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@@ -112,7 +112,7 @@
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}
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}
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- console.log( FBXTree );
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+ // console.log( FBXTree );
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var connections = parseConnections( FBXTree );
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var connections = parseConnections( FBXTree );
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var images = parseImages( FBXTree );
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var images = parseImages( FBXTree );
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@@ -432,7 +432,7 @@
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var name = materialNode.attrName;
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var name = materialNode.attrName;
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var type = materialNode.properties.ShadingModel;
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var type = materialNode.properties.ShadingModel;
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- //Case where FBXs wrap shading model in property object.
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+ //Case where FBX wraps shading model in property object.
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if ( typeof type === 'object' ) {
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if ( typeof type === 'object' ) {
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type = type.value;
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type = type.value;
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@@ -1280,7 +1280,7 @@
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},
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},
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- ByVertice: {
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+ ByVertex: {
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Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
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Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
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@@ -2009,7 +2009,7 @@
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sceneGraph.updateMatrixWorld( true );
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sceneGraph.updateMatrixWorld( true );
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// Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
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// Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
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- // to attach animations to, since FBXs treat animations as animations for the entire scene,
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+ // to attach animations to, since FBX treats animations as animations for the entire scene,
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// not just for individual objects.
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// not just for individual objects.
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sceneGraph.skeleton = {
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sceneGraph.skeleton = {
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bones: modelArray
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bones: modelArray
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@@ -4156,7 +4156,7 @@
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// 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
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// 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
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// 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
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// 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
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//
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//
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- // these case the lines must contiue with previous line
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+ // in these case the lines must continue from the previous line
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if ( l.match( /^[^\s\t}]/ ) ) {
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if ( l.match( /^[^\s\t}]/ ) ) {
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this.parseNodePropertyContinued( l );
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this.parseNodePropertyContinued( l );
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