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@@ -21,6 +21,8 @@
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THREE.FBXLoader = ( function () {
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+ var FBXTree;
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+
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function FBXLoader( manager ) {
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this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
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@@ -73,8 +75,6 @@ THREE.FBXLoader = ( function () {
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parse: function ( FBXBuffer, resourceDirectory ) {
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- var FBXTree;
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-
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if ( isFbxFormatBinary( FBXBuffer ) ) {
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FBXTree = new BinaryParser().parse( FBXBuffer );
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@@ -120,16 +120,15 @@ THREE.FBXLoader = ( function () {
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constructor: FBXTreeParser,
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- parse: function ( FBXTree ) {
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+ parse: function () {
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- this.FBXTree = FBXTree;
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this.connections = this.parseConnections();
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var images = this.parseImages();
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var textures = this.parseTextures( images );
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var materials = this.parseMaterials( textures );
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var deformers = this.parseDeformers();
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- var geometryMap = new GeometryParser( this.FBXTree, this.connections ).parse( deformers );
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+ var geometryMap = new GeometryParser( this.connections ).parse( deformers );
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return this.parseScene( deformers, geometryMap, materials );
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@@ -141,9 +140,9 @@ THREE.FBXLoader = ( function () {
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var connectionMap = new Map();
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- if ( 'Connections' in this.FBXTree ) {
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+ if ( 'Connections' in FBXTree ) {
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- var rawConnections = this.FBXTree.Connections.connections;
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+ var rawConnections = FBXTree.Connections.connections;
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rawConnections.forEach( function ( rawConnection ) {
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@@ -191,9 +190,9 @@ THREE.FBXLoader = ( function () {
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var images = {};
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var blobs = {};
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- if ( 'Video' in this.FBXTree.Objects ) {
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+ if ( 'Video' in FBXTree.Objects ) {
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- var videoNodes = this.FBXTree.Objects.Video;
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+ var videoNodes = FBXTree.Objects.Video;
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for ( var nodeID in videoNodes ) {
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@@ -315,9 +314,9 @@ THREE.FBXLoader = ( function () {
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var textureMap = new Map();
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- if ( 'Texture' in this.FBXTree.Objects ) {
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+ if ( 'Texture' in FBXTree.Objects ) {
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- var textureNodes = this.FBXTree.Objects.Texture;
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+ var textureNodes = FBXTree.Objects.Texture;
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for ( var nodeID in textureNodes ) {
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var texture = this.parseTexture( textureNodes[ nodeID ], images );
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@@ -409,9 +408,9 @@ THREE.FBXLoader = ( function () {
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var materialMap = new Map();
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- if ( 'Material' in this.FBXTree.Objects ) {
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+ if ( 'Material' in FBXTree.Objects ) {
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- var materialNodes = this.FBXTree.Objects.Material;
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+ var materialNodes = FBXTree.Objects.Material;
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for ( var nodeID in materialNodes ) {
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@@ -606,7 +605,7 @@ THREE.FBXLoader = ( function () {
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getTexture: function ( textureMap, id ) {
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// if the texture is a layered texture, just use the first layer and issue a warning
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- if ( 'LayeredTexture' in this.FBXTree.Objects && id in this.FBXTree.Objects.LayeredTexture ) {
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+ if ( 'LayeredTexture' in FBXTree.Objects && id in FBXTree.Objects.LayeredTexture ) {
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console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
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id = this.connections.get( id ).children[ 0 ].ID;
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@@ -625,9 +624,9 @@ THREE.FBXLoader = ( function () {
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var skeletons = {};
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var morphTargets = {};
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- if ( 'Deformer' in this.FBXTree.Objects ) {
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+ if ( 'Deformer' in FBXTree.Objects ) {
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- var DeformerNodes = this.FBXTree.Objects.Deformer;
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+ var DeformerNodes = FBXTree.Objects.Deformer;
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for ( var nodeID in DeformerNodes ) {
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@@ -771,7 +770,7 @@ THREE.FBXLoader = ( function () {
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var modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );
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- var modelNodes = this.FBXTree.Objects.Model;
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+ var modelNodes = FBXTree.Objects.Model;
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var self = this;
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modelMap.forEach( function ( model ) {
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@@ -820,7 +819,7 @@ THREE.FBXLoader = ( function () {
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parseModels: function ( skeletons, geometryMap, materialMap ) {
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var modelMap = new Map();
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- var modelNodes = this.FBXTree.Objects.Model;
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+ var modelNodes = FBXTree.Objects.Model;
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for ( var nodeID in modelNodes ) {
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@@ -918,10 +917,9 @@ THREE.FBXLoader = ( function () {
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var model;
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var cameraAttribute;
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- var self = this;
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relationships.children.forEach( function ( child ) {
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- var attr = self.FBXTree.Objects.NodeAttribute[ child.ID ];
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+ var attr = FBXTree.Objects.NodeAttribute[ child.ID ];
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if ( attr !== undefined ) {
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@@ -1010,10 +1008,9 @@ THREE.FBXLoader = ( function () {
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var model;
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var lightAttribute;
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- var self = this;
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relationships.children.forEach( function ( child ) {
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- var attr = self.FBXTree.Objects.NodeAttribute[ child.ID ];
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+ var attr = FBXTree.Objects.NodeAttribute[ child.ID ];
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if ( attr !== undefined ) {
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@@ -1239,12 +1236,11 @@ THREE.FBXLoader = ( function () {
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var children = this.connections.get( model.ID ).children;
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- var self = this;
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children.forEach( function ( child ) {
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if ( child.relationship === 'LookAtProperty' ) {
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- var lookAtTarget = self.FBXTree.Objects.Model[ child.ID ];
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+ var lookAtTarget = FBXTree.Objects.Model[ child.ID ];
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if ( 'Lcl_Translation' in lookAtTarget ) {
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@@ -1314,9 +1310,9 @@ THREE.FBXLoader = ( function () {
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var bindMatrices = {};
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- if ( 'Pose' in this.FBXTree.Objects ) {
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+ if ( 'Pose' in FBXTree.Objects ) {
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- var BindPoseNode = this.FBXTree.Objects.Pose;
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+ var BindPoseNode = FBXTree.Objects.Pose;
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for ( var nodeID in BindPoseNode ) {
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@@ -1353,7 +1349,7 @@ THREE.FBXLoader = ( function () {
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sceneGraph.animations = [];
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- var rawClips = new AnimationParser( this.FBXTree, this.connections ).parse();
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+ var rawClips = new AnimationParser( this.connections ).parse();
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if ( rawClips === undefined ) return;
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@@ -1655,9 +1651,9 @@ THREE.FBXLoader = ( function () {
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// Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
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createAmbientLight: function ( sceneGraph ) {
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- if ( 'GlobalSettings' in this.FBXTree && 'AmbientColor' in this.FBXTree.GlobalSettings ) {
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+ if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings ) {
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- var ambientColor = this.FBXTree.GlobalSettings.AmbientColor.value;
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+ var ambientColor = FBXTree.GlobalSettings.AmbientColor.value;
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var r = ambientColor[ 0 ];
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var g = ambientColor[ 1 ];
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var b = ambientColor[ 2 ];
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@@ -1712,9 +1708,8 @@ THREE.FBXLoader = ( function () {
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};
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// parse Geometry data from FBXTree and return map of BufferGeometries and nurbs curves
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- function GeometryParser( FBXTree, connections ) {
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+ function GeometryParser( connections ) {
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- this.FBXTree = FBXTree;
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this.connections = connections;
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}
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@@ -1728,9 +1723,9 @@ THREE.FBXLoader = ( function () {
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var geometryMap = new Map();
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- if ( 'Geometry' in this.FBXTree.Objects ) {
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+ if ( 'Geometry' in FBXTree.Objects ) {
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- var geoNodes = this.FBXTree.Objects.Geometry;
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+ var geoNodes = FBXTree.Objects.Geometry;
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for ( var nodeID in geoNodes ) {
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@@ -1770,10 +1765,9 @@ THREE.FBXLoader = ( function () {
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var skeletons = deformers.skeletons;
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var morphTargets = deformers.morphTargets;
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- var self = this;
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var modelNodes = relationships.parents.map( function ( parent ) {
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- return self.FBXTree.Objects.Model[ parent.ID ];
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+ return FBXTree.Objects.Model[ parent.ID ];
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} );
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@@ -2301,7 +2295,7 @@ THREE.FBXLoader = ( function () {
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var self = this;
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morphTarget.rawTargets.forEach( function ( rawTarget ) {
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- var morphGeoNode = self.FBXTree.Objects.Geometry[ rawTarget.geoID ];
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+ var morphGeoNode = FBXTree.Objects.Geometry[ rawTarget.geoID ];
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if ( morphGeoNode !== undefined ) {
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@@ -2548,9 +2542,8 @@ THREE.FBXLoader = ( function () {
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};
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// parse animation data from FBXTree
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- function AnimationParser( FBXTree, connections ) {
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+ function AnimationParser( connections ) {
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- this.FBXTree = FBXTree;
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this.connections = connections;
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}
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@@ -2563,7 +2556,7 @@ THREE.FBXLoader = ( function () {
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// since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,
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// if this is undefined we can safely assume there are no animations
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- if ( this.FBXTree.Objects.AnimationCurve === undefined ) return undefined;
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+ if ( FBXTree.Objects.AnimationCurve === undefined ) return undefined;
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var curveNodesMap = this.parseAnimationCurveNodes();
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@@ -2581,7 +2574,7 @@ THREE.FBXLoader = ( function () {
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// and is referenced by an AnimationLayer
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parseAnimationCurveNodes: function () {
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- var rawCurveNodes = this.FBXTree.Objects.AnimationCurveNode;
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+ var rawCurveNodes = FBXTree.Objects.AnimationCurveNode;
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var curveNodesMap = new Map();
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@@ -2614,7 +2607,7 @@ THREE.FBXLoader = ( function () {
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// axis ( e.g. times and values of x rotation)
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parseAnimationCurves: function ( curveNodesMap ) {
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- var rawCurves = this.FBXTree.Objects.AnimationCurve;
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+ var rawCurves = FBXTree.Objects.AnimationCurve;
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// TODO: Many values are identical up to roundoff error, but won't be optimised
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// e.g. position times: [0, 0.4, 0. 8]
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@@ -2669,7 +2662,7 @@ THREE.FBXLoader = ( function () {
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// note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack
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parseAnimationLayers: function ( curveNodesMap ) {
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- var rawLayers = this.FBXTree.Objects.AnimationLayer;
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+ var rawLayers = FBXTree.Objects.AnimationLayer;
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var layersMap = new Map();
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@@ -2704,7 +2697,7 @@ THREE.FBXLoader = ( function () {
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} );
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- var rawModel = self.FBXTree.Objects.Model[ modelID.toString() ];
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+ var rawModel = FBXTree.Objects.Model[ modelID.toString() ];
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var node = {
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@@ -2745,12 +2738,12 @@ THREE.FBXLoader = ( function () {
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// assuming geometry is not used in more than one model
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var modelID = self.connections.get( geoID ).parents[ 0 ].ID;
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- var rawModel = self.FBXTree.Objects.Model[ modelID ];
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+ var rawModel = FBXTree.Objects.Model[ modelID ];
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var node = {
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modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
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- morphName: self.FBXTree.Objects.Deformer[ deformerID ].attrName,
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+ morphName: FBXTree.Objects.Deformer[ deformerID ].attrName,
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};
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@@ -2800,7 +2793,7 @@ THREE.FBXLoader = ( function () {
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// hierarchy. Each Stack node will be used to create a THREE.AnimationClip
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parseAnimStacks: function ( layersMap ) {
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- var rawStacks = this.FBXTree.Objects.AnimationStack;
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+ var rawStacks = FBXTree.Objects.AnimationStack;
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// connect the stacks (clips) up to the layers
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var rawClips = {};
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