
|
|
|
|
return LoaderUtils.resolveURL( cleanPath, base );
|
|
|
|
}
|
|
|
|
/**
|
|
* Resolve a USD reference and return the composed content.
|
|
* @param {string} refValue - Reference value like "@./path/to/file.usdc@"
|
|
* @param {Object} localVariants - Variant selections to apply
|
|
* @returns {Group|null} Composed content or null
|
|
*/
|
|
_resolveReference( refValue, localVariants = {} ) {
|
|
|
|
if ( ! refValue ) return null;
|
|
|
|
const match = refValue.match( /@([^@]+)@(?:<([^>]+)>)?/ );
|
|
if ( ! match ) return null;
|
|
|
|
const filePath = match[ 1 ];
|
|
const primPath = match[ 2 ]; // e.g., "/Geometry"
|
|
|
|
const resolvedPath = this._resolveFilePath( filePath );
|
|
|
|
// Merge variant selections - external takes priority, then local
|
|
const mergedVariants = { ...localVariants, ...this.externalVariantSelections };
|
|
|
|
// Look up pre-parsed data in assets
|
|
const referencedData = this.assets[ resolvedPath ];
|
|
if ( ! referencedData ) return null;
|
|
|
|
// If it's specsByPath data, compose it
|
|
if ( referencedData.specsByPath ) {
|
|
|
|
const composer = new USDComposer( this.manager );
|
|
const newBasePath = this._getBasePath( resolvedPath );
|
|
const composedGroup = composer.compose( referencedData, this.assets, mergedVariants, newBasePath );
|
|
|
|
// If a primPath is specified, find and return just that subtree
|
|
if ( primPath ) {
|
|
|
|
const primName = primPath.split( '/' ).pop();
|
|
|
|
// Find the direct child with this name (not a deep search)
|
|
// This is important because there may be multiple objects with the same name
|
|
let targetObject = null;
|
|
for ( const child of composedGroup.children ) {
|
|
|
|
if ( child.name === primName ) {
|
|
|
|
targetObject = child;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( targetObject ) {
|
|
|
|
// Detach from parent for re-parenting
|
|
composedGroup.remove( targetObject );
|
|
|
|
// Wrap in a group to maintain consistent return type
|
|
const wrapper = new Group();
|
|
wrapper.add( targetObject );
|
|
return wrapper;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return composedGroup;
|
|
|
|
}
|
|
|
|
// If it's already a Three.js Group (legacy support), clone it
|
|
if ( referencedData.isGroup || referencedData.isObject3D ) {
|
|
|
|
return referencedData.clone();
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
/**
|
|
* Find a single mesh in the group's shallow hierarchy.
|
|
* Only returns a mesh if it's at depth 0 or 1, not deeply nested.
|
|
* This preserves transforms in complex hierarchies like Kitchen Set
|
|
* while supporting USDZExporter round-trip (Xform > Xform > Mesh pattern).
|
|
*/
|
|
_findSingleMesh( group ) {
|
|
|
|
// Check direct children first
|
|
for ( const child of group.children ) {
|
|
|
|
if ( child.isMesh ) {
|
|
|
|
group.remove( child );
|
|
return child;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Check grandchildren (USDZExporter pattern: Xform > Geometry > Mesh)
|
|
// Only if there's exactly one child with exactly one grandchild
|
|
if ( group.children.length === 1 ) {
|
|
|
|
const child = group.children[ 0 ];
|
|
|
|
if ( child.children && child.children.length === 1 ) {
|
|
|
|
const grandchild = child.children[ 0 ];
|
|
|
|
if ( grandchild.isMesh && ! this._hasNonIdentityTransform( child ) ) {
|
|
|
|
// Safe to merge - intermediate has identity transform
|
|
child.remove( grandchild );
|
|
return grandchild;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
/**
|
|
* Check if an object has a non-identity local transform.
|
|
*/
|
|
_hasNonIdentityTransform( obj ) {
|
|
|
|
const pos = obj.position;
|
|
const rot = obj.rotation;
|
|
const scale = obj.scale;
|
|
|
|
const hasPosition = pos.x !== 0 || pos.y !== 0 || pos.z !== 0;
|
|
const hasRotation = rot.x !== 0 || rot.y !== 0 || rot.z !== 0;
|
|
const hasScale = scale.x !== 1 || scale.y !== 1 || scale.z !== 1;
|
|
|
|
return hasPosition || hasRotation || hasScale;
|
|
|
|
}
|
|
|
|
/**
|
|
* Get the base path (directory) from a file path.
|
|
*/
|
|
_getBasePath( filePath ) {
|
|
|
|
const lastSlash = filePath.lastIndexOf( '/' );
|
|
return lastSlash >= 0 ? filePath.slice( 0, lastSlash ) : '';
|
|
|
|
}
|
|
|
|
/**
|
|
* Extract variant selections from a spec's fields.
|
|
*/
|
|
_getLocalVariantSelections( fields ) {
|
|
|
|
const variants = {};
|
|
|
|
if ( fields.variantSelection ) {
|
|
|
|
for ( const key in fields.variantSelection ) {
|
|
|
|
variants[ key ] = fields.variantSelection[ key ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return variants;
|
|
|
|
}
|
|
|
|
/**
|
|
* Get all reference values from a prim spec.
|
|
* @returns {string[]} Array of reference strings like "@path@" or "@path@<prim>"
|
|
*/
|
|
_getReferences( spec ) {
|
|
|
|
const results = [];
|
|
|
|
if ( spec.fields.references && spec.fields.references.length > 0 ) {
|
|
|
|
const ref = spec.fields.references[ 0 ];
|
|
|
|
if ( typeof ref === 'string' ) {
|
|
|
|
// Extract all @...@ references (handles both single and array values)
|
|
const matches = ref.matchAll( /@([^@]+)@(?:<([^>]+)>)?/g );
|
|
for ( const match of matches ) {
|
|
|
|
results.push( match[ 0 ] );
|
|
|
|
}
|
|
|
|
} else if ( ref.assetPath ) {
|
|
|
|
results.push( '@' + ref.assetPath + '@' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( results.length === 0 && spec.fields.payload ) {
|
|
|
|
const payload = spec.fields.payload;
|
|
if ( typeof payload === 'string' ) results.push( payload );
|
|
else if ( payload.assetPath ) results.push( '@' + payload.assetPath + '@' );
|
|
|
|
}
|
|
|
|
return results;
|
|
|
|
}
|
|
|
|
/**
|
|
* Get attributes for a path from attribute specs.
|
|
*/
|
|
_getAttributes( path ) {
|
|
|
|
const attrs = {};
|
|
|
|
this._collectAttributesFromPath( path, attrs );
|
|
|
|
// Collect overrides from sibling variants (when path is inside a variant)
|
|
const variantMatch = path.match( VARIANT_PATH_REGEX );
|
|
if ( variantMatch ) {
|
|
|
|
const basePath = variantMatch[ 1 ];
|
|
const relativePath = variantMatch[ 4 ];
|
|
const variantPaths = this._getVariantPaths( basePath );
|
|
|
|
for ( const vp of variantPaths ) {
|
|
|
|
if ( path.startsWith( vp ) ) continue;
|
|
|
|
const overridePath = vp + '/' + relativePath;
|
|
this._collectAttributesFromPath( overridePath, attrs );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Check for variant overrides at ancestor levels
|
|
const parts = path.split( '/' );
|
|
for ( let i = 1; i < parts.length - 1; i ++ ) {
|
|
|
|
const ancestorPath = parts.slice( 0, i + 1 ).join( '/' );
|
|
const relativePath = parts.slice( i + 1 ).join( '/' );
|
|
const variantPaths = this._getVariantPaths( ancestorPath );
|
|
|
|
for ( const vp of variantPaths ) {
|
|
|
|
const overridePath = vp + '/' + relativePath;
|
|
this._collectAttributesFromPath( overridePath, attrs );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return attrs;
|
|
|
|
}
|
|
|
|
_collectAttributesFromPath( path, attrs ) {
|
|
|
|
// Use the attribute index for O(1) lookup instead of O(n) iteration
|
|
const attrMap = this.attributesByPrimPath.get( path );
|
|
|
|
if ( ! attrMap ) return;
|
|
|
|
for ( const [ attrName, attrSpec ] of attrMap ) {
|
|
|
|
if ( attrSpec.fields?.default !== undefined ) {
|
|
|
|
attrs[ attrName ] = attrSpec.fields.default;
|
|
|
|
} else if ( attrSpec.fields?.timeSamples ) {
|
|
|
|
// For animated attributes without default, use the first time sample (rest pose)
|
|
const { times, values } = attrSpec.fields.timeSamples;
|
|
if ( times && values && times.length > 0 ) {
|
|
|
|
// Find time 0, or use the first available time
|
|
const idx = times.indexOf( 0 );
|
|
attrs[ attrName ] = idx >= 0 ? values[ idx ] : values[ 0 ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( attrSpec.fields?.elementSize !== undefined ) {
|
|
|
|
attrs[ attrName + ':elementSize' ] = attrSpec.fields.elementSize;
|
|
|
|
}
|
|
|
|
if ( attrName.startsWith( 'primvars:' ) && attrSpec.fields?.typeName !== undefined ) {
|
|
|
|
attrs[ attrName + ':typeName' ] = attrSpec.fields.typeName;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Build a mesh from a USD geometric primitive (Cube, Sphere, Cylinder, Cone, Capsule).
|
|
*/
|
|
_buildGeomPrimitive( path, spec, typeName ) {
|
|
|
|
const attrs = this._getAttributes( path );
|
|
const name = path.split( '/' ).pop();
|
|
|
|
let geometry;
|
|
|
|
switch ( typeName ) {
|
|
|
|
case 'Cube': {
|
|
|
|
const size = attrs[ 'size' ] || 2;
|
|
geometry = new BoxGeometry( size, size, size );
|
|
break;
|
|
|
|
}
|
|
|
|
case 'Sphere': {
|
|
|
|
const radius = attrs[ 'radius' ] || 1;
|
|
geometry = new SphereGeometry( radius, 32, 16 );
|
|
break;
|
|
|
|
}
|
|
|
|
case 'Cylinder': {
|
|
|
|
const height = attrs[ 'height' ] || 2;
|
|
const radius = attrs[ 'radius' ] || 1;
|
|
geometry = new CylinderGeometry( radius, radius, height, 32 );
|
|
break;
|
|
|
|
}
|
|
|
|
case 'Cone': {
|
|
|
|
const height = attrs[ 'height' ] || 2;
|
|
const radius = attrs[ 'radius' ] || 1;
|
|
geometry = new ConeGeometry( radius, height, 32 );
|
|
break;
|
|
|
|
}
|
|
|
|
case 'Capsule': {
|
|
|
|
const height = attrs[ 'height' ] || 1;
|
|
const radius = attrs[ 'radius' ] || 0.5;
|
|
geometry = new CapsuleGeometry( radius, height, 16, 32 );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// USD defaults axis to "Z", Three.js uses Y
|
|
const axis = attrs[ 'axis' ] || 'Z';
|
|
|
|
if ( axis === 'X' ) {
|
|
|
|
geometry.rotateZ( - Math.PI / 2 );
|
|
|
|
} else if ( axis === 'Z' ) {
|
|
|
|
geometry.rotateX( Math.PI / 2 );
|
|
|
|
}
|
|
|
|
const material = this._buildMaterial( path, spec.fields );
|
|
const mesh = new Mesh( geometry, material );
|
|
mesh.name = name;
|
|
|
|
this.applyTransform( mesh, spec.fields, attrs );
|
|
|
|
return mesh;
|
|
|
|
}
|
|
|
|
/**
|
|
* Build a mesh from a Mesh spec.
|
|
*/
|
|
_buildMesh( path, spec ) {
|
|
|
|
const attrs = this._getAttributes( path );
|
|
|
|
// Check for skinning data
|
|
const jointIndices = attrs[ 'primvars:skel:jointIndices' ];
|
|
const jointWeights = attrs[ 'primvars:skel:jointWeights' ];
|
|
const hasSkinning = jointIndices && jointWeights &&
|
|
jointIndices.length > 0 && jointWeights.length > 0;
|
|
|
|
// Collect GeomSubsets for multi-material support
|
|
const geomSubsets = this._getGeomSubsets( path );
|
|
|
|
let geometry, material;
|
|
|
|
if ( geomSubsets.length > 0 ) {
|
|
|
|
geometry = this._buildGeometryWithSubsets( attrs, geomSubsets, hasSkinning );
|
|
|
|
const meshMaterialPath = this._getMaterialPath( path, spec.fields );
|
|
|
|
material = geomSubsets.map( subset => {
|
|
|
|
const matPath = subset.materialPath || meshMaterialPath;
|
|
return this._buildMaterialForPath( matPath );
|
|
|
|
} );
|
|
|
|
} else {
|
|
|
|
geometry = this._buildGeometry( path, attrs, hasSkinning );
|
|
material = this._buildMaterial( path, spec.fields );
|
|
|
|
}
|
|
|
|
const displayColor = attrs[ 'primvars:displayColor' ];
|
|
if ( displayColor && displayColor.length >= 3 ) {
|
|
|
|
const applyDisplayColor = ( mat ) => {
|
|
|
|
if ( mat.color && mat.color.r === 1 && mat.color.g === 1 && mat.color.b === 1 && ! mat.map ) {
|
|
|
|
mat.color.setRGB( displayColor[ 0 ], displayColor[ 1 ], displayColor[ 2 ], SRGBColorSpace );
|
|
|
|
}
|
|
|
|
};
|
|
|
|
if ( Array.isArray( material ) ) {
|
|
|
|
material.forEach( applyDisplayColor );
|
|
|
|
} else {
|
|
|
|
applyDisplayColor( material );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
const displayOpacity = attrs[ 'primvars:displayOpacity' ];
|
|
if ( displayOpacity && displayOpacity.length === 1 && geomSubsets.length === 0 ) {
|
|
|
|
const opacity = displayOpacity[ 0 ];
|
|
|
|
const applyDisplayOpacity = ( mat ) => {
|
|
|
|
if ( opacity < 1 && mat.opacity === 1 && mat.transparent === false ) {
|
|
|
|
mat.opacity = opacity;
|
|
mat.transparent = true;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
if ( Array.isArray( material ) ) {
|
|
|
|
material.forEach( applyDisplayOpacity );
|
|
|
|
} else {
|
|
|
|
applyDisplayOpacity( material );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
let mesh;
|
|
|
|
if ( hasSkinning ) {
|
|
|
|
mesh = new SkinnedMesh( geometry, material );
|
|
|
|
// Find skeleton path from skel:skeleton relationship
|
|
let skelBindingSpec = this.specsByPath[ path + '.skel:skeleton' ];
|
|
if ( ! skelBindingSpec ) {
|
|
|
|
skelBindingSpec = this.specsByPath[ path + '.rel skel:skeleton' ];
|
|
|
|
}
|
|
|
|
let skeletonPath = null;
|
|
|
|
if ( skelBindingSpec ) {
|
|
|
|
if ( skelBindingSpec.fields.targetPaths && skelBindingSpec.fields.targetPaths.length > 0 ) {
|
|
|
|
skeletonPath = skelBindingSpec.fields.targetPaths[ 0 ];
|
|
|
|
} else if ( skelBindingSpec.fields.default ) {
|
|
|
|
skeletonPath = skelBindingSpec.fields.default.replace( /<|>/g, '' );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Get per-mesh joint mapping
|
|
const localJoints = attrs[ 'skel:joints' ];
|
|
|
|
// Get geomBindTransform if present
|
|
const geomBindTransform = attrs[ 'primvars:skel:geomBindTransform' ];
|
|
|
|
this.skinnedMeshes.push( { mesh, skeletonPath, path, localJoints, geomBindTransform } );
|
|
|
|
} else {
|
|
|
|
mesh = new Mesh( geometry, material );
|
|
|
|
}
|
|
|
|
mesh.name = path.split( '/' ).pop();
|
|
this.applyTransform( mesh, spec.fields, attrs );
|
|
|
|
return mesh;
|
|
|
|
}
|
|
|
|
/**
|
|
* Build a camera from a Camera spec.
|
|
*/
|
|
_buildCamera( path ) {
|
|
|
|
const attrs = this._getAttributes( path );
|
|
const projectionToken = attrs[ 'projection' ];
|
|
const projection = typeof projectionToken === 'string'
|
|
? projectionToken.toLowerCase()
|
|
: USD_CAMERA_DEFAULTS.projection;
|
|
const clippingRange = attrs[ 'clippingRange' ] || USD_CAMERA_DEFAULTS.clippingRange;
|
|
const near = Math.max(
|
|
Number.EPSILON,
|
|
this._parseNumber( clippingRange[ 0 ], USD_CAMERA_DEFAULTS.clippingRange[ 0 ] )
|
|
);
|
|
const far = Math.max(
|
|
near + Number.EPSILON,
|
|
this._parseNumber( clippingRange[ 1 ], USD_CAMERA_DEFAULTS.clippingRange[ 1 ] )
|
|
);
|
|
const horizontalAperture = this._parseNumber(
|
|
attrs[ 'horizontalAperture' ],
|
|
USD_CAMERA_DEFAULTS.horizontalAperture
|
|
);
|
|
const verticalAperture = this._parseNumber(
|
|
attrs[ 'verticalAperture' ],
|
|
USD_CAMERA_DEFAULTS.verticalAperture
|
|
);
|
|
const horizontalApertureOffset = this._parseNumber(
|
|
attrs[ 'horizontalApertureOffset' ],
|
|
USD_CAMERA_DEFAULTS.horizontalApertureOffset
|
|
);
|
|
const verticalApertureOffset = this._parseNumber(
|
|
attrs[ 'verticalApertureOffset' ],
|
|
USD_CAMERA_DEFAULTS.verticalApertureOffset
|
|
);
|
|
const focalLength = this._parseNumber( attrs[ 'focalLength' ], USD_CAMERA_DEFAULTS.focalLength );
|
|
const focusDistance = this._parseNumber( attrs[ 'focusDistance' ], USD_CAMERA_DEFAULTS.focusDistance );
|
|
const fStop = this._parseNumber( attrs[ 'fStop' ], USD_CAMERA_DEFAULTS.fStop );
|
|
|
|
let camera;
|
|
|
|
if ( projection === 'orthographic' ) {
|
|
|
|
// USD orthographic apertures are in tenths of a world unit.
|
|
const width = horizontalAperture / 10;
|
|
const height = verticalAperture / 10;
|
|
const offsetX = horizontalApertureOffset / 10;
|
|
const offsetY = verticalApertureOffset / 10;
|
|
|
|
camera = new OrthographicCamera(
|
|
offsetX - width * 0.5,
|
|
offsetX + width * 0.5,
|
|
offsetY + height * 0.5,
|
|
offsetY - height * 0.5,
|
|
near,
|
|
far
|
|
);
|
|
|
|
} else {
|
|
|
|
const safeVerticalAperture = Math.max( Number.EPSILON, verticalAperture );
|
|
const safeFocalLength = Math.max( Number.EPSILON, focalLength );
|
|
const aspect = horizontalAperture / safeVerticalAperture;
|
|
const fov = 2 * Math.atan( safeVerticalAperture / ( 2 * safeFocalLength ) ) * 180 / Math.PI;
|
|
|
|
camera = new PerspectiveCamera( fov, aspect, near, far );
|
|
camera.filmGauge = Math.max( horizontalAperture, verticalAperture );
|
|
camera.filmOffset = horizontalApertureOffset;
|
|
camera.focus = focusDistance;
|
|
camera.setFocalLength( safeFocalLength );
|
|
|
|
if ( verticalApertureOffset !== 0 ) {
|
|
|
|
// Three.js supports only horizontal film offset directly.
|
|
camera.userData.verticalApertureOffset = verticalApertureOffset;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
camera.userData.fStop = fStop;
|
|
camera.userData.usdProjection = projection;
|
|
return camera;
|
|
|
|
}
|
|
|
|
/**
|
|
* Build a light from a UsdLux light spec.
|
|
*/
|
|
_buildLight( path, typeName ) {
|
|
|
|
const attrs = this._getAttributes( path );
|
|
|
|
const intensity = this._parseNumber( attrs[ 'inputs:intensity' ], 1 );
|
|
const baseColor = attrs[ 'inputs:color' ] || [ 1, 1, 1 ];
|
|
const enableColorTemperature = attrs[ 'inputs:enableColorTemperature' ] === true;
|
|
const colorTemperature = this._parseNumber( attrs[ 'inputs:colorTemperature' ], 6500 );
|
|
|
|
const color = new Color( baseColor[ 0 ], baseColor[ 1 ], baseColor[ 2 ] );
|
|
|
|
if ( enableColorTemperature ) {
|
|
|
|
const temp = this._colorTemperature( colorTemperature );
|
|
color.multiply( temp );
|
|
|
|
}
|
|
|
|
let light;
|
|
|
|
switch ( typeName ) {
|
|
|
|
case 'DistantLight':
|
|
light = new DirectionalLight( color, intensity );
|
|
break;
|
|
|
|
case 'SphereLight': {
|
|
|
|
const coneAngle = this._parseNumber( attrs[ 'shaping:cone:angle' ], 0 );
|
|
|
|
if ( coneAngle > 0 ) {
|
|
|
|
const angle = coneAngle * Math.PI / 180;
|
|
const softness = this._parseNumber( attrs[ 'shaping:cone:softness' ], 0 );
|
|
light = new SpotLight( color, intensity, 0, angle, softness );
|
|
|
|
} else {
|
|
|
|
light = new PointLight( color, intensity );
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
case 'RectLight': {
|
|
|
|
const width = this._parseNumber( attrs[ 'inputs:width' ], 1 );
|
|
const height = this._parseNumber( attrs[ 'inputs:height' ], 1 );
|
|
light = new RectAreaLight( color, intensity, width, height );
|
|
break;
|
|
|
|
}
|
|
|
|
case 'DiskLight': {
|
|
|
|
const radius = this._parseNumber( attrs[ 'inputs:radius' ], 0.5 );
|
|
const side = radius * 2;
|
|
light = new RectAreaLight( color, intensity, side, side );
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return light;
|
|
|
|
}
|
|
|
|
/**
|
|
* Convert a color temperature in Kelvin to an RGB Color.
|
|
* Based on Tanner Helland's algorithm.
|
|
*/
|
|
_colorTemperature( kelvin ) {
|
|
|
|
const temp = kelvin / 100;
|
|
let r, g, b;
|
|
|
|
if ( temp <= 66 ) {
|
|
|
|
r = 1;
|
|
g = 0.39008157876901960784 * Math.log( temp ) - 0.63184144378862745098;
|
|
|
|
} else {
|
|
|
|
r = 1.29293618606274509804 * Math.pow( temp - 60, - 0.1332047592 );
|
|
g = 1.12989086089529411765 * Math.pow( temp - 60, - 0.0755148492 );
|
|
|
|
}
|
|
|
|
if ( temp >= 66 ) {
|
|
|
|
b = 1;
|
|
|
|
} else if ( temp <= 19 ) {
|
|
|
|
b = 0;
|
|
|
|
} else {
|
|
|
|
b = 0.54320678911019607843 * Math.log( temp - 10 ) - 1.19625408914;
|
|
|
|
}
|
|
|
|
return new Color(
|
|
Math.min( Math.max( r, 0 ), 1 ),
|
|
Math.min( Math.max( g, 0 ), 1 ),
|
|
Math.min( Math.max( b, 0 ), 1 )
|
|
);
|
|
|
|
}
|
|
|
|
_parseNumber( value, fallback ) {
|
|
|
|
const n = Number( value );
|
|
return Number.isFinite( n ) ? n : fallback;
|
|
|
|
}
|
|
|
|
_getGeomSubsets( meshPath ) {
|
|
|
|
const subsets = [];
|
|
const subsetPaths = this.geomSubsetsByMeshPath.get( meshPath );
|
|
if ( ! subsetPaths ) return subsets;
|
|
|
|
for ( const p of subsetPaths ) {
|
|
|
|
const attrs = this._getAttributes( p );
|
|
const indices = attrs[ 'indices' ];
|
|
if ( ! indices || indices.length === 0 ) continue;
|
|
|
|
// Get material binding - check direct path and variant paths
|
|
const materialPath = this._getMaterialBindingTarget( p );
|
|
|
|
subsets.push( {
|
|
name: p.split( '/' ).pop(),
|
|
indices: indices,
|
|
materialPath: materialPath
|
|
} );
|
|
|
|
}
|
|
|
|
return subsets;
|
|
|
|
}
|
|
|
|
/**
|
|
* Get material binding target path, checking variant paths if needed.
|
|
*/
|
|
_getMaterialBindingTarget( primPath ) {
|
|
|
|
const attrName = 'material:binding';
|
|
|
|
// First check direct path
|
|
const directPath = primPath + '.' + attrName;
|
|
const directSpec = this.specsByPath[ directPath ];
|
|
if ( directSpec?.fields?.targetPaths?.length > 0 ) {
|
|
|
|
return directSpec.fields.targetPaths[ 0 ];
|
|
|
|
}
|
|
|
|
// Check variant paths at ancestor levels
|
|
const parts = primPath.split( '/' );
|
|
for ( let i = 1; i < parts.length; i ++ ) {
|
|
|
|
const ancestorPath = parts.slice( 0, i + 1 ).join( '/' );
|
|
const relativePath = parts.slice( i + 1 ).join( '/' );
|
|
const variantPaths = this._getVariantPaths( ancestorPath );
|
|
|
|
for ( const vp of variantPaths ) {
|
|
|
|
const overridePath = relativePath ? vp + '/' + relativePath + '.' + attrName : vp + '.' + attrName;
|
|
const overrideSpec = this.specsByPath[ overridePath ];
|
|
|
|
if ( overrideSpec?.fields?.targetPaths?.length > 0 ) {
|
|
|
|
return overrideSpec.fields.targetPaths[ 0 ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
_buildGeometry( path, fields, hasSkinning = false ) {
|
|
|
|
const geometry = new BufferGeometry();
|
|
|
|
const points = fields[ 'points' ];
|
|
if ( ! points || points.length === 0 ) return geometry;
|
|
|
|
const faceVertexIndices = fields[ 'faceVertexIndices' ];
|
|
const faceVertexCounts = fields[ 'faceVertexCounts' ];
|
|
|
|
// Parse polygon holes (Arnold format: [holeFaceIdx, parentFaceIdx, ...])
|
|
const polygonHoles = fields[ 'primvars:arnold:polygon_holes' ];
|
|
const holeMap = this._buildHoleMap( polygonHoles );
|
|
|
|
// Compute triangulation pattern once using actual vertex positions
|
|
// This pattern will be reused for normals, UVs, etc.
|
|
let indices = faceVertexIndices;
|
|
let triPattern = null;
|
|
|
|
if ( faceVertexCounts && faceVertexCounts.length > 0 ) {
|
|
|
|
const result = this._triangulateIndicesWithPattern( faceVertexIndices, faceVertexCounts, points, holeMap );
|
|
indices = result.indices;
|
|
triPattern = result.pattern;
|
|
|
|
}
|
|
|
|
let positions = points;
|
|
if ( indices && indices.length > 0 ) {
|
|
|
|
positions = this._expandAttribute( points, indices, 3 );
|
|
|
|
}
|
|
|
|
geometry.setAttribute( 'position', new BufferAttribute( new Float32Array( positions ), 3 ) );
|
|
|
|
const normals = fields[ 'normals' ] || fields[ 'primvars:normals' ];
|
|
const normalIndicesRaw = fields[ 'normals:indices' ] || fields[ 'primvars:normals:indices' ];
|
|
|
|
if ( normals && normals.length > 0 ) {
|
|
|
|
let normalData = normals;
|
|
|
|
if ( normalIndicesRaw && normalIndicesRaw.length > 0 && triPattern ) {
|
|
|
|
// Indexed normals - apply triangulation pattern to indices
|
|
const triangulatedNormalIndices = this._applyTriangulationPattern( normalIndicesRaw, triPattern );
|
|
normalData = this._expandAttribute( normals, triangulatedNormalIndices, 3 );
|
|
|
|
} else if ( normals.length === points.length ) {
|
|
|
|
// Per-vertex normals
|
|
if ( indices && indices.length > 0 ) {
|
|
|
|
normalData = this._expandAttribute( normals, indices, 3 );
|
|
|
|
}
|
|
|
|
} else if ( triPattern ) {
|
|
|
|
// Per-face-vertex normals (no separate indices) - use same triangulation pattern
|
|
const normalIndices = this._applyTriangulationPattern(
|
|
Array.from( { length: normals.length / 3 }, ( _, i ) => i ),
|
|
triPattern
|
|
);
|
|
normalData = this._expandAttribute( normals, normalIndices, 3 );
|
|
|
|
}
|
|
|
|
geometry.setAttribute( 'normal', new BufferAttribute( new Float32Array( normalData ), 3 ) );
|
|
|
|
} else {
|
|
|
|
// Compute vertex normals from the original indexed topology where
|
|
// vertices are shared, then expand them like positions.
|
|
const vertexNormals = this._computeVertexNormals( points, indices );
|
|
geometry.setAttribute( 'normal', new BufferAttribute( new Float32Array(
|
|
this._expandAttribute( vertexNormals, indices, 3 )
|
|
), 3 ) );
|
|
|
|
}
|
|
|
|
const { uvs, uvIndices } = this._findUVPrimvar( fields );
|
|
const numFaceVertices = faceVertexIndices ? faceVertexIndices.length : 0;
|
|
|
|
if ( uvs && uvs.length > 0 ) {
|
|
|
|
let uvData = uvs;
|
|
|
|
if ( uvIndices && uvIndices.length > 0 && triPattern ) {
|
|
|
|
const triangulatedUvIndices = this._applyTriangulationPattern( uvIndices, triPattern );
|
|
uvData = this._expandAttribute( uvs, triangulatedUvIndices, 2 );
|
|
|
|
} else if ( indices && uvs.length / 2 === points.length / 3 ) {
|
|
|
|
uvData = this._expandAttribute( uvs, indices, 2 );
|
|
|
|
} else if ( triPattern && uvs.length / 2 === numFaceVertices ) {
|
|
|
|
// Per-face-vertex UVs (faceVarying, no separate indices)
|
|
const uvIndicesFromPattern = this._applyTriangulationPattern(
|
|
Array.from( { length: numFaceVertices }, ( _, i ) => i ),
|
|
triPattern
|
|
);
|
|
uvData = this._expandAttribute( uvs, uvIndicesFromPattern, 2 );
|
|
|
|
}
|
|
|
|
geometry.setAttribute( 'uv', new BufferAttribute( new Float32Array( uvData ), 2 ) );
|
|
|
|
}
|
|
|
|
// Second UV set (st1) for lightmaps/AO
|
|
const { uvs2, uv2Indices } = this._findUV2Primvar( fields );
|
|
|
|
if ( uvs2 && uvs2.length > 0 ) {
|
|
|
|
let uv2Data = uvs2;
|
|
|
|
if ( uv2Indices && uv2Indices.length > 0 && triPattern ) {
|
|
|
|
const triangulatedUv2Indices = this._applyTriangulationPattern( uv2Indices, triPattern );
|
|
uv2Data = this._expandAttribute( uvs2, triangulatedUv2Indices, 2 );
|
|
|
|
} else if ( indices && uvs2.length / 2 === points.length / 3 ) {
|
|
|
|
uv2Data = this._expandAttribute( uvs2, indices, 2 );
|
|
|
|
} else if ( triPattern && uvs2.length / 2 === numFaceVertices ) {
|
|
|
|
// Per-face-vertex UV2 (faceVarying, no separate indices)
|
|
const uv2IndicesFromPattern = this._applyTriangulationPattern(
|
|
Array.from( { length: numFaceVertices }, ( _, i ) => i ),
|
|
triPattern
|
|
);
|
|
uv2Data = this._expandAttribute( uvs2, uv2IndicesFromPattern, 2 );
|
|
|
|
}
|
|
|
|
geometry.setAttribute( 'uv1', new BufferAttribute( new Float32Array( uv2Data ), 2 ) );
|
|
|
|
}
|
|
|
|
// Add skinning attributes
|
|
if ( hasSkinning ) {
|
|
|
|
const jointIndices = fields[ 'primvars:skel:jointIndices' ];
|
|
const jointWeights = fields[ 'primvars:skel:jointWeights' ];
|
|
const elementSize = fields[ 'primvars:skel:jointIndices:elementSize' ] || 4;
|
|
|
|
if ( jointIndices && jointWeights ) {
|
|
|
|
const numVertices = positions.length / 3;
|
|
|
|
let skinIndexData, skinWeightData;
|
|
|
|
if ( indices && indices.length > 0 ) {
|
|
|
|
skinIndexData = this._expandAttribute( jointIndices, indices, elementSize );
|
|
skinWeightData = this._expandAttribute( jointWeights, indices, elementSize );
|
|
|
|
} else {
|
|
|
|
skinIndexData = jointIndices;
|
|
skinWeightData = jointWeights;
|
|
|
|
}
|
|
|
|
const skinIndices = new Uint16Array( numVertices * 4 );
|
|
const skinWeights = new Float32Array( numVertices * 4 );
|
|
|
|
this._selectTopWeights( skinIndexData, skinWeightData, elementSize, numVertices, skinIndices, skinWeights );
|
|
|
|
geometry.setAttribute( 'skinIndex', new BufferAttribute( skinIndices, 4 ) );
|
|
geometry.setAttribute( 'skinWeight', new BufferAttribute( skinWeights, 4 ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return geometry;
|
|
|
|
}
|
|
|
|
_buildGeometryWithSubsets( fields, geomSubsets, hasSkinning = false ) {
|
|
|
|
const geometry = new BufferGeometry();
|
|
|
|
const points = fields[ 'points' ];
|
|
if ( ! points || points.length === 0 ) return geometry;
|
|
|
|
const faceVertexIndices = fields[ 'faceVertexIndices' ];
|
|
const faceVertexCounts = fields[ 'faceVertexCounts' ];
|
|
|
|
if ( ! faceVertexCounts || faceVertexCounts.length === 0 ) return geometry;
|
|
|
|
const polygonHoles = fields[ 'primvars:arnold:polygon_holes' ];
|
|
const holeMap = this._buildHoleMap( polygonHoles );
|
|
const holeFaces = holeMap.holeFaces;
|
|
const parentToHoles = holeMap.parentToHoles;
|
|
|
|
const { uvs, uvIndices } = this._findUVPrimvar( fields );
|
|
const { uvs2, uv2Indices } = this._findUV2Primvar( fields );
|
|
const normals = fields[ 'normals' ] || fields[ 'primvars:normals' ];
|
|
const normalIndicesRaw = fields[ 'normals:indices' ] || fields[ 'primvars:normals:indices' ];
|
|
|
|
const jointIndices = hasSkinning ? fields[ 'primvars:skel:jointIndices' ] : null;
|
|
const jointWeights = hasSkinning ? fields[ 'primvars:skel:jointWeights' ] : null;
|
|
const elementSize = fields[ 'primvars:skel:jointIndices:elementSize' ] || 4;
|
|
|
|
// Build face-to-triangle mapping (accounting for holes)
|
|
const faceTriangleOffset = [];
|
|
let triangleCount = 0;
|
|
|
|
for ( let i = 0; i < faceVertexCounts.length; i ++ ) {
|
|
|
|
faceTriangleOffset.push( triangleCount );
|
|
|
|
// Skip hole faces - they're triangulated with their parent
|
|
if ( holeFaces.has( i ) ) continue;
|
|
|
|
const count = faceVertexCounts[ i ];
|
|
const holes = parentToHoles.get( i );
|
|
|
|
if ( holes && holes.length > 0 ) {
|
|
|
|
// For faces with holes, count triangles based on total vertices
|
|
// Earcut produces (total_vertices - 2) triangles for any polygon including holes
|
|
let totalVerts = count;
|
|
for ( const holeIdx of holes ) {
|
|
|
|
totalVerts += faceVertexCounts[ holeIdx ];
|
|
|
|
}
|
|
|
|
triangleCount += totalVerts - 2;
|
|
|
|
} else if ( count >= 3 ) {
|
|
|
|
triangleCount += count - 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
const triangleToSubset = new Int32Array( triangleCount ).fill( - 1 );
|
|
|
|
for ( let si = 0; si < geomSubsets.length; si ++ ) {
|
|
|
|
const subset = geomSubsets[ si ];
|
|
|
|
for ( let i = 0; i < subset.indices.length; i ++ ) {
|
|
|
|
const faceIdx = subset.indices[ i ];
|
|
if ( faceIdx >= faceVertexCounts.length ) continue;
|
|
|
|
const triStart = faceTriangleOffset[ faceIdx ];
|
|
const triCount = faceVertexCounts[ faceIdx ] - 2;
|
|
|
|
for ( let t = 0; t < triCount; t ++ ) {
|
|
|
|
triangleToSubset[ triStart + t ] = si;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Sort triangles by subset
|
|
const sortedTriangles = [];
|
|
|
|
for ( let tri = 0; tri < triangleCount; tri ++ ) {
|
|
|
|
sortedTriangles.push( { original: tri, subset: triangleToSubset[ tri ] } );
|
|
|
|
}
|
|
|
|
sortedTriangles.sort( ( a, b ) => a.subset - b.subset );
|
|
|
|
const groups = [];
|
|
let currentSubset = sortedTriangles.length > 0 ? sortedTriangles[ 0 ].subset : - 1;
|
|
let groupStart = 0;
|
|
|
|
for ( let i = 0; i < sortedTriangles.length; i ++ ) {
|
|
|
|
if ( sortedTriangles[ i ].subset !== currentSubset ) {
|
|
|
|
if ( currentSubset >= 0 ) {
|
|
|
|
groups.push( {
|
|
start: groupStart * 3,
|
|
count: ( i - groupStart ) * 3,
|
|
materialIndex: currentSubset
|
|
} );
|
|
|
|
}
|
|
|
|
currentSubset = sortedTriangles[ i ].subset;
|
|
groupStart = i;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( currentSubset >= 0 && sortedTriangles.length > groupStart ) {
|
|
|
|
groups.push( {
|
|
start: groupStart * 3,
|
|
count: ( sortedTriangles.length - groupStart ) * 3,
|
|
materialIndex: currentSubset
|
|
} );
|
|
|
|
}
|
|
|
|
for ( const group of groups ) {
|
|
|
|
geometry.addGroup( group.start, group.count, group.materialIndex );
|
|
|
|
}
|
|
|
|
// Triangulate original data using consistent pattern
|
|
const { indices: origIndices, pattern: triPattern } = this._triangulateIndicesWithPattern( faceVertexIndices, faceVertexCounts, points, holeMap );
|
|
const numFaceVertices = faceVertexCounts.reduce( ( a, b ) => a + b, 0 );
|
|
const faceVaryingIdentity = ( uvs && ! uvIndices && uvs.length / 2 === numFaceVertices ) ||
|
|
( uvs2 && ! uv2Indices && uvs2.length / 2 === numFaceVertices )
|
|
? this._applyTriangulationPattern( Array.from( { length: numFaceVertices }, ( _, i ) => i ), triPattern )
|
|
: null;
|
|
const origUvIndices = uvIndices
|
|
? this._applyTriangulationPattern( uvIndices, triPattern )
|
|
: ( uvs && uvs.length / 2 === numFaceVertices ? faceVaryingIdentity : null );
|
|
const origUv2Indices = uv2Indices
|
|
? this._applyTriangulationPattern( uv2Indices, triPattern )
|
|
: ( uvs2 && uvs2.length / 2 === numFaceVertices ? faceVaryingIdentity : null );
|
|
const hasIndexedNormals = normals && normalIndicesRaw && normalIndicesRaw.length > 0;
|
|
const hasFaceVaryingNormals = normals && normals.length / 3 === numFaceVertices;
|
|
const origNormalIndices = hasIndexedNormals
|
|
? this._applyTriangulationPattern( normalIndicesRaw, triPattern )
|
|
: ( hasFaceVaryingNormals
|
|
? this._applyTriangulationPattern( Array.from( { length: numFaceVertices }, ( _, i ) => i ), triPattern )
|
|
: null );
|
|
|
|
// When no normals are provided, compute vertex normals from
|
|
// the indexed topology so that shared vertices produce averaged normals.
|
|
const vertexNormals = ( ! normals && origIndices.length > 0 )
|
|
? this._computeVertexNormals( points, origIndices )
|
|
: null;
|
|
|
|
// Build reordered vertex data
|
|
const vertexCount = triangleCount * 3;
|
|
const positions = new Float32Array( vertexCount * 3 );
|
|
const uvData = uvs ? new Float32Array( vertexCount * 2 ) : null;
|
|
const uv1Data = uvs2 ? new Float32Array( vertexCount * 2 ) : null;
|
|
const normalData = ( normals || vertexNormals ) ? new Float32Array( vertexCount * 3 ) : null;
|
|
const skinSrcIndices = jointIndices ? new Uint16Array( vertexCount * elementSize ) : null;
|
|
const skinSrcWeights = jointWeights ? new Float32Array( vertexCount * elementSize ) : null;
|
|
|
|
for ( let i = 0; i < sortedTriangles.length; i ++ ) {
|
|
|
|
const origTri = sortedTriangles[ i ].original;
|
|
|
|
for ( let v = 0; v < 3; v ++ ) {
|
|
|
|
const origIdx = origTri * 3 + v;
|
|
const newIdx = i * 3 + v;
|
|
|
|
const pointIdx = origIndices[ origIdx ];
|
|
positions[ newIdx * 3 ] = points[ pointIdx * 3 ];
|
|
positions[ newIdx * 3 + 1 ] = points[ pointIdx * 3 + 1 ];
|
|
positions[ newIdx * 3 + 2 ] = points[ pointIdx * 3 + 2 ];
|
|
|
|
if ( uvData && uvs ) {
|
|
|
|
if ( origUvIndices ) {
|
|
|
|
const uvIdx = origUvIndices[ origIdx ];
|
|
uvData[ newIdx * 2 ] = uvs[ uvIdx * 2 ];
|
|
uvData[ newIdx * 2 + 1 ] = uvs[ uvIdx * 2 + 1 ];
|
|
|
|
} else if ( uvs.length / 2 === points.length / 3 ) {
|
|
|
|
uvData[ newIdx * 2 ] = uvs[ pointIdx * 2 ];
|
|
uvData[ newIdx * 2 + 1 ] = uvs[ pointIdx * 2 + 1 ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( uv1Data && uvs2 ) {
|
|
|
|
if ( origUv2Indices ) {
|
|
|
|
const uv2Idx = origUv2Indices[ origIdx ];
|
|
uv1Data[ newIdx * 2 ] = uvs2[ uv2Idx * 2 ];
|
|
uv1Data[ newIdx * 2 + 1 ] = uvs2[ uv2Idx * 2 + 1 ];
|
|
|
|
} else if ( uvs2.length / 2 === points.length / 3 ) {
|
|
|
|
uv1Data[ newIdx * 2 ] = uvs2[ pointIdx * 2 ];
|
|
uv1Data[ newIdx * 2 + 1 ] = uvs2[ pointIdx * 2 + 1 ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( normalData ) {
|
|
|
|
if ( normals && origNormalIndices ) {
|
|
|
|
const normalIdx = origNormalIndices[ origIdx ];
|
|
normalData[ newIdx * 3 ] = normals[ normalIdx * 3 ];
|
|
normalData[ newIdx * 3 + 1 ] = normals[ normalIdx * 3 + 1 ];
|
|
normalData[ newIdx * 3 + 2 ] = normals[ normalIdx * 3 + 2 ];
|
|
|
|
} else if ( normals && normals.length === points.length ) {
|
|
|
|
normalData[ newIdx * 3 ] = normals[ pointIdx * 3 ];
|
|
normalData[ newIdx * 3 + 1 ] = normals[ pointIdx * 3 + 1 ];
|
|
normalData[ newIdx * 3 + 2 ] = normals[ pointIdx * 3 + 2 ];
|
|
|
|
} else if ( vertexNormals ) {
|
|
|
|
normalData[ newIdx * 3 ] = vertexNormals[ pointIdx * 3 ];
|
|
normalData[ newIdx * 3 + 1 ] = vertexNormals[ pointIdx * 3 + 1 ];
|
|
normalData[ newIdx * 3 + 2 ] = vertexNormals[ pointIdx * 3 + 2 ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( skinSrcIndices && skinSrcWeights && jointIndices && jointWeights ) {
|
|
|
|
for ( let j = 0; j < elementSize; j ++ ) {
|
|
|
|
skinSrcIndices[ newIdx * elementSize + j ] = jointIndices[ pointIdx * elementSize + j ] || 0;
|
|
skinSrcWeights[ newIdx * elementSize + j ] = jointWeights[ pointIdx * elementSize + j ] || 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
|
|
|
|
if ( uvData ) {
|
|
|
|
geometry.setAttribute( 'uv', new BufferAttribute( uvData, 2 ) );
|
|
|
|
}
|
|
|
|
if ( uv1Data ) {
|
|
|
|
geometry.setAttribute( 'uv1', new BufferAttribute( uv1Data, 2 ) );
|
|
|
|
}
|
|
|
|
geometry.setAttribute( 'normal', new BufferAttribute( normalData, 3 ) );
|
|
|
|
if ( skinSrcIndices && skinSrcWeights ) {
|
|
|
|
const skinIndexData = new Uint16Array( vertexCount * 4 );
|
|
const skinWeightData = new Float32Array( vertexCount * 4 );
|
|
|
|
this._selectTopWeights( skinSrcIndices, skinSrcWeights, elementSize, vertexCount, skinIndexData, skinWeightData );
|
|
|
|
geometry.setAttribute( 'skinIndex', new BufferAttribute( skinIndexData, 4 ) );
|
|
geometry.setAttribute( 'skinWeight', new BufferAttribute( skinWeightData, 4 ) );
|
|
|
|
}
|
|
|
|
return geometry;
|
|
|
|
}
|
|
|
|
_selectTopWeights( srcIndices, srcWeights, elementSize, numVertices, dstIndices, dstWeights ) {
|
|
|
|
if ( elementSize <= 4 ) {
|
|
|
|
for ( let i = 0; i < numVertices; i ++ ) {
|
|
|
|
for ( let j = 0; j < 4; j ++ ) {
|
|
|
|
if ( j < elementSize ) {
|
|
|
|
dstIndices[ i * 4 + j ] = srcIndices[ i * elementSize + j ] || 0;
|
|
dstWeights[ i * 4 + j ] = srcWeights[ i * elementSize + j ] || 0;
|
|
|
|
} else {
|
|
|
|
dstIndices[ i * 4 + j ] = 0;
|
|
dstWeights[ i * 4 + j ] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
// When elementSize > 4, find the 4 largest weights per vertex
|
|
// using a partial selection sort (4 iterations of O(elementSize)).
|
|
const order = new Uint32Array( elementSize );
|
|
|
|
for ( let i = 0; i < numVertices; i ++ ) {
|
|
|
|
const base = i * elementSize;
|
|
|
|
for ( let j = 0; j < elementSize; j ++ ) order[ j ] = j;
|
|
|
|
for ( let k = 0; k < 4; k ++ ) {
|
|
|
|
let maxIdx = k;
|
|
let maxW = srcWeights[ base + order[ k ] ] || 0;
|
|
|
|
for ( let j = k + 1; j < elementSize; j ++ ) {
|
|
|
|
const w = srcWeights[ base + order[ j ] ] || 0;
|
|
|
|
if ( w > maxW ) {
|
|
|
|
maxW = w;
|
|
maxIdx = j;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( maxIdx !== k ) {
|
|
|
|
const tmp = order[ k ];
|
|
order[ k ] = order[ maxIdx ];
|
|
order[ maxIdx ] = tmp;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
let total = 0;
|
|
|
|
for ( let j = 0; j < 4; j ++ ) {
|
|
|
|
total += srcWeights[ base + order[ j ] ] || 0;
|
|
|
|
}
|
|
|
|
for ( let j = 0; j < 4; j ++ ) {
|
|
|
|
const s = order[ j ];
|
|
|
|
if ( total > 0 ) {
|
|
|
|
dstIndices[ i * 4 + j ] = srcIndices[ base + s ] || 0;
|
|
dstWeights[ i * 4 + j ] = ( srcWeights[ base + s ] || 0 ) / total;
|
|
|
|
} else {
|
|
|
|
dstIndices[ i * 4 + j ] = 0;
|
|
dstWeights[ i * 4 + j ] = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_findUVPrimvar( fields ) {
|
|
|
|
for ( const key in fields ) {
|
|
|
|
if ( ! key.startsWith( 'primvars:' ) ) continue;
|
|
if ( key.endsWith( ':typeName' ) || key.endsWith( ':elementSize' ) || key.endsWith( ':indices' ) ) continue;
|
|
if ( key.includes( 'skel:' ) ) continue;
|
|
|
|
const typeName = fields[ key + ':typeName' ];
|
|
if ( typeName && typeName.includes( 'texCoord' ) ) {
|
|
|
|
return {
|
|
uvs: fields[ key ],
|
|
uvIndices: fields[ key + ':indices' ]
|
|
};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
const uvs = fields[ 'primvars:st' ] || fields[ 'primvars:UVMap' ];
|
|
const uvIndices = fields[ 'primvars:st:indices' ];
|
|
return { uvs, uvIndices };
|
|
|
|
}
|
|
|
|
_findUV2Primvar( fields ) {
|
|
|
|
const uvs2 = fields[ 'primvars:st1' ];
|
|
const uv2Indices = fields[ 'primvars:st1:indices' ];
|
|
return { uvs2, uv2Indices };
|
|
|
|
}
|
|
|
|
_buildHoleMap( polygonHoles ) {
|
|
|
|
// polygonHoles is in Arnold format: [holeFaceIdx, parentFaceIdx, holeFaceIdx, parentFaceIdx, ...]
|
|
// Returns a map: parentFaceIdx -> [holeFaceIdx1, holeFaceIdx2, ...]
|
|
// Also returns a set of hole face indices to skip during triangulation
|
|
if ( ! polygonHoles || polygonHoles.length === 0 ) {
|
|
|
|
return { parentToHoles: new Map(), holeFaces: new Set() };
|
|
|
|
}
|
|
|
|
const parentToHoles = new Map();
|
|
const holeFaces = new Set();
|
|
|
|
for ( let i = 0; i < polygonHoles.length; i += 2 ) {
|
|
|
|
const holeFaceIdx = polygonHoles[ i ];
|
|
const parentFaceIdx = polygonHoles[ i + 1 ];
|
|
|
|
holeFaces.add( holeFaceIdx );
|
|
|
|
if ( ! parentToHoles.has( parentFaceIdx ) ) {
|
|
|
|
parentToHoles.set( parentFaceIdx, [] );
|
|
|
|
}
|
|
|
|
parentToHoles.get( parentFaceIdx ).push( holeFaceIdx );
|
|
|
|
}
|
|
|
|
return { parentToHoles, holeFaces };
|
|
|
|
}
|
|
|
|
_triangulateIndicesWithPattern( indices, counts, points = null, holeMap = null ) {
|
|
|
|
const triangulated = [];
|
|
const pattern = []; // Stores face-local indices for each triangle vertex
|
|
|
|
// Build face offset lookup for accessing hole face data
|
|
const faceOffsets = [];
|
|
let offsetAccum = 0;
|
|
for ( let i = 0; i < counts.length; i ++ ) {
|
|
|
|
faceOffsets.push( offsetAccum );
|
|
offsetAccum += counts[ i ];
|
|
|
|
}
|
|
|
|
const parentToHoles = holeMap?.parentToHoles || new Map();
|
|
const holeFaces = holeMap?.holeFaces || new Set();
|
|
|
|
let offset = 0;
|
|
|
|
for ( let i = 0; i < counts.length; i ++ ) {
|
|
|
|
const count = counts[ i ];
|
|
|
|
// Skip faces that are holes - they will be triangulated with their parent
|
|
if ( holeFaces.has( i ) ) {
|
|
|
|
offset += count;
|
|
continue;
|
|
|
|
}
|
|
|
|
// Check if this face has holes
|
|
const holes = parentToHoles.get( i );
|
|
|
|
if ( holes && holes.length > 0 && points && points.length > 0 ) {
|
|
|
|
// Triangulate face with holes using vertex -> face-vertex mapping
|
|
const vertexToFaceVertex = new Map();
|
|
|
|
const faceIndices = [];
|
|
for ( let j = 0; j < count; j ++ ) {
|
|
|
|
const vertIdx = indices[ offset + j ];
|
|
faceIndices.push( vertIdx );
|
|
vertexToFaceVertex.set( vertIdx, offset + j );
|
|
|
|
}
|
|
|
|
const holeContours = [];
|
|
for ( const holeFaceIdx of holes ) {
|
|
|
|
const holeOffset = faceOffsets[ holeFaceIdx ];
|
|
const holeCount = counts[ holeFaceIdx ];
|
|
const holeIndices = [];
|
|
for ( let j = 0; j < holeCount; j ++ ) {
|
|
|
|
const vertIdx = indices[ holeOffset + j ];
|
|
holeIndices.push( vertIdx );
|
|
vertexToFaceVertex.set( vertIdx, holeOffset + j );
|
|
|
|
}
|
|
|
|
holeContours.push( holeIndices );
|
|
|
|
}
|
|
|
|
const triangles = this._triangulateNGonWithHoles( faceIndices, holeContours, points );
|
|
|
|
for ( const tri of triangles ) {
|
|
|
|
triangulated.push( tri[ 0 ], tri[ 1 ], tri[ 2 ] );
|
|
pattern.push(
|
|
vertexToFaceVertex.get( tri[ 0 ] ),
|
|
vertexToFaceVertex.get( tri[ 1 ] ),
|
|
vertexToFaceVertex.get( tri[ 2 ] )
|
|
);
|
|
|
|
}
|
|
|
|
} else if ( count === 3 ) {
|
|
|
|
triangulated.push(
|
|
indices[ offset ],
|
|
indices[ offset + 1 ],
|
|
indices[ offset + 2 ]
|
|
);
|
|
pattern.push( offset, offset + 1, offset + 2 );
|
|
|
|
} else if ( count === 4 ) {
|
|
|
|
triangulated.push(
|
|
indices[ offset ],
|
|
indices[ offset + 1 ],
|
|
indices[ offset + 2 ],
|
|
indices[ offset ],
|
|
indices[ offset + 2 ],
|
|
indices[ offset + 3 ]
|
|
);
|
|
pattern.push(
|
|
offset, offset + 1, offset + 2,
|
|
offset, offset + 2, offset + 3
|
|
);
|
|
|
|
} else if ( count > 4 ) {
|
|
|
|
// Use ear-clipping for complex n-gons if we have vertex positions
|
|
if ( points && points.length > 0 ) {
|
|
|
|
const faceIndices = [];
|
|
for ( let j = 0; j < count; j ++ ) {
|
|
|
|
faceIndices.push( indices[ offset + j ] );
|
|
|
|
}
|
|
|
|
const triangles = this._triangulateNGon( faceIndices, points );
|
|
|
|
for ( const tri of triangles ) {
|
|
|
|
triangulated.push( tri[ 0 ], tri[ 1 ], tri[ 2 ] );
|
|
// Find local indices within the face
|
|
pattern.push(
|
|
offset + faceIndices.indexOf( tri[ 0 ] ),
|
|
offset + faceIndices.indexOf( tri[ 1 ] ),
|
|
offset + faceIndices.indexOf( tri[ 2 ] )
|
|
);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Fallback to fan triangulation
|
|
for ( let j = 1; j < count - 1; j ++ ) {
|
|
|
|
triangulated.push(
|
|
indices[ offset ],
|
|
indices[ offset + j ],
|
|
indices[ offset + j + 1 ]
|
|
);
|
|
pattern.push( offset, offset + j, offset + j + 1 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
offset += count;
|
|
|
|
}
|
|
|
|
return { indices: triangulated, pattern };
|
|
|
|
}
|
|
|
|
_applyTriangulationPattern( indices, pattern ) {
|
|
|
|
const result = [];
|
|
for ( let i = 0; i < pattern.length; i ++ ) {
|
|
|
|
result.push( indices[ pattern[ i ] ] );
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
_triangulateNGon( faceIndices, points ) {
|
|
|
|
// Project 3D polygon to 2D for triangulation using Newell's method for normal
|
|
const contour2D = [];
|
|
const contour3D = [];
|
|
|
|
for ( const idx of faceIndices ) {
|
|
|
|
contour3D.push( new Vector3(
|
|
points[ idx * 3 ],
|
|
points[ idx * 3 + 1 ],
|
|
points[ idx * 3 + 2 ]
|
|
) );
|
|
|
|
}
|
|
|
|
// Calculate polygon normal using Newell's method
|
|
const normal = new Vector3();
|
|
for ( let i = 0; i < contour3D.length; i ++ ) {
|
|
|
|
const curr = contour3D[ i ];
|
|
const next = contour3D[ ( i + 1 ) % contour3D.length ];
|
|
normal.x += ( curr.y - next.y ) * ( curr.z + next.z );
|
|
normal.y += ( curr.z - next.z ) * ( curr.x + next.x );
|
|
normal.z += ( curr.x - next.x ) * ( curr.y + next.y );
|
|
|
|
}
|
|
|
|
normal.normalize();
|
|
|
|
// Create tangent basis for projection
|
|
const tangent = new Vector3();
|
|
const bitangent = new Vector3();
|
|
|
|
if ( Math.abs( normal.y ) > 0.9 ) {
|
|
|
|
tangent.set( 1, 0, 0 );
|
|
|
|
} else {
|
|
|
|
tangent.set( 0, 1, 0 );
|
|
|
|
}
|
|
|
|
bitangent.crossVectors( normal, tangent ).normalize();
|
|
tangent.crossVectors( bitangent, normal ).normalize();
|
|
|
|
// Project to 2D
|
|
for ( const p of contour3D ) {
|
|
|
|
contour2D.push( new Vector2( p.dot( tangent ), p.dot( bitangent ) ) );
|
|
|
|
}
|
|
|
|
// Triangulate using ShapeUtils
|
|
const triangles = ShapeUtils.triangulateShape( contour2D, [] );
|
|
|
|
// Map back to original indices
|
|
const result = [];
|
|
for ( const tri of triangles ) {
|
|
|
|
result.push( [
|
|
faceIndices[ tri[ 0 ] ],
|
|
faceIndices[ tri[ 1 ] ],
|
|
faceIndices[ tri[ 2 ] ]
|
|
] );
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
_triangulateNGonWithHoles( outerIndices, holeContours, points ) {
|
|
|
|
// Project 3D polygon with holes to 2D for triangulation
|
|
const outer3D = [];
|
|
|
|
for ( const idx of outerIndices ) {
|
|
|
|
outer3D.push( new Vector3(
|
|
points[ idx * 3 ],
|
|
points[ idx * 3 + 1 ],
|
|
points[ idx * 3 + 2 ]
|
|
) );
|
|
|
|
}
|
|
|
|
// Calculate polygon normal using Newell's method
|
|
const normal = new Vector3();
|
|
for ( let i = 0; i < outer3D.length; i ++ ) {
|
|
|
|
const curr = outer3D[ i ];
|
|
const next = outer3D[ ( i + 1 ) % outer3D.length ];
|
|
normal.x += ( curr.y - next.y ) * ( curr.z + next.z );
|
|
normal.y += ( curr.z - next.z ) * ( curr.x + next.x );
|
|
normal.z += ( curr.x - next.x ) * ( curr.y + next.y );
|
|
|
|
}
|
|
|
|
normal.normalize();
|
|
|
|
// Create tangent basis for projection
|
|
const tangent = new Vector3();
|
|
const bitangent = new Vector3();
|
|
|
|
if ( Math.abs( normal.y ) > 0.9 ) {
|
|
|
|
tangent.set( 1, 0, 0 );
|
|
|
|
} else {
|
|
|
|
tangent.set( 0, 1, 0 );
|
|
|
|
}
|
|
|
|
bitangent.crossVectors( normal, tangent ).normalize();
|
|
tangent.crossVectors( bitangent, normal ).normalize();
|
|
|
|
// Project outer contour to 2D
|
|
const outer2D = [];
|
|
for ( const p of outer3D ) {
|
|
|
|
outer2D.push( new Vector2( p.dot( tangent ), p.dot( bitangent ) ) );
|
|
|
|
}
|
|
|
|
// Project hole contours to 2D
|
|
const holes2D = [];
|
|
|
|
for ( const holeIndices of holeContours ) {
|
|
|
|
const hole2D = [];
|
|
|
|
for ( const idx of holeIndices ) {
|
|
|
|
const p = new Vector3(
|
|
points[ idx * 3 ],
|
|
points[ idx * 3 + 1 ],
|
|
points[ idx * 3 + 2 ]
|
|
);
|
|
hole2D.push( new Vector2( p.dot( tangent ), p.dot( bitangent ) ) );
|
|
|
|
}
|
|
|
|
holes2D.push( hole2D );
|
|
|
|
}
|
|
|
|
// Build combined index array: outer contour followed by all holes
|
|
const allIndices = [ ...outerIndices ];
|
|
for ( const holeIndices of holeContours ) {
|
|
|
|
allIndices.push( ...holeIndices );
|
|
|
|
}
|
|
|
|
// Triangulate using ShapeUtils with holes
|
|
const triangles = ShapeUtils.triangulateShape( outer2D, holes2D );
|
|
|
|
// Map back to original vertex indices
|
|
const result = [];
|
|
for ( const tri of triangles ) {
|
|
|
|
result.push( [
|
|
allIndices[ tri[ 0 ] ],
|
|
allIndices[ tri[ 1 ] ],
|
|
allIndices[ tri[ 2 ] ]
|
|
] );
|
|
|
|
}
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
_triangulateIndices( indices, counts ) {
|
|
|
|
const triangulated = [];
|
|
let offset = 0;
|
|
|
|
for ( let i = 0; i < counts.length; i ++ ) {
|
|
|
|
const count = counts[ i ];
|
|
|
|
if ( count === 3 ) {
|
|
|
|
triangulated.push(
|
|
indices[ offset ],
|
|
indices[ offset + 1 ],
|
|
indices[ offset + 2 ]
|
|
);
|
|
|
|
} else if ( count === 4 ) {
|
|
|
|
triangulated.push(
|
|
indices[ offset ],
|
|
indices[ offset + 1 ],
|
|
indices[ offset + 2 ],
|
|
indices[ offset ],
|
|
indices[ offset + 2 ],
|
|
indices[ offset + 3 ]
|
|
);
|
|
|
|
} else if ( count > 4 ) {
|
|
|
|
// Fan triangulation for n-gons
|
|
for ( let j = 1; j < count - 1; j ++ ) {
|
|
|
|
triangulated.push(
|
|
indices[ offset ],
|
|
indices[ offset + j ],
|
|
indices[ offset + j + 1 ]
|
|
);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
offset += count;
|
|
|
|
}
|
|
|
|
return triangulated;
|
|
|
|
}
|
|
|
|
_expandAttribute( data, indices, itemSize ) {
|
|
|
|
const expanded = new Array( indices.length * itemSize );
|
|
|
|
for ( let i = 0; i < indices.length; i ++ ) {
|
|
|
|
const srcIdx = indices[ i ];
|
|
|
|
for ( let j = 0; j < itemSize; j ++ ) {
|
|
|
|
expanded[ i * itemSize + j ] = data[ srcIdx * itemSize + j ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return expanded;
|
|
|
|
}
|
|
|
|
/**
|
|
* Compute per-vertex normals from indexed triangle data.
|
|
* Accumulates area-weighted face normals at each shared vertex and normalizes.
|
|
*/
|
|
_computeVertexNormals( points, indices ) {
|
|
|
|
const numVertices = points.length / 3;
|
|
const normals = new Float32Array( numVertices * 3 );
|
|
|
|
for ( let i = 0; i < indices.length; i += 3 ) {
|
|
|
|
const a = indices[ i ];
|
|
const b = indices[ i + 1 ];
|
|
const c = indices[ i + 2 ];
|
|
|
|
const ax = points[ a * 3 ], ay = points[ a * 3 + 1 ], az = points[ a * 3 + 2 ];
|
|
const bx = points[ b * 3 ], by = points[ b * 3 + 1 ], bz = points[ b * 3 + 2 ];
|
|
const cx = points[ c * 3 ], cy = points[ c * 3 + 1 ], cz = points[ c * 3 + 2 ];
|
|
|
|
const e1x = bx - ax, e1y = by - ay, e1z = bz - az;
|
|
const e2x = cx - ax, e2y = cy - ay, e2z = cz - az;
|
|
|
|
const nx = e1y * e2z - e1z * e2y;
|
|
const ny = e1z * e2x - e1x * e2z;
|
|
const nz = e1x * e2y - e1y * e2x;
|
|
|
|
normals[ a * 3 ] += nx; normals[ a * 3 + 1 ] += ny; normals[ a * 3 + 2 ] += nz;
|
|
normals[ b * 3 ] += nx; normals[ b * 3 + 1 ] += ny; normals[ b * 3 + 2 ] += nz;
|
|
normals[ c * 3 ] += nx; normals[ c * 3 + 1 ] += ny; normals[ c * 3 + 2 ] += nz;
|
|
|
|
}
|
|
|
|
for ( let i = 0; i < numVertices; i ++ ) {
|
|
|
|
const x = normals[ i * 3 ], y = normals[ i * 3 + 1 ], z = normals[ i * 3 + 2 ];
|
|
const len = Math.sqrt( x * x + y * y + z * z );
|
|
|
|
if ( len > 0 ) {
|
|
|
|
normals[ i * 3 ] /= len;
|
|
normals[ i * 3 + 1 ] /= len;
|
|
normals[ i * 3 + 2 ] /= len;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return normals;
|
|
|
|
}
|
|
|
|
/**
|
|
* Get the material path for a mesh, checking various binding sources.
|
|
*/
|
|
_getMaterialPath( meshPath, fields ) {
|
|
|
|
let materialPath = null;
|
|
const materialBinding = fields[ 'material:binding' ];
|
|
|
|
if ( materialBinding ) {
|
|
|
|
materialPath = Array.isArray( materialBinding ) ? materialBinding[ 0 ] : materialBinding;
|
|
|
|
}
|
|
|
|
// Use variant-aware lookup if no direct binding in fields
|
|
if ( ! materialPath ) {
|
|
|
|
materialPath = this._getMaterialBindingTarget( meshPath );
|
|
|
|
}
|
|
|
|
return materialPath;
|
|
|
|
}
|
|
|
|
_buildMaterial( meshPath, fields ) {
|
|
|
|
const material = new MeshPhysicalMaterial();
|
|
|
|
let materialPath = null;
|
|
const materialBinding = fields[ 'material:binding' ];
|
|
|
|
if ( materialBinding ) {
|
|
|
|
materialPath = Array.isArray( materialBinding ) ? materialBinding[ 0 ] : materialBinding;
|
|
|
|
}
|
|
|
|
// Use variant-aware lookup if no direct binding in fields
|
|
if ( ! materialPath ) {
|
|
|
|
materialPath = this._getMaterialBindingTarget( meshPath );
|
|
|
|
}
|
|
|
|
if ( ! materialPath ) {
|
|
|
|
const materialPaths = [];
|
|
const prefix = meshPath + '/';
|
|
|
|
for ( const path in this.specsByPath ) {
|
|
|
|
if ( ! path.startsWith( prefix ) ) continue;
|
|
if ( ! path.endsWith( '.material:binding' ) ) continue;
|
|
|
|
const bindingSpec = this.specsByPath[ path ];
|
|
if ( ! bindingSpec ) continue;
|
|
|
|
const targetPaths = bindingSpec.fields.targetPaths;
|
|
if ( targetPaths && targetPaths.length > 0 ) {
|
|
|
|
materialPaths.push( targetPaths[ 0 ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( materialPaths.length > 0 ) {
|
|
|
|
materialPath = this._pickBestMaterial( materialPaths );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( ! materialPath ) {
|
|
|
|
// Use material index for O(1) lookup instead of O(n) iteration
|
|
const meshParts = meshPath.split( '/' );
|
|
const rootPath = '/' + meshParts[ 1 ];
|
|
|
|
const materialsInRoot = this.materialsByRoot.get( rootPath );
|
|
|
|
if ( materialsInRoot ) {
|
|
|
|
for ( const path of materialsInRoot ) {
|
|
|
|
if ( path.startsWith( rootPath + '/Looks/' ) ||
|
|
path.startsWith( rootPath + '/Materials/' ) ) {
|
|
|
|
materialPath = path;
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( materialPath ) {
|
|
|
|
this._applyMaterial( material, materialPath );
|
|
|
|
}
|
|
|
|
return material;
|
|
|
|
}
|
|
|
|
_buildMaterialForPath( materialPath ) {
|
|
|
|
const material = new MeshPhysicalMaterial();
|
|
|
|
if ( materialPath ) {
|
|
|
|
this._applyMaterial( material, materialPath );
|
|
|
|
}
|
|
|
|
return material;
|
|
|
|
}
|
|
|
|
/**
|
|
* Apply material binding from a prim path to a mesh.
|
|
* Used when merging referenced geometry into a prim that has material binding.
|
|
*/
|
|
_applyMaterialBinding( mesh, primPath ) {
|
|
|
|
// Look for material:binding on this prim
|
|
const bindingPath = primPath + '.material:binding';
|
|
const bindingSpec = this.specsByPath[ bindingPath ];
|
|
|
|
if ( ! bindingSpec ) return;
|
|
|
|
let materialPath = null;
|
|
const targetPaths = bindingSpec.fields?.targetPaths || bindingSpec.fields?.default;
|
|
|
|
if ( targetPaths ) {
|
|
|
|
materialPath = Array.isArray( targetPaths ) ? targetPaths[ 0 ] : targetPaths;
|
|
|
|
}
|
|
|
|
if ( ! materialPath ) return;
|
|
|
|
// Clean the material path
|
|
materialPath = String( materialPath ).replace( /^<|>$/g, '' );
|
|
|
|
// Build and apply the material
|
|
const material = new MeshPhysicalMaterial();
|
|
this._applyMaterial( material, materialPath );
|
|
mesh.material = material;
|
|
|
|
}
|
|
|
|
_pickBestMaterial( materialPaths ) {
|
|
|
|
for ( const materialPath of materialPaths ) {
|
|
|
|
const shaderPaths = this.shadersByMaterialPath.get( materialPath );
|
|
if ( ! shaderPaths ) continue;
|
|
|
|
for ( const path of shaderPaths ) {
|
|
|
|
const attrs = this._getAttributes( path );
|
|
if ( attrs[ 'info:id' ] === 'UsdUVTexture' && attrs[ 'inputs:file' ] ) {
|
|
|
|
return materialPath;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return materialPaths[ 0 ];
|
|
|
|
}
|
|
|
|
_applyMaterial( material, materialPath ) {
|
|
|
|
const materialSpec = this.specsByPath[ materialPath ];
|
|
if ( ! materialSpec ) return;
|
|
|
|
const shaderPaths = this.shadersByMaterialPath.get( materialPath );
|
|
if ( ! shaderPaths ) return;
|
|
|
|
for ( const path of shaderPaths ) {
|
|
|
|
const spec = this.specsByPath[ path ];
|
|
if ( ! spec ) continue;
|
|
|
|
const shaderAttrs = this._getAttributes( path );
|
|
const infoId = shaderAttrs[ 'info:id' ] || spec.fields[ 'info:id' ];
|
|
|
|
if ( infoId === 'UsdPreviewSurface' || infoId === 'ND_UsdPreviewSurface_surfaceshader' ) {
|
|
|
|
this._applyPreviewSurface( material, path );
|
|
|
|
} else if ( infoId === 'arnold:openpbr_surface' ) {
|
|
|
|
this._applyOpenPBRSurface( material, path );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
/**
|
|
* Shared helper for applying texture or value from shader attribute.
|
|
* Reduces duplication between _applyPreviewSurface and _applyOpenPBRSurface.
|
|
*/
|
|
_applyTextureOrValue( material, shaderPath, fields, attrName, textureProperty, colorSpace, valueCallback, textureGetter ) {
|
|
|
|
const attrPath = shaderPath + '.' + attrName;
|
|
const spec = this.specsByPath[ attrPath ];
|
|
|
|
if ( spec && spec.fields.connectionPaths && spec.fields.connectionPaths.length > 0 ) {
|
|
|
|
// For OpenPBR, try all connection paths; for PreviewSurface, just the first
|
|
const paths = textureGetter === this._getTextureFromOpenPBRConnection
|
|
? spec.fields.connectionPaths
|
|
: [ spec.fields.connectionPaths[ 0 ] ];
|
|
|
|
for ( const connPath of paths ) {
|
|
|
|
const texture = textureGetter.call( this, connPath );
|
|
|
|
if ( texture ) {
|
|
|
|
texture.colorSpace = colorSpace;
|
|
material[ textureProperty ] = texture;
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( fields[ attrName ] !== undefined && valueCallback ) {
|
|
|
|
valueCallback( fields[ attrName ] );
|
|
|
|
}
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
_applyPreviewSurface( material, shaderPath ) {
|
|
|
|
const fields = this._getAttributes( shaderPath );
|
|
|
|
const applyTexture = ( attrName, textureProperty, colorSpace, valueCallback ) => {
|
|
|
|
return this._applyTextureOrValue(
|
|
material, shaderPath, fields, attrName, textureProperty, colorSpace, valueCallback,
|
|
this._getTextureFromConnection
|
|
);
|
|
|
|
};
|
|
|
|
const getAttrSpec = ( attrName ) => {
|
|
|
|
const attrPath = shaderPath + '.' + attrName;
|
|
return this.specsByPath[ attrPath ];
|
|
|
|
};
|
|
|
|
// Diffuse color / base color map
|
|
applyTexture(
|
|
'inputs:diffuseColor',
|
|
'map',
|
|
SRGBColorSpace,
|
|
( color ) => {
|
|
|
|
if ( Array.isArray( color ) && color.length >= 3 ) {
|
|
|
|
material.color.setRGB( color[ 0 ], color[ 1 ], color[ 2 ], SRGBColorSpace );
|
|
|
|
}
|
|
|
|
}
|
|
);
|
|
|
|
// Apply UsdUVTexture scale to diffuse color (output = texture * scale + bias)
|
|
if ( material.map && material.map.userData.scale ) {
|
|
|
|
const scale = material.map.userData.scale;
|
|
if ( Array.isArray( scale ) && scale.length >= 3 ) {
|
|
|
|
material.color.setRGB( scale[ 0 ], scale[ 1 ], scale[ 2 ], SRGBColorSpace );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Emissive
|
|
applyTexture(
|
|
'inputs:emissiveColor',
|
|
'emissiveMap',
|
|
SRGBColorSpace,
|
|
( color ) => {
|
|
|
|
if ( Array.isArray( color ) && color.length >= 3 ) {
|
|
|
|
material.emissive.setRGB( color[ 0 ], color[ 1 ], color[ 2 ], SRGBColorSpace );
|
|
|
|
}
|
|
|
|
}
|
|
);
|
|
|
|
if ( material.emissiveMap ) {
|
|
|
|
if ( material.emissiveMap.userData.scale ) {
|
|
|
|
const scale = material.emissiveMap.userData.scale;
|
|
if ( Array.isArray( scale ) && scale.length >= 3 ) {
|
|
|
|
material.emissive.setRGB( scale[ 0 ], scale[ 1 ], scale[ 2 ], SRGBColorSpace );
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
material.emissive.set( 0xffffff );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Normal map
|
|
applyTexture( 'inputs:normal', 'normalMap', NoColorSpace, null );
|
|
|
|
// Apply normal map scale from UsdUVTexture scale input
|
|
if ( material.normalMap && material.normalMap.userData.scale ) {
|
|
|
|
const scale = material.normalMap.userData.scale;
|
|
// UsdUVTexture scale is float4 (r,g,b,a), use first two components for normalScale
|
|
material.normalScale = new Vector2( scale[ 0 ], scale[ 1 ] );
|
|
|
|
}
|
|
|
|
// Roughness
|
|
const hasRoughnessMap = applyTexture(
|
|
'inputs:roughness',
|
|
'roughnessMap',
|
|
NoColorSpace,
|
|
( value ) => {
|
|
|
|
material.roughness = value;
|
|
|
|
}
|
|
);
|
|
|
|
if ( hasRoughnessMap ) {
|
|
|
|
material.roughness = 1.0;
|
|
|
|
}
|
|
|
|
// Metallic
|
|
const hasMetalnessMap = applyTexture(
|
|
'inputs:metallic',
|
|
'metalnessMap',
|
|
NoColorSpace,
|
|
( value ) => {
|
|
|
|
material.metalness = value;
|
|
|
|
}
|
|
);
|
|
|
|
if ( hasMetalnessMap ) {
|
|
|
|
material.metalness = 1.0;
|
|
|
|
}
|
|
|
|
// Occlusion
|
|
applyTexture( 'inputs:occlusion', 'aoMap', NoColorSpace, null );
|
|
|
|
// IOR
|
|
if ( fields[ 'inputs:ior' ] !== undefined ) {
|
|
|
|
material.ior = fields[ 'inputs:ior' ];
|
|
|
|
}
|
|
|
|
// Specular color
|
|
applyTexture(
|
|
'inputs:specularColor',
|
|
'specularColorMap',
|
|
SRGBColorSpace,
|
|
( color ) => {
|
|
|
|
if ( Array.isArray( color ) && color.length >= 3 ) {
|
|
|
|
material.specularColor.setRGB( color[ 0 ], color[ 1 ], color[ 2 ], SRGBColorSpace );
|
|
|
|
}
|
|
|
|
}
|
|
);
|
|
|
|
// Apply UsdUVTexture scale to specular color
|
|
if ( material.specularColorMap && material.specularColorMap.userData.scale ) {
|
|
|
|
const scale = material.specularColorMap.userData.scale;
|
|
if ( Array.isArray( scale ) && scale.length >= 3 ) {
|
|
|
|
material.specularColor.setRGB( scale[ 0 ], scale[ 1 ], scale[ 2 ], SRGBColorSpace );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Clearcoat
|
|
if ( fields[ 'inputs:clearcoat' ] !== undefined ) {
|
|
|
|
material.clearcoat = fields[ 'inputs:clearcoat' ];
|
|
|
|
}
|
|
|
|
// Clearcoat roughness
|
|
if ( fields[ 'inputs:clearcoatRoughness' ] !== undefined ) {
|
|
|
|
material.clearcoatRoughness = fields[ 'inputs:clearcoatRoughness' ];
|
|
|
|
}
|
|
|
|
// Opacity and opacity modes
|
|
const opacityThreshold = fields[ 'inputs:opacityThreshold' ] !== undefined ? fields[ 'inputs:opacityThreshold' ] : 0.0;
|
|
|
|
// Check if opacity is connected to a texture (e.g., diffuse texture's alpha)
|
|
const opacitySpec = getAttrSpec( 'inputs:opacity' );
|
|
const hasOpacityConnection = opacitySpec?.fields?.connectionPaths?.length > 0;
|
|
|
|
if ( hasOpacityConnection ) {
|
|
|
|
// Opacity from texture alpha - use the diffuse map's alpha channel
|
|
if ( opacityThreshold > 0 ) {
|
|
|
|
// Alpha cutoff mode
|
|
material.alphaTest = opacityThreshold;
|
|
material.transparent = false;
|
|
|
|
} else {
|
|
|
|
// Alpha blend mode
|
|
material.transparent = true;
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// Direct opacity value
|
|
const opacity = fields[ 'inputs:opacity' ] !== undefined ? fields[ 'inputs:opacity' ] : 1.0;
|
|
|
|
if ( opacity < 1.0 ) {
|
|
|
|
material.transparent = true;
|
|
material.opacity = opacity;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_applyOpenPBRSurface( material, shaderPath ) {
|
|
|
|
const fields = this._getAttributes( shaderPath );
|
|
|
|
const applyTexture = ( attrName, textureProperty, colorSpace, valueCallback ) => {
|
|
|
|
return this._applyTextureOrValue(
|
|
material, shaderPath, fields, attrName, textureProperty, colorSpace, valueCallback,
|
|
this._getTextureFromOpenPBRConnection
|
|
);
|
|
|
|
};
|
|
|
|
// Base color (diffuse)
|
|
applyTexture(
|
|
'inputs:base_color',
|
|
'map',
|
|
SRGBColorSpace,
|
|
( color ) => {
|
|
|
|
if ( Array.isArray( color ) && color.length >= 3 ) {
|
|
|
|
material.color.setRGB( color[ 0 ], color[ 1 ], color[ 2 ], SRGBColorSpace );
|
|
|
|
}
|
|
|
|
}
|
|
);
|
|
|
|
// Apply UsdUVTexture scale to base color
|
|
if ( material.map && material.map.userData.scale ) {
|
|
|
|
const scale = material.map.userData.scale;
|
|
if ( Array.isArray( scale ) && scale.length >= 3 ) {
|
|
|
|
material.color.setRGB( scale[ 0 ], scale[ 1 ], scale[ 2 ], SRGBColorSpace );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Base metalness
|
|
applyTexture(
|
|
'inputs:base_metalness',
|
|
'metalnessMap',
|
|
NoColorSpace,
|
|
( value ) => {
|
|
|
|
if ( typeof value === 'number' ) {
|
|
|
|
material.metalness = value;
|
|
|
|
}
|
|
|
|
}
|
|
);
|
|
|
|
// Specular roughness
|
|
applyTexture(
|
|
'inputs:specular_roughness',
|
|
'roughnessMap',
|
|
NoColorSpace,
|
|
( value ) => {
|
|
|
|
if ( typeof value === 'number' ) {
|
|
|
|
material.roughness = value;
|
|
|
|
}
|
|
|
|
}
|
|
);
|
|
|
|
// Emission color
|
|
const hasEmissionMap = applyTexture(
|
|
'inputs:emission_color',
|
|
'emissiveMap',
|
|
SRGBColorSpace,
|
|
( color ) => {
|
|
|
|
if ( Array.isArray( color ) && color.length >= 3 ) {
|
|
|
|
material.emissive.setRGB( color[ 0 ], color[ 1 ], color[ 2 ], SRGBColorSpace );
|
|
|
|
}
|
|
|
|
}
|
|
);
|
|
|
|
// Emission luminance/weight - multiply emissive by this factor
|
|
const emissionLuminance = fields[ 'inputs:emission_luminance' ];
|
|
|
|
if ( emissionLuminance !== undefined && emissionLuminance > 0 ) {
|
|
|
|
if ( hasEmissionMap ) {
|
|
|
|
material.emissiveIntensity = emissionLuminance;
|
|
|
|
} else {
|
|
|
|
// Scale the emissive color by luminance
|
|
material.emissive.multiplyScalar( emissionLuminance );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Transmission (transparency)
|
|
const transmissionWeight = fields[ 'inputs:transmission_weight' ];
|
|
|
|
if ( transmissionWeight !== undefined && transmissionWeight > 0 ) {
|
|
|
|
material.transmission = transmissionWeight;
|
|
|
|
const transmissionDepth = fields[ 'inputs:transmission_depth' ];
|
|
|
|
if ( transmissionDepth !== undefined ) {
|
|
|
|
material.thickness = transmissionDepth;
|
|
|
|
}
|
|
|
|
const transmissionColor = fields[ 'inputs:transmission_color' ];
|
|
|
|
if ( transmissionColor !== undefined && Array.isArray( transmissionColor ) ) {
|
|
|
|
material.attenuationColor.setRGB( transmissionColor[ 0 ], transmissionColor[ 1 ], transmissionColor[ 2 ] );
|
|
material.attenuationDistance = transmissionDepth || 1.0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Geometry opacity (overall surface opacity)
|
|
const geometryOpacity = fields[ 'inputs:geometry_opacity' ];
|
|
|
|
if ( geometryOpacity !== undefined && geometryOpacity < 1.0 ) {
|
|
|
|
material.opacity = geometryOpacity;
|
|
material.transparent = true;
|
|
|
|
}
|
|
|
|
// Specular IOR
|
|
const specularIOR = fields[ 'inputs:specular_ior' ];
|
|
|
|
if ( specularIOR !== undefined ) {
|
|
|
|
material.ior = specularIOR;
|
|
|
|
}
|
|
|
|
// Coat (clearcoat)
|
|
const coatWeight = fields[ 'inputs:coat_weight' ];
|
|
|
|
if ( coatWeight !== undefined && coatWeight > 0 ) {
|
|
|
|
material.clearcoat = coatWeight;
|
|
|
|
const coatRoughness = fields[ 'inputs:coat_roughness' ];
|
|
|
|
if ( coatRoughness !== undefined ) {
|
|
|
|
material.clearcoatRoughness = coatRoughness;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Thin film (iridescence)
|
|
const thinFilmWeight = fields[ 'inputs:thin_film_weight' ];
|
|
|
|
if ( thinFilmWeight !== undefined && thinFilmWeight > 0 ) {
|
|
|
|
material.iridescence = thinFilmWeight;
|
|
|
|
const thinFilmIOR = fields[ 'inputs:thin_film_ior' ];
|
|
|
|
if ( thinFilmIOR !== undefined ) {
|
|
|
|
material.iridescenceIOR = thinFilmIOR;
|
|
|
|
}
|
|
|
|
const thinFilmThickness = fields[ 'inputs:thin_film_thickness' ];
|
|
|
|
if ( thinFilmThickness !== undefined ) {
|
|
|
|
// OpenPBR uses micrometers, Three.js uses nanometers
|
|
const thicknessNm = thinFilmThickness * 1000;
|
|
material.iridescenceThicknessRange = [ thicknessNm, thicknessNm ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Specular
|
|
const specularWeight = fields[ 'inputs:specular_weight' ];
|
|
|
|
if ( specularWeight !== undefined ) {
|
|
|
|
material.specularIntensity = specularWeight;
|
|
|
|
}
|
|
|
|
const specularColor = fields[ 'inputs:specular_color' ];
|
|
|
|
if ( specularColor !== undefined && Array.isArray( specularColor ) ) {
|
|
|
|
material.specularColor.setRGB( specularColor[ 0 ], specularColor[ 1 ], specularColor[ 2 ] );
|
|
|
|
}
|
|
|
|
// Anisotropy
|
|
const anisotropy = fields[ 'inputs:specular_roughness_anisotropy' ];
|
|
|
|
if ( anisotropy !== undefined && anisotropy > 0 ) {
|
|
|
|
material.anisotropy = anisotropy;
|
|
|
|
}
|
|
|
|
// Geometry normal (normal map)
|
|
applyTexture(
|
|
'inputs:geometry_normal',
|
|
'normalMap',
|
|
NoColorSpace,
|
|
null
|
|
);
|
|
|
|
}
|
|
|
|
_getTextureFromOpenPBRConnection( connPath ) {
|
|
|
|
// connPath is like /Material/NodeGraph.outputs:baseColor or /Material/Shader.outputs:out
|
|
const cleanPath = connPath.replace( /<|>/g, '' );
|
|
const shaderPath = cleanPath.split( '.' )[ 0 ];
|
|
const shaderSpec = this.specsByPath[ shaderPath ];
|
|
|
|
if ( ! shaderSpec ) return null;
|
|
|
|
const attrs = this._getAttributes( shaderPath );
|
|
const infoId = attrs[ 'info:id' ] || shaderSpec.fields[ 'info:id' ];
|
|
const typeName = shaderSpec.fields.typeName;
|
|
|
|
// Handle NodeGraph - follow output connection to internal shader
|
|
if ( typeName === 'NodeGraph' ) {
|
|
|
|
// Get the output attribute that's connected
|
|
const outputName = cleanPath.split( '.' )[ 1 ]; // e.g., "outputs:baseColor"
|
|
const outputAttrPath = shaderPath + '.' + outputName;
|
|
const outputSpec = this.specsByPath[ outputAttrPath ];
|
|
|
|
if ( outputSpec?.fields?.connectionPaths?.length > 0 ) {
|
|
|
|
// Follow the internal connection
|
|
return this._getTextureFromOpenPBRConnection( outputSpec.fields.connectionPaths[ 0 ] );
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
// Handle arnold:image - Arnold's texture node
|
|
if ( infoId === 'arnold:image' ) {
|
|
|
|
const filePath = attrs[ 'inputs:filename' ];
|
|
if ( ! filePath ) return null;
|
|
|
|
return this._loadTextureFromPath( filePath );
|
|
|
|
}
|
|
|
|
// Handle MaterialX image nodes (ND_image_color4, ND_image_color3, etc.)
|
|
if ( infoId && infoId.startsWith( 'ND_image_' ) ) {
|
|
|
|
const filePath = attrs[ 'inputs:file' ];
|
|
if ( ! filePath ) return null;
|
|
|
|
return this._loadTextureFromPath( filePath );
|
|
|
|
}
|
|
|
|
// Handle Maya file texture - follow the inColor connection to the actual image
|
|
if ( infoId === 'MayaND_fileTexture_color4' ) {
|
|
|
|
const inColorPath = shaderPath + '.inputs:inColor';
|
|
const inColorSpec = this.specsByPath[ inColorPath ];
|
|
|
|
if ( inColorSpec?.fields?.connectionPaths?.length > 0 ) {
|
|
|
|
return this._getTextureFromOpenPBRConnection( inColorSpec.fields.connectionPaths[ 0 ] );
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
// Handle color conversion nodes - follow the input connection
|
|
if ( infoId && infoId.startsWith( 'ND_convert_' ) ) {
|
|
|
|
const inPath = shaderPath + '.inputs:in';
|
|
const inSpec = this.specsByPath[ inPath ];
|
|
|
|
if ( inSpec?.fields?.connectionPaths?.length > 0 ) {
|
|
|
|
return this._getTextureFromOpenPBRConnection( inSpec.fields.connectionPaths[ 0 ] );
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
// Handle Arnold bump2d - follow the bump_map input
|
|
if ( infoId === 'arnold:bump2d' ) {
|
|
|
|
const bumpMapPath = shaderPath + '.inputs:bump_map';
|
|
const bumpMapSpec = this.specsByPath[ bumpMapPath ];
|
|
|
|
if ( bumpMapSpec?.fields?.connectionPaths?.length > 0 ) {
|
|
|
|
return this._getTextureFromOpenPBRConnection( bumpMapSpec.fields.connectionPaths[ 0 ] );
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
// Handle Arnold color_correct - follow the input connection
|
|
if ( infoId === 'arnold:color_correct' ) {
|
|
|
|
const inputPath = shaderPath + '.inputs:input';
|
|
const inputSpec = this.specsByPath[ inputPath ];
|
|
|
|
if ( inputSpec?.fields?.connectionPaths?.length > 0 ) {
|
|
|
|
return this._getTextureFromOpenPBRConnection( inputSpec.fields.connectionPaths[ 0 ] );
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
// Handle nested shader paths (e.g., /Material/file2/cc.outputs:a)
|
|
// Check if parent path is an image node
|
|
const parentPath = shaderPath.substring( 0, shaderPath.lastIndexOf( '/' ) );
|
|
|
|
if ( parentPath ) {
|
|
|
|
const parentSpec = this.specsByPath[ parentPath ];
|
|
|
|
if ( parentSpec ) {
|
|
|
|
const parentAttrs = this._getAttributes( parentPath );
|
|
const parentInfoId = parentAttrs[ 'info:id' ] || parentSpec.fields[ 'info:id' ];
|
|
|
|
if ( parentInfoId === 'arnold:image' ) {
|
|
|
|
const filePath = parentAttrs[ 'inputs:filename' ];
|
|
if ( filePath ) return this._loadTextureFromPath( filePath );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
_loadTextureFromPath( filePath ) {
|
|
|
|
if ( ! filePath ) return null;
|
|
|
|
// Check cache first
|
|
if ( this.textureCache[ filePath ] ) {
|
|
|
|
return this.textureCache[ filePath ];
|
|
|
|
}
|
|
|
|
const texture = this._loadTexture( filePath, null, null );
|
|
|
|
if ( texture ) {
|
|
|
|
this.textureCache[ filePath ] = texture;
|
|
|
|
}
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
_getTextureFromConnection( connPath ) {
|
|
|
|
// connPath is like /Material/Shader.outputs:rgb
|
|
const shaderPath = connPath.split( '.' )[ 0 ];
|
|
const shaderSpec = this.specsByPath[ shaderPath ];
|
|
|
|
if ( ! shaderSpec ) return null;
|
|
|
|
const attrs = this._getAttributes( shaderPath );
|
|
const infoId = attrs[ 'info:id' ] || shaderSpec.fields[ 'info:id' ];
|
|
|
|
if ( infoId !== 'UsdUVTexture' ) return null;
|
|
|
|
const filePath = attrs[ 'inputs:file' ];
|
|
if ( ! filePath ) return null;
|
|
|
|
// Check for UsdTransform2d connection via inputs:st and trace to PrimvarReader
|
|
let transformAttrs = null;
|
|
let uvChannel = 0; // Default to first UV set
|
|
const stAttrPath = shaderPath + '.inputs:st';
|
|
const stAttrSpec = this.specsByPath[ stAttrPath ];
|
|
|
|
if ( stAttrSpec?.fields?.connectionPaths?.length > 0 ) {
|
|
|
|
const stConnPath = stAttrSpec.fields.connectionPaths[ 0 ];
|
|
const stPath = stConnPath.replace( /<|>/g, '' ).split( '.' )[ 0 ];
|
|
const stSpec = this.specsByPath[ stPath ];
|
|
|
|
if ( stSpec ) {
|
|
|
|
const stAttrs = this._getAttributes( stPath );
|
|
const stInfoId = stAttrs[ 'info:id' ] || stSpec.fields[ 'info:id' ];
|
|
|
|
if ( stInfoId === 'UsdTransform2d' ) {
|
|
|
|
transformAttrs = stAttrs;
|
|
|
|
// Trace to PrimvarReader to find UV set
|
|
const inAttrPath = stPath + '.inputs:in';
|
|
const inAttrSpec = this.specsByPath[ inAttrPath ];
|
|
|
|
if ( inAttrSpec?.fields?.connectionPaths?.length > 0 ) {
|
|
|
|
const inConnPath = inAttrSpec.fields.connectionPaths[ 0 ];
|
|
const primvarPath = inConnPath.replace( /<|>/g, '' ).split( '.' )[ 0 ];
|
|
const primvarAttrs = this._getAttributes( primvarPath );
|
|
|
|
// Check varname to determine UV channel
|
|
const varname = primvarAttrs[ 'inputs:varname' ];
|
|
if ( varname === 'st1' ) uvChannel = 1;
|
|
else if ( varname === 'st2' ) uvChannel = 2;
|
|
|
|
}
|
|
|
|
} else if ( stInfoId === 'UsdPrimvarReader_float2' ) {
|
|
|
|
// Direct connection to PrimvarReader
|
|
const varname = stAttrs[ 'inputs:varname' ];
|
|
if ( varname === 'st1' ) uvChannel = 1;
|
|
else if ( varname === 'st2' ) uvChannel = 2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Extract scale and bias for texture value modification
|
|
const scale = attrs[ 'inputs:scale' ];
|
|
const bias = attrs[ 'inputs:bias' ];
|
|
|
|
// Create cache key that includes scale/bias if present
|
|
let cacheKey = filePath;
|
|
if ( scale ) cacheKey += ':s' + scale.join( ',' );
|
|
if ( bias ) cacheKey += ':b' + bias.join( ',' );
|
|
|
|
if ( this.textureCache[ cacheKey ] ) {
|
|
|
|
return this.textureCache[ cacheKey ];
|
|
|
|
}
|
|
|
|
const texture = this._loadTexture( filePath, attrs, transformAttrs );
|
|
|
|
if ( texture ) {
|
|
|
|
// Store scale/bias and UV channel in userData
|
|
if ( scale ) texture.userData.scale = scale;
|
|
if ( bias ) texture.userData.bias = bias;
|
|
if ( uvChannel !== 0 ) texture.channel = uvChannel;
|
|
|
|
this.textureCache[ cacheKey ] = texture;
|
|
|
|
}
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
_applyTextureTransforms( texture, attrs ) {
|
|
|
|
if ( ! attrs ) return;
|
|
|
|
const scale = attrs[ 'inputs:scale' ];
|
|
if ( scale && Array.isArray( scale ) && scale.length >= 2 ) {
|
|
|
|
texture.repeat.set( scale[ 0 ], scale[ 1 ] );
|
|
|
|
}
|
|
|
|
const translation = attrs[ 'inputs:translation' ];
|
|
if ( translation && Array.isArray( translation ) && translation.length >= 2 ) {
|
|
|
|
texture.offset.set( translation[ 0 ], translation[ 1 ] );
|
|
|
|
}
|
|
|
|
const rotation = attrs[ 'inputs:rotation' ];
|
|
if ( typeof rotation === 'number' ) {
|
|
|
|
texture.rotation = rotation * Math.PI / 180;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_loadTexture( filePath, textureAttrs, transformAttrs ) {
|
|
|
|
let cleanPath = filePath;
|
|
if ( cleanPath.startsWith( '@' ) ) cleanPath = cleanPath.slice( 1 );
|
|
if ( cleanPath.endsWith( '@' ) ) cleanPath = cleanPath.slice( 0, - 1 );
|
|
|
|
// Resolve relative to basePath first
|
|
const resolvedPath = this._resolveFilePath( cleanPath );
|
|
let assetData = this.assets[ resolvedPath ];
|
|
|
|
// Fallback to unresolved path
|
|
if ( ! assetData ) {
|
|
|
|
assetData = this.assets[ cleanPath ];
|
|
|
|
}
|
|
|
|
// Last resort: search by basename
|
|
if ( ! assetData ) {
|
|
|
|
const baseName = cleanPath.split( '/' ).pop();
|
|
|
|
for ( const key in this.assets ) {
|
|
|
|
if ( key.endsWith( baseName ) || key.endsWith( '/' + baseName ) ) {
|
|
|
|
return this._createTextureFromData( this.assets[ key ], textureAttrs, transformAttrs );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Standalone .usd/.usda/.usdc files don't pre-load assets; treat the
|
|
// resolved path as a URL relative to basePath so the browser fetches
|
|
// the texture from disk next to the layer.
|
|
|
|
if ( this.basePath ) {
|
|
|
|
return this._createTextureFromData( resolvedPath, textureAttrs, transformAttrs );
|
|
|
|
}
|
|
|
|
// Try loading via LoadingManager if available
|
|
if ( this.manager ) {
|
|
|
|
const url = this.manager.resolveURL( baseName );
|
|
if ( url !== baseName ) {
|
|
|
|
// URL modifier found a match - load it
|
|
return this._createTextureFromData( url, textureAttrs, transformAttrs );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
console.warn( 'USDLoader: Texture not found:', cleanPath );
|
|
return null;
|
|
|
|
}
|
|
|
|
return this._createTextureFromData( assetData, textureAttrs, transformAttrs );
|
|
|
|
}
|
|
|
|
_createTextureFromData( data, textureAttrs, transformAttrs ) {
|
|
|
|
if ( ! data ) return null;
|
|
|
|
const scope = this;
|
|
const texture = new Texture();
|
|
|
|
let url;
|
|
|
|
if ( typeof data === 'string' ) {
|
|
|
|
url = data;
|
|
|
|
} else if ( data instanceof Uint8Array || data instanceof ArrayBuffer ) {
|
|
|
|
const blob = new Blob( [ data ] );
|
|
url = URL.createObjectURL( blob );
|
|
|
|
} else {
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
const image = new Image();
|
|
|
|
this.texturePromises.push( new Promise( ( resolve ) => {
|
|
|
|
image.onload = function () {
|
|
|
|
texture.image = image;
|
|
|
|
if ( textureAttrs ) {
|
|
|
|
texture.wrapS = scope._getWrapMode( textureAttrs[ 'inputs:wrapS' ] );
|
|
texture.wrapT = scope._getWrapMode( textureAttrs[ 'inputs:wrapT' ] );
|
|
|
|
}
|
|
|
|
scope._applyTextureTransforms( texture, transformAttrs );
|
|
texture.needsUpdate = true;
|
|
|
|
if ( typeof data !== 'string' ) {
|
|
|
|
URL.revokeObjectURL( url );
|
|
|
|
}
|
|
|
|
resolve();
|
|
|
|
};
|
|
|
|
image.onerror = function () {
|
|
|
|
console.warn( 'USDLoader: Failed to load texture:', url );
|
|
|
|
if ( typeof data !== 'string' ) {
|
|
|
|
URL.revokeObjectURL( url );
|
|
|
|
}
|
|
|
|
resolve();
|
|
|
|
};
|
|
|
|
} ) );
|
|
|
|
image.src = url;
|
|
|
|
return texture;
|
|
|
|
}
|
|
|
|
_getWrapMode( wrapValue ) {
|
|
|
|
if ( wrapValue === 'repeat' ) return RepeatWrapping;
|
|
if ( wrapValue === 'mirror' ) return MirroredRepeatWrapping;
|
|
if ( wrapValue === 'clamp' ) return ClampToEdgeWrapping;
|
|
return RepeatWrapping;
|
|
|
|
}
|
|
|
|
// ========================================================================
|
|
// Skeletal Animation
|
|
// ========================================================================
|
|
|
|
_buildSkeleton( path ) {
|
|
|
|
const attrs = this._getAttributes( path );
|
|
|
|
// Get joint names (paths like "root", "root/body_joint", etc.)
|
|
const joints = attrs[ 'joints' ];
|
|
if ( ! joints || joints.length === 0 ) return null;
|
|
|
|
// Get bind transforms (world-space bind pose matrices)
|
|
// These can be nested arrays (USDA) or flat arrays (USDC)
|
|
const rawBindTransforms = attrs[ 'bindTransforms' ];
|
|
const rawRestTransforms = attrs[ 'restTransforms' ];
|
|
|
|
const bindTransforms = this._flattenMatrixArray( rawBindTransforms, joints.length );
|
|
const restTransforms = this._flattenMatrixArray( rawRestTransforms, joints.length );
|
|
|
|
// Build bones
|
|
const bones = [];
|
|
const bonesByPath = {};
|
|
const boneInverses = [];
|
|
|
|
for ( let i = 0; i < joints.length; i ++ ) {
|
|
|
|
const jointPath = joints[ i ];
|
|
const jointName = jointPath.split( '/' ).pop();
|
|
|
|
const bone = new Bone();
|
|
bone.name = jointName;
|
|
bones.push( bone );
|
|
bonesByPath[ jointPath ] = { bone, index: i };
|
|
|
|
// Compute inverse bind matrix
|
|
if ( bindTransforms && bindTransforms.length >= ( i + 1 ) * 16 ) {
|
|
|
|
const bindMatrix = new Matrix4();
|
|
// USD matrices are row-major, Three.js is column-major - need to transpose
|
|
const m = bindTransforms.slice( i * 16, ( i + 1 ) * 16 );
|
|
bindMatrix.set(
|
|
m[ 0 ], m[ 4 ], m[ 8 ], m[ 12 ],
|
|
m[ 1 ], m[ 5 ], m[ 9 ], m[ 13 ],
|
|
m[ 2 ], m[ 6 ], m[ 10 ], m[ 14 ],
|
|
m[ 3 ], m[ 7 ], m[ 11 ], m[ 15 ]
|
|
);
|
|
const inverseBindMatrix = bindMatrix.clone().invert();
|
|
boneInverses.push( inverseBindMatrix );
|
|
|
|
} else {
|
|
|
|
boneInverses.push( new Matrix4() );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Build parent-child relationships based on joint paths
|
|
for ( let i = 0; i < joints.length; i ++ ) {
|
|
|
|
const jointPath = joints[ i ];
|
|
const parts = jointPath.split( '/' );
|
|
|
|
if ( parts.length > 1 ) {
|
|
|
|
const parentPath = parts.slice( 0, - 1 ).join( '/' );
|
|
const parentData = bonesByPath[ parentPath ];
|
|
|
|
if ( parentData ) {
|
|
|
|
parentData.bone.add( bones[ i ] );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Apply rest transforms as bone local transforms.
|
|
// Rest transforms are the skeleton's default local-space pose and match
|
|
// the reference frame used by SkelAnimation data. Bind transforms are
|
|
// world-space matrices used only for computing inverse bind matrices.
|
|
if ( restTransforms && restTransforms.length >= joints.length * 16 ) {
|
|
|
|
for ( let i = 0; i < joints.length; i ++ ) {
|
|
|
|
const matrix = new Matrix4();
|
|
const m = restTransforms.slice( i * 16, ( i + 1 ) * 16 );
|
|
matrix.set(
|
|
m[ 0 ], m[ 4 ], m[ 8 ], m[ 12 ],
|
|
m[ 1 ], m[ 5 ], m[ 9 ], m[ 13 ],
|
|
m[ 2 ], m[ 6 ], m[ 10 ], m[ 14 ],
|
|
m[ 3 ], m[ 7 ], m[ 11 ], m[ 15 ]
|
|
);
|
|
matrix.decompose( bones[ i ].position, bones[ i ].quaternion, bones[ i ].scale );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Find root bone(s) - bones without a parent bone
|
|
const rootBones = bones.filter( bone => ! bone.parent || ! bone.parent.isBone );
|
|
|
|
// Get animation source path
|
|
const animSourceSpec = this.specsByPath[ path + '.skel:animationSource' ];
|
|
let animationPath = null;
|
|
if ( animSourceSpec && animSourceSpec.fields.targetPaths && animSourceSpec.fields.targetPaths.length > 0 ) {
|
|
|
|
animationPath = animSourceSpec.fields.targetPaths[ 0 ];
|
|
|
|
}
|
|
|
|
return {
|
|
skeleton: new Skeleton( bones, boneInverses ),
|
|
joints: joints,
|
|
rootBones: rootBones,
|
|
animationPath: animationPath,
|
|
path: path
|
|
};
|
|
|
|
}
|
|
|
|
_bindSkeletons() {
|
|
|
|
for ( const meshData of this.skinnedMeshes ) {
|
|
|
|
const { mesh, skeletonPath, localJoints, geomBindTransform } = meshData;
|
|
|
|
let skeletonData = null;
|
|
|
|
// Try exact match first
|
|
if ( skeletonPath && this.skeletons[ skeletonPath ] ) {
|
|
|
|
skeletonData = this.skeletons[ skeletonPath ];
|
|
|
|
}
|
|
|
|
// Try includes match as fallback
|
|
if ( ! skeletonData ) {
|
|
|
|
for ( const skelPath in this.skeletons ) {
|
|
|
|
if ( skeletonPath && ( skeletonPath.includes( skelPath ) || skelPath.includes( skeletonPath ) ) ) {
|
|
|
|
skeletonData = this.skeletons[ skelPath ];
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Fallback to first skeleton for single-skeleton files
|
|
if ( ! skeletonData ) {
|
|
|
|
const skeletonPaths = Object.keys( this.skeletons );
|
|
if ( skeletonPaths.length > 0 ) {
|
|
|
|
skeletonData = this.skeletons[ skeletonPaths[ 0 ] ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( ! skeletonData ) {
|
|
|
|
console.warn( 'USDComposer: No skeleton found for skinned mesh', mesh.name );
|
|
continue;
|
|
|
|
}
|
|
|
|
const { skeleton, rootBones, joints } = skeletonData;
|
|
|
|
if ( localJoints && localJoints.length > 0 ) {
|
|
|
|
const skinIndex = mesh.geometry.attributes.skinIndex;
|
|
if ( skinIndex ) {
|
|
|
|
const localToGlobal = [];
|
|
for ( let i = 0; i < localJoints.length; i ++ ) {
|
|
|
|
const jointName = localJoints[ i ];
|
|
const globalIdx = joints.indexOf( jointName );
|
|
localToGlobal[ i ] = globalIdx >= 0 ? globalIdx : 0;
|
|
|
|
}
|
|
|
|
const arr = skinIndex.array;
|
|
for ( let i = 0; i < arr.length; i ++ ) {
|
|
|
|
const localIdx = arr[ i ];
|
|
if ( localIdx < localToGlobal.length ) {
|
|
|
|
arr[ i ] = localToGlobal[ localIdx ];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
for ( const rootBone of rootBones ) {
|
|
|
|
mesh.add( rootBone );
|
|
|
|
}
|
|
|
|
// Use geomBindTransform if available, otherwise fall back to identity.
|
|
// Estimating bind transforms from vertex/joint samples is not robust and can
|
|
// produce severe skinning distortion for valid assets.
|
|
const bindMatrix = new Matrix4();
|
|
|
|
if ( geomBindTransform && geomBindTransform.length === 16 ) {
|
|
|
|
// USD matrices are row-major, Three.js is column-major - need to transpose
|
|
const m = geomBindTransform;
|
|
bindMatrix.set(
|
|
m[ 0 ], m[ 4 ], m[ 8 ], m[ 12 ],
|
|
m[ 1 ], m[ 5 ], m[ 9 ], m[ 13 ],
|
|
m[ 2 ], m[ 6 ], m[ 10 ], m[ 14 ],
|
|
m[ 3 ], m[ 7 ], m[ 11 ], m[ 15 ]
|
|
);
|
|
|
|
}
|
|
|
|
mesh.bind( skeleton, bindMatrix );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
_buildAnimations() {
|
|
|
|
const animations = [];
|
|
|
|
// Find all SkelAnimation prims
|
|
for ( const path in this.specsByPath ) {
|
|
|
|
const spec = this.specsByPath[ path ];
|
|
if ( spec.specType !== SpecType.Prim ) continue;
|
|
if ( spec.fields.typeName !== 'SkelAnimation' ) continue;
|
|
|
|
const clip = this._buildAnimationClip( path );
|
|
if ( clip ) {
|
|
|
|
animations.push( clip );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Build transform animations from time-sampled xformOps
|
|
const transformTracks = this._buildTransformAnimations();
|
|
if ( transformTracks.length > 0 ) {
|
|
|
|
animations.push( new AnimationClip( 'TransformAnimation', - 1, transformTracks ) );
|
|
|
|
}
|
|
|
|
return animations;
|
|
|
|
}
|
|
|
|
_buildTransformAnimations() {
|
|
|
|
const tracks = [];
|
|
|
|
for ( const path in this.specsByPath ) {
|
|
|
|
const spec = this.specsByPath[ path ];
|
|
if ( spec.specType !== SpecType.Prim ) continue;
|
|
|
|
const typeName = spec.fields?.typeName;
|
|
if ( typeName !== 'Xform' && typeName !== 'Scope' && typeName !== 'Mesh' ) continue;
|
|
|
|
const objectName = path.split( '/' ).pop();
|
|
|
|
// Check for animated xformOp:orient
|
|
const orientPath = path + '.xformOp:orient';
|
|
const orientSpec = this.specsByPath[ orientPath ];
|
|
if ( orientSpec?.fields?.timeSamples ) {
|
|
|
|
const { times, values } = orientSpec.fields.timeSamples;
|
|
const keyframeTimes = [];
|
|
const keyframeValues = [];
|
|
|
|
for ( let i = 0; i < times.length; i ++ ) {
|
|
|
|
keyframeTimes.push( times[ i ] / this.fps );
|
|
|
|
const q = values[ i ];
|
|
keyframeValues.push( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] );
|
|
|
|
}
|
|
|
|
if ( keyframeTimes.length > 0 ) {
|
|
|
|
tracks.push( new QuaternionKeyframeTrack(
|
|
objectName + '.quaternion',
|
|
new Float32Array( keyframeTimes ),
|
|
new Float32Array( keyframeValues )
|
|
) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Check for animated xformOp:rotateXYZ
|
|
const rotateXYZPath = path + '.xformOp:rotateXYZ';
|
|
const rotateXYZSpec = this.specsByPath[ rotateXYZPath ];
|
|
if ( rotateXYZSpec?.fields?.timeSamples ) {
|
|
|
|
const { times, values } = rotateXYZSpec.fields.timeSamples;
|
|
const keyframeTimes = [];
|
|
const keyframeValues = [];
|
|
const tempEuler = new Euler();
|
|
const tempQuat = new Quaternion();
|
|
|
|
for ( let i = 0; i < times.length; i ++ ) {
|
|
|
|
keyframeTimes.push( times[ i ] / this.fps );
|
|
|
|
const r = values[ i ];
|
|
// USD rotateXYZ: matrix = Rx * Ry * Rz, use 'ZYX' order in Three.js
|
|
tempEuler.set(
|
|
r[ 0 ] * Math.PI / 180,
|
|
r[ 1 ] * Math.PI / 180,
|
|
r[ 2 ] * Math.PI / 180,
|
|
'ZYX'
|
|
);
|
|
tempQuat.setFromEuler( tempEuler );
|
|
keyframeValues.push( tempQuat.x, tempQuat.y, tempQuat.z, tempQuat.w );
|
|
|
|
}
|
|
|
|
if ( keyframeTimes.length > 0 ) {
|
|
|
|
tracks.push( new QuaternionKeyframeTrack(
|
|
objectName + '.quaternion',
|
|
new Float32Array( keyframeTimes ),
|
|
new Float32Array( keyframeValues )
|
|
) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Check for animated xformOp:translate
|
|
const translatePath = path + '.xformOp:translate';
|
|
const translateSpec = this.specsByPath[ translatePath ];
|
|
if ( translateSpec?.fields?.timeSamples ) {
|
|
|
|
const { times, values } = translateSpec.fields.timeSamples;
|
|
const keyframeTimes = [];
|
|
const keyframeValues = [];
|
|
|
|
for ( let i = 0; i < times.length; i ++ ) {
|
|
|
|
keyframeTimes.push( times[ i ] / this.fps );
|
|
|
|
const t = values[ i ];
|
|
keyframeValues.push( t[ 0 ], t[ 1 ], t[ 2 ] );
|
|
|
|
}
|
|
|
|
if ( keyframeTimes.length > 0 ) {
|
|
|
|
tracks.push( new VectorKeyframeTrack(
|
|
objectName + '.position',
|
|
new Float32Array( keyframeTimes ),
|
|
new Float32Array( keyframeValues )
|
|
) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Check for animated xformOp:scale
|
|
const scalePath = path + '.xformOp:scale';
|
|
const scaleSpec = this.specsByPath[ scalePath ];
|
|
if ( scaleSpec?.fields?.timeSamples ) {
|
|
|
|
const { times, values } = scaleSpec.fields.timeSamples;
|
|
const keyframeTimes = [];
|
|
const keyframeValues = [];
|
|
|
|
for ( let i = 0; i < times.length; i ++ ) {
|
|
|
|
keyframeTimes.push( times[ i ] / this.fps );
|
|
|
|
const s = values[ i ];
|
|
keyframeValues.push( s[ 0 ], s[ 1 ], s[ 2 ] );
|
|
|
|
}
|
|
|
|
if ( keyframeTimes.length > 0 ) {
|
|
|
|
tracks.push( new VectorKeyframeTrack(
|
|
objectName + '.scale',
|
|
new Float32Array( keyframeTimes ),
|
|
new Float32Array( keyframeValues )
|
|
) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Check for animated xformOp:transform (matrix animations)
|
|
// These can have suffixes like xformOp:transform:transform
|
|
const properties = spec.fields?.properties || [];
|
|
for ( const prop of properties ) {
|
|
|
|
if ( ! prop.startsWith( 'xformOp:transform' ) ) continue;
|
|
|
|
const transformPath = path + '.' + prop;
|
|
const transformSpec = this.specsByPath[ transformPath ];
|
|
|
|
if ( ! transformSpec?.fields?.timeSamples ) continue;
|
|
|
|
const { times, values } = transformSpec.fields.timeSamples;
|
|
const positionTimes = [];
|
|
const positionValues = [];
|
|
const quaternionTimes = [];
|
|
const quaternionValues = [];
|
|
const scaleTimes = [];
|
|
const scaleValues = [];
|
|
|
|
const matrix = new Matrix4();
|
|
const position = new Vector3();
|
|
const quaternion = new Quaternion();
|
|
const scale = new Vector3();
|
|
|
|
for ( let i = 0; i < times.length; i ++ ) {
|
|
|
|
const m = values[ i ];
|
|
if ( ! m || m.length < 16 ) continue;
|
|
|
|
const t = times[ i ] / this.fps;
|
|
|
|
// USD matrices are row-major, Three.js is column-major
|
|
matrix.set(
|
|
m[ 0 ], m[ 4 ], m[ 8 ], m[ 12 ],
|
|
m[ 1 ], m[ 5 ], m[ 9 ], m[ 13 ],
|
|
m[ 2 ], m[ 6 ], m[ 10 ], m[ 14 ],
|
|
m[ 3 ], m[ 7 ], m[ 11 ], m[ 15 ]
|
|
);
|
|
|
|
matrix.decompose( position, quaternion, scale );
|
|
|
|
positionTimes.push( t );
|
|
positionValues.push( position.x, position.y, position.z );
|
|
|
|
quaternionTimes.push( t );
|
|
quaternionValues.push( quaternion.x, quaternion.y, quaternion.z, quaternion.w );
|
|
|
|
scaleTimes.push( t );
|
|
scaleValues.push( scale.x, scale.y, scale.z );
|
|
|
|
}
|
|
|
|
if ( positionTimes.length > 0 ) {
|
|
|
|
tracks.push( new VectorKeyframeTrack(
|
|
objectName + '.position',
|
|
new Float32Array( positionTimes ),
|
|
new Float32Array( positionValues )
|
|
) );
|
|
|
|
tracks.push( new QuaternionKeyframeTrack(
|
|
objectName + '.quaternion',
|
|
new Float32Array( quaternionTimes ),
|
|
new Float32Array( quaternionValues )
|
|
) );
|
|
|
|
tracks.push( new VectorKeyframeTrack(
|
|
objectName + '.scale',
|
|
new Float32Array( scaleTimes ),
|
|
new Float32Array( scaleValues )
|
|
) );
|
|
|
|
}
|
|
|
|
break; // Only process first transform op
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return tracks;
|
|
|
|
}
|
|
|
|
_buildAnimationClip( path ) {
|
|
|
|
const attrs = this._getAttributes( path );
|
|
const joints = attrs[ 'joints' ];
|
|
|
|
if ( ! joints || joints.length === 0 ) return null;
|
|
|
|
const tracks = [];
|
|
|
|
// Get rotation time samples
|
|
const rotationsAttr = this._getTimeSampledAttribute( path, 'rotations' );
|
|
if ( rotationsAttr && rotationsAttr.times && rotationsAttr.values ) {
|
|
|
|
const { times, values } = rotationsAttr;
|
|
|
|
for ( let jointIdx = 0; jointIdx < joints.length; jointIdx ++ ) {
|
|
|
|
const jointName = joints[ jointIdx ].split( '/' ).pop();
|
|
const keyframeTimes = [];
|
|
const keyframeValues = [];
|
|
|
|
for ( let t = 0; t < times.length; t ++ ) {
|
|
|
|
const quatData = values[ t ];
|
|
if ( ! quatData || quatData.length < ( jointIdx + 1 ) * 4 ) continue;
|
|
|
|
keyframeTimes.push( times[ t ] / this.fps );
|
|
|
|
// USD GfQuatf stores imaginary (x,y,z) first, then real (w)
|
|
// This matches Three.js quaternion order (x,y,z,w)
|
|
const x = quatData[ jointIdx * 4 + 0 ];
|
|
const y = quatData[ jointIdx * 4 + 1 ];
|
|
const z = quatData[ jointIdx * 4 + 2 ];
|
|
const w = quatData[ jointIdx * 4 + 3 ];
|
|
keyframeValues.push( x, y, z, w );
|
|
|
|
}
|
|
|
|
if ( keyframeTimes.length > 0 ) {
|
|
|
|
tracks.push( new QuaternionKeyframeTrack(
|
|
jointName + '.quaternion',
|
|
new Float32Array( keyframeTimes ),
|
|
new Float32Array( keyframeValues )
|
|
) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Get translation time samples
|
|
const translationsAttr = this._getTimeSampledAttribute( path, 'translations' );
|
|
if ( translationsAttr && translationsAttr.times && translationsAttr.values ) {
|
|
|
|
const { times, values } = translationsAttr;
|
|
|
|
for ( let jointIdx = 0; jointIdx < joints.length; jointIdx ++ ) {
|
|
|
|
const jointName = joints[ jointIdx ].split( '/' ).pop();
|
|
const keyframeTimes = [];
|
|
const keyframeValues = [];
|
|
|
|
for ( let t = 0; t < times.length; t ++ ) {
|
|
|
|
const transData = values[ t ];
|
|
if ( ! transData || transData.length < ( jointIdx + 1 ) * 3 ) continue;
|
|
|
|
keyframeTimes.push( times[ t ] / this.fps );
|
|
keyframeValues.push(
|
|
transData[ jointIdx * 3 + 0 ],
|
|
transData[ jointIdx * 3 + 1 ],
|
|
transData[ jointIdx * 3 + 2 ]
|
|
);
|
|
|
|
}
|
|
|
|
if ( keyframeTimes.length > 0 ) {
|
|
|
|
tracks.push( new VectorKeyframeTrack(
|
|
jointName + '.position',
|
|
new Float32Array( keyframeTimes ),
|
|
new Float32Array( keyframeValues )
|
|
) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// Get scale time samples
|
|
const scalesAttr = this._getTimeSampledAttribute( path, 'scales' );
|
|
if ( scalesAttr && scalesAttr.times && scalesAttr.values ) {
|
|
|
|
const { times, values } = scalesAttr;
|
|
|
|
for ( let jointIdx = 0; jointIdx < joints.length; jointIdx ++ ) {
|
|
|
|
const jointName = joints[ jointIdx ].split( '/' ).pop();
|
|
const keyframeTimes = [];
|
|
const keyframeValues = [];
|
|
|
|
for ( let t = 0; t < times.length; t ++ ) {
|
|
|
|
const scaleData = values[ t ];
|
|
if ( ! scaleData || scaleData.length < ( jointIdx + 1 ) * 3 ) continue;
|
|
|
|
keyframeTimes.push( times[ t ] / this.fps );
|
|
keyframeValues.push(
|
|
scaleData[ jointIdx * 3 + 0 ],
|
|
scaleData[ jointIdx * 3 + 1 ],
|
|
scaleData[ jointIdx * 3 + 2 ]
|
|
);
|
|
|
|
}
|
|
|
|
if ( keyframeTimes.length > 0 ) {
|
|
|
|
tracks.push( new VectorKeyframeTrack(
|
|
jointName + '.scale',
|
|
new Float32Array( keyframeTimes ),
|
|
new Float32Array( keyframeValues )
|
|
) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if ( tracks.length === 0 ) return null;
|
|
|
|
const clipName = path.split( '/' ).pop();
|
|
return new AnimationClip( clipName, - 1, tracks );
|
|
|
|
}
|
|
|
|
_getTimeSampledAttribute( primPath, attrName ) {
|
|
|
|
// Look for the attribute spec with time samples
|
|
const attrPath = primPath + '.' + attrName;
|
|
const attrSpec = this.specsByPath[ attrPath ];
|
|
|
|
if ( attrSpec && attrSpec.fields.timeSamples ) {
|
|
|
|
const timeSamples = attrSpec.fields.timeSamples;
|
|
if ( timeSamples.times && timeSamples.values ) {
|
|
|
|
return timeSamples;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return null;
|
|
|
|
}
|
|
|
|
_flattenMatrixArray( matrices, numMatrices ) {
|
|
|
|
if ( ! matrices || matrices.length === 0 ) return null;
|
|
|
|
if ( typeof matrices[ 0 ] === 'number' ) return matrices;
|
|
|
|
const flatArray = [];
|
|
|
|
for ( let m = 0; m < numMatrices; m ++ ) {
|
|
|
|
for ( let row = 0; row < 4; row ++ ) {
|
|
|
|
const rowData = matrices[ m * 4 + row ];
|
|
|
|
if ( rowData && rowData.length === 4 ) {
|
|
|
|
flatArray.push( rowData[ 0 ], rowData[ 1 ], rowData[ 2 ], rowData[ 3 ] );
|
|
|
|
} else {
|
|
|
|
flatArray.push( row === 0 ? 1 : 0, row === 1 ? 1 : 0, row === 2 ? 1 : 0, row === 3 ? 1 : 0 );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return flatArray;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
export { USDComposer, SpecType };
|