parseScene method

dynamic parseScene(
  1. dynamic deformers,
  2. dynamic geometryMap,
  3. dynamic materialMap
)

Implementation

parseScene(deformers, geometryMap, materialMap) {
  sceneGraph = new Group();

  Map modelMap =
      this.parseModels(deformers["skeletons"], geometryMap, materialMap);

  var modelNodes = fbxTree.Objects["Model"];

  var scope = this;
  modelMap.forEach((key, model) {
    var modelNode = modelNodes[model.id];
    scope.setLookAtProperties(model, modelNode);

    var parentConnections = connections[model.id]["parents"];

    parentConnections.forEach((connection) {
      var parent = modelMap[connection["ID"]];
      if (parent != null) parent.add(model);
    });

    if (model.parent == null) {
      sceneGraph.add(model);
    }
  });

  this.bindSkeleton(deformers["skeletons"], geometryMap, modelMap);

  this.createAmbientLight();

  sceneGraph.traverse((node) {
    if (node.userData["transformData"] != null) {
      if (node.parent != null) {
        node.userData["transformData"]["parentMatrix"] = node.parent.matrix;
        node.userData["transformData"]["parentMatrixWorld"] =
            node.parent.matrixWorld;
      }

      var transform = generateTransform(node.userData["transformData"]);

      node.applyMatrix4(transform);
      node.updateWorldMatrix(false, false);
    }
  });

  var animations = new AnimationParser().parse();

  // if all the models where already combined in a single group, just return that
  if (sceneGraph.children.length == 1 && sceneGraph.children[0] is Group) {
    sceneGraph.children[0].animations = animations;
    sceneGraph = sceneGraph.children[0];
  }

  sceneGraph.animations = animations;
}