import { AnimationClip, BoxGeometry, BufferAttribute, BufferGeometry, CapsuleGeometry, ClampToEdgeWrapping, Color, ConeGeometry, CylinderGeometry, DirectionalLight, Euler, Group, Matrix4, Mesh, MeshPhysicalMaterial, MirroredRepeatWrapping, NoColorSpace, Object3D, OrthographicCamera, PerspectiveCamera, PointLight, Quaternion, QuaternionKeyframeTrack, RectAreaLight, RepeatWrapping, ShapeUtils, SkinnedMesh, Skeleton, Bone, SphereGeometry, SpotLight, SRGBColorSpace, Texture, Vector2, Vector3, VectorKeyframeTrack } from 'three'; // Pre-compiled regex patterns for performance const VARIANT_PATH_REGEX = /^(.+?)\/\{(\w+)=(\w+)\}\/(.+)$/; // Spec types (must match USDCParser) const SpecType = { Unknown: 0, Attribute: 1, Connection: 2, Expression: 3, Mapper: 4, MapperArg: 5, Prim: 6, PseudoRoot: 7, Relationship: 8, RelationshipTarget: 9, Variant: 10, VariantSet: 11 }; // UsdGeomCamera fallback values (OpenUSD schema) const USD_CAMERA_DEFAULTS = { projection: 'perspective', clippingRange: [ 1, 1000000 ], horizontalAperture: 20.955, verticalAperture: 15.2908, horizontalApertureOffset: 0, verticalApertureOffset: 0, focalLength: 50, focusDistance: 0, fStop: 0 }; /** * USDComposer handles scene composition from parsed USD data. * This includes reference resolution, variant selection, transform handling, * and building the Three.js scene graph. * * Works with specsByPath format from USDCParser. */ class USDComposer { constructor( manager = null ) { this.textureCache = {}; this.skinnedMeshes = []; this.manager = manager; } /** * Compose a Three.js scene from parsed USD data. * @param {Object} parsedData - Data from USDCParser or USDAParser * @param {Object} assets - Dictionary of referenced assets (specsByPath or blob URLs) * @param {Object} variantSelections - External variant selections * @param {string} basePath - Base path for resolving relative references * @returns {Group} Three.js scene graph */ compose( parsedData, assets = {}, variantSelections = {}, basePath = '' ) { this.specsByPath = parsedData.specsByPath; this.assets = assets; this.externalVariantSelections = variantSelections; this.basePath = basePath; this.skinnedMeshes = []; this.skeletons = {}; // Build indexes for O(1) lookups this._buildIndexes(); // Get FPS from root spec const rootSpec = this.specsByPath[ '/' ]; const rootFields = rootSpec ? rootSpec.fields : {}; this.fps = rootFields.framesPerSecond || rootFields.timeCodesPerSecond || 30; const group = new Group(); this._buildHierarchy( group, '/' ); // Bind skeletons to skinned meshes this._bindSkeletons(); // Expose skeleton on the root group so that AnimationMixer's // PropertyBinding.findNode resolves bone names before scene objects. // Without this, Xform prims that share a name with a skeleton joint // would be animated instead of the bone. const skeletonPaths = Object.keys( this.skeletons ); if ( skeletonPaths.length === 1 ) { group.skeleton = this.skeletons[ skeletonPaths[ 0 ] ].skeleton; } // Build animations group.animations = this._buildAnimations(); // Handle metersPerUnit scaling const metersPerUnit = rootFields.metersPerUnit; if ( metersPerUnit !== undefined && metersPerUnit !== 1 ) { group.scale.setScalar( metersPerUnit ); } // Handle Z-up to Y-up conversion if ( rootSpec && rootSpec.fields && rootSpec.fields.upAxis === 'Z' ) { group.rotation.x = - Math.PI / 2; } return group; } /** * Apply USD transforms to a Three.js object. * Handles xformOpOrder with proper matrix composition. * USD uses row-vector convention, Three.js uses column-vector. */ applyTransform( obj, fields, attrs = {} ) { const data = { ...fields, ...attrs }; const xformOpOrder = data[ 'xformOpOrder' ]; // If we have xformOpOrder, apply transforms using matrices if ( xformOpOrder && xformOpOrder.length > 0 ) { const matrix = new Matrix4(); const tempMatrix = new Matrix4(); // Track scale for handling negative scale with rotation let scaleValues = null; // Iterate FORWARD for Three.js column-vector convention for ( let i = 0; i < xformOpOrder.length; i ++ ) { const op = xformOpOrder[ i ]; const isInverse = op.startsWith( '!invert!' ); const opName = isInverse ? op.slice( 8 ) : op; if ( opName === 'xformOp:transform' ) { const m = data[ 'xformOp:transform' ]; if ( m && m.length === 16 ) { tempMatrix.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 ] ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:translate' ) { const t = data[ 'xformOp:translate' ]; if ( t ) { tempMatrix.makeTranslation( t[ 0 ], t[ 1 ], t[ 2 ] ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:translate:pivot' ) { const t = data[ 'xformOp:translate:pivot' ]; if ( t ) { tempMatrix.makeTranslation( t[ 0 ], t[ 1 ], t[ 2 ] ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:scale' ) { const s = data[ 'xformOp:scale' ]; if ( s ) { if ( Array.isArray( s ) ) { tempMatrix.makeScale( s[ 0 ], s[ 1 ], s[ 2 ] ); scaleValues = [ s[ 0 ], s[ 1 ], s[ 2 ] ]; } else { tempMatrix.makeScale( s, s, s ); scaleValues = [ s, s, s ]; } if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:rotateXYZ' ) { const r = data[ 'xformOp:rotateXYZ' ]; if ( r ) { // USD rotateXYZ: matrix = Rx * Ry * Rz // Three.js Euler 'ZYX' order produces same result const euler = new Euler( r[ 0 ] * Math.PI / 180, r[ 1 ] * Math.PI / 180, r[ 2 ] * Math.PI / 180, 'ZYX' ); tempMatrix.makeRotationFromEuler( euler ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:rotateX' ) { const r = data[ 'xformOp:rotateX' ]; if ( r !== undefined ) { tempMatrix.makeRotationX( r * Math.PI / 180 ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:rotateY' ) { const r = data[ 'xformOp:rotateY' ]; if ( r !== undefined ) { tempMatrix.makeRotationY( r * Math.PI / 180 ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:rotateZ' ) { const r = data[ 'xformOp:rotateZ' ]; if ( r !== undefined ) { tempMatrix.makeRotationZ( r * Math.PI / 180 ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } else if ( opName === 'xformOp:orient' ) { const q = data[ 'xformOp:orient' ]; if ( q && q.length === 4 ) { const quat = new Quaternion( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] ); tempMatrix.makeRotationFromQuaternion( quat ); if ( isInverse ) tempMatrix.invert(); matrix.multiply( tempMatrix ); } } } obj.matrix.copy( matrix ); obj.matrix.decompose( obj.position, obj.quaternion, obj.scale ); // Fix for negative scale: decompose() may absorb negative scale into quaternion // Restore original scale signs to keep animation consistent if ( scaleValues ) { const negX = scaleValues[ 0 ] < 0; const negY = scaleValues[ 1 ] < 0; const negZ = scaleValues[ 2 ] < 0; const negCount = ( negX ? 1 : 0 ) + ( negY ? 1 : 0 ) + ( negZ ? 1 : 0 ); // decompose() absorbs pairs of negative scales into rotation // For [-1,-1,-1] → [-1,1,1], Y and Z were absorbed, flip quat.y and quat.w if ( negCount === 3 ) { obj.scale.set( scaleValues[ 0 ], scaleValues[ 1 ], scaleValues[ 2 ] ); obj.quaternion.set( obj.quaternion.x, - obj.quaternion.y, obj.quaternion.z, - obj.quaternion.w ); } } return; } // Fallback: handle individual transform ops without order if ( data[ 'xformOp:translate' ] ) { const t = data[ 'xformOp:translate' ]; obj.position.set( t[ 0 ], t[ 1 ], t[ 2 ] ); } if ( data[ 'xformOp:translate:pivot' ] ) { const p = data[ 'xformOp:translate:pivot' ]; obj.pivot = new Vector3( p[ 0 ], p[ 1 ], p[ 2 ] ); } if ( data[ 'xformOp:scale' ] ) { const s = data[ 'xformOp:scale' ]; if ( Array.isArray( s ) ) { obj.scale.set( s[ 0 ], s[ 1 ], s[ 2 ] ); } else { obj.scale.set( s, s, s ); } } if ( data[ 'xformOp:rotateXYZ' ] ) { const r = data[ 'xformOp:rotateXYZ' ]; obj.rotation.set( r[ 0 ] * Math.PI / 180, r[ 1 ] * Math.PI / 180, r[ 2 ] * Math.PI / 180 ); } if ( data[ 'xformOp:orient' ] ) { const q = data[ 'xformOp:orient' ]; if ( q.length === 4 ) { obj.quaternion.set( q[ 0 ], q[ 1 ], q[ 2 ], q[ 3 ] ); } } } /** * Build indexes for efficient lookups. * Called once during compose() to avoid O(n) scans per lookup. */ _buildIndexes() { // childrenByPath: parentPath -> [childName1, childName2, ...] this.childrenByPath = new Map(); // attributesByPrimPath: primPath -> Map(attrName -> attrSpec) this.attributesByPrimPath = new Map(); // materialsByRoot: rootPath -> [materialPath1, materialPath2, ...] this.materialsByRoot = new Map(); // shadersByMaterialPath: materialPath -> [shaderPath1, shaderPath2, ...] this.shadersByMaterialPath = new Map(); // geomSubsetsByMeshPath: meshPath -> [subsetPath1, subsetPath2, ...] this.geomSubsetsByMeshPath = new Map(); for ( const path in this.specsByPath ) { const spec = this.specsByPath[ path ]; if ( spec.specType === SpecType.Prim ) { // Build parent-child index const lastSlash = path.lastIndexOf( '/' ); if ( lastSlash > 0 ) { const parentPath = path.slice( 0, lastSlash ); const childName = path.slice( lastSlash + 1 ); if ( ! this.childrenByPath.has( parentPath ) ) { this.childrenByPath.set( parentPath, [] ); } this.childrenByPath.get( parentPath ).push( { name: childName, path: path } ); } else if ( lastSlash === 0 && path.length > 1 ) { // Direct child of root const childName = path.slice( 1 ); if ( ! this.childrenByPath.has( '/' ) ) { this.childrenByPath.set( '/', [] ); } this.childrenByPath.get( '/' ).push( { name: childName, path: path } ); } const typeName = spec.fields.typeName; // Build material index if ( typeName === 'Material' ) { const parts = path.split( '/' ); const rootPath = parts.length > 1 ? '/' + parts[ 1 ] : '/'; if ( ! this.materialsByRoot.has( rootPath ) ) { this.materialsByRoot.set( rootPath, [] ); } this.materialsByRoot.get( rootPath ).push( path ); } // Build shader index (shaders are children or descendants of materials) if ( typeName === 'Shader' && lastSlash > 0 ) { // Walk up ancestors to find the nearest Material prim. // Shaders may be direct children of a Material, or nested // inside a NodeGraph (common with MaterialX materials). let ancestorPath = path.slice( 0, lastSlash ); while ( ancestorPath.length > 0 ) { const ancestorSpec = this.specsByPath[ ancestorPath ]; if ( ancestorSpec && ancestorSpec.specType === SpecType.Prim && ancestorSpec.fields.typeName === 'Material' ) { if ( ! this.shadersByMaterialPath.has( ancestorPath ) ) { this.shadersByMaterialPath.set( ancestorPath, [] ); } this.shadersByMaterialPath.get( ancestorPath ).push( path ); break; } const slash = ancestorPath.lastIndexOf( '/' ); if ( slash <= 0 ) break; ancestorPath = ancestorPath.slice( 0, slash ); } } // Build GeomSubset index (subsets are children of meshes) if ( typeName === 'GeomSubset' && lastSlash > 0 ) { const meshPath = path.slice( 0, lastSlash ); if ( ! this.geomSubsetsByMeshPath.has( meshPath ) ) { this.geomSubsetsByMeshPath.set( meshPath, [] ); } this.geomSubsetsByMeshPath.get( meshPath ).push( path ); } } else if ( spec.specType === SpecType.Attribute || spec.specType === SpecType.Relationship ) { // Build attribute index const dotIndex = path.lastIndexOf( '.' ); if ( dotIndex > 0 ) { const primPath = path.slice( 0, dotIndex ); const attrName = path.slice( dotIndex + 1 ); if ( ! this.attributesByPrimPath.has( primPath ) ) { this.attributesByPrimPath.set( primPath, new Map() ); } this.attributesByPrimPath.get( primPath ).set( attrName, spec ); } } } } /** * Check if a path is a direct child of parentPath. */ _isDirectChild( parentPath, path, prefix ) { if ( ! path.startsWith( prefix ) ) return false; const remainder = path.slice( prefix.length ); if ( remainder.length === 0 ) return false; // Check for variant paths or simple names if ( remainder.startsWith( '{' ) ) { return false; // Variant paths are not direct children } return ! remainder.includes( '/' ); } /** * Build the scene hierarchy recursively. * Uses childrenByPath index for O(1) child lookup instead of O(n) iteration. */ _buildHierarchy( parent, parentPath ) { // Collect children from parentPath and any active variant paths const childEntries = []; const seenPaths = new Set(); // Get direct children using the index const directChildren = this.childrenByPath.get( parentPath ); if ( directChildren ) { for ( const child of directChildren ) { if ( ! seenPaths.has( child.path ) ) { 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 ); } // Combine with base path if ( this.basePath ) { return this.basePath + '/' + cleanPath; } return cleanPath; } /** * 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@" */ _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 ); } } // 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(); 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 ); } }; 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 };