Browse Source

add FBX loader

yamahigashi 9 years ago
parent
commit
cfe76c4f28

+ 2354 - 0
examples/js/loaders/FBXLoader.js

@@ -0,0 +1,2354 @@
+/**
+ * @author yamahigashi https://github.com/yamahigashi
+ *
+ * This loader loads FBX file in *ASCII and version 7 format*.
+ *
+ * Support
+ *  - mesh
+ *  - skinning
+ *  - normal / uv
+ *
+ *  Not Support
+ *  - material
+ *  - texture
+ *  - morph
+ */
+
+( function() {
+
+    THREE.FBXLoader = function ( showStatus, manager ) {
+
+        THREE.Loader.call( this, showStatus );
+        this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
+        this.textureLoader = null;
+        this.textureBasePath = null;
+
+    };
+
+    THREE.FBXLoader.prototype = Object.create( THREE.Loader.prototype );
+
+
+    THREE.FBXLoader.prototype.constructor = THREE.FBXLoader;
+
+    THREE.FBXLoader.prototype.load = function ( url, onLoad, onProgress, onError ) {
+
+        var scope = this;
+
+        var loader = new THREE.XHRLoader( scope.manager );
+        // loader.setCrossOrigin( this.crossOrigin );
+        loader.load( url, function ( text ) {
+
+            if(  !scope.isFbxFormatASCII( text ) ){
+                console.warn( 'FBXLoader: !!! FBX Binary format not supported !!!' );
+            } else if ( !scope.isFbxVersionSupported( text ) ) {
+                console.warn( 'FBXLoader: !!! FBX Version below 7 not supported !!!' );
+            } else {
+                scope.textureBasePath = scope.extractUrlBase( url );
+                parser = new FBXParser();
+                var nodes = parser.parse( text );
+                onLoad( scope.parse( nodes ) );
+            }
+
+        }, onProgress, onError );
+
+    };
+
+    THREE.FBXLoader.prototype.setCrossOrigin = function ( value ) {
+
+        this.crossOrigin = value;
+
+    };
+
+    THREE.FBXLoader.prototype.isFbxFormatASCII = function ( body ) {
+
+        CORRECT = ['K', 'a', 'y', 'd', 'a', 'r', 'a', '\\',  'F', 'B', 'X', '\\',  'B', 'i', 'n', 'a', 'r', 'y', '\\',  '\\' ];
+
+        var cursor = 0;
+        var read = function( offset ){
+            var result = body[ offset - 1 ];
+            body = body.slice( cursor + offset );
+            cursor++;
+            return result;
+        };
+
+        for (var i=0; i < CORRECT.length; ++i) {
+            num = read( 1 );
+            if ( num == CORRECT[i] ){
+                return false;
+            }
+        }
+
+        return true;
+    };
+
+    THREE.FBXLoader.prototype.isFbxVersionSupported = function ( body ){
+
+        var versionExp = /FBXVersion: (\d+)/;
+        match = body.match( versionExp );
+        if ( match ){
+            var version = parseInt( match[1] );
+            console.log( 'FBXLoader: FBX version ' + version );
+            return version >= 7000;
+        }
+        return false;
+    };
+
+    THREE.FBXLoader.prototype.parse = function ( allNodes ) {
+
+        var scope = this;
+
+        console.time( 'FBXLoader: ObjectParser' );
+        scope.hierarchy  = ( new Bones() ).parseHierarchy( allNodes );
+        scope.weights    = ( new Weights() ).parse( allNodes, scope.hierarchy );
+        scope.animations = ( new Animation() ).parse( allNodes, scope.hierarchy );
+        scope.textures   = ( new Textures() ).parse( allNodes, scope.hierarchy );
+        console.timeEnd( 'FBXLoader: ObjectParser' );
+
+        console.time( 'FBXLoader: GeometryParser' );
+        geometries = this.parseGeometries( allNodes );
+        console.timeEnd( 'FBXLoader: GeometryParser' );
+
+        var container = new THREE.Object3D();
+        for (var i=0; i < geometries.length; ++i) {
+
+            if ( geometries[i] === undefined ){ continue; }
+
+            container.add( geometries[i] );
+
+            //wireframe = new THREE.WireframeHelper( geometries[i], 0x00ff00 );
+            //container.add( wireframe );
+
+            //vnh = new THREE.VertexNormalsHelper( geometries[i], 0.6 );
+            //container.add( vnh );
+
+            //skh = new THREE.SkeletonHelper( geometries[i] );
+            //container.add( skh );
+
+            // container.add( new THREE.BoxHelper( geometries[i] ) );
+        }
+
+        console.timeEnd( 'FBXLoader: total' );
+        return container;
+
+    };
+
+    THREE.FBXLoader.prototype.parseGeometries = function ( node ) {
+
+        // has not geo, return []
+        if ( !( 'Geometry' in node.Objects.subNodes ) ) { return []; }
+
+        // has many
+        var geoCount = 0;
+        for ( var geo in node.Objects.subNodes.Geometry ) {
+            if ( geo.match( /^\d+$/ )){ geoCount++; }
+        }
+
+        var res = [];
+        if ( geoCount > 0 ){
+
+            for ( geo in node.Objects.subNodes.Geometry ) {
+                if ( node.Objects.subNodes.Geometry[geo].attrType === 'Mesh' ) {
+                    res.push( this.parseGeometry( node.Objects.subNodes.Geometry[geo], node ) );
+                }
+            }
+
+        } else {
+
+            res.push( this.parseGeometry( node.Objects.subNodes.Geometry, node ) );
+
+        }
+
+        return res;
+
+    };
+
+    THREE.FBXLoader.prototype.parseGeometry = function ( node, nodes ) {
+
+        geo = ( new Geometry() ).parse( node );
+        geo.addBones( this.hierarchy.hierarchy );
+
+        //*
+        var geometry = new THREE.BufferGeometry();
+        geometry.name = geo.name;
+        geometry.addAttribute( 'position', new THREE.BufferAttribute( new Float32Array( geo.vertices ), 3 ) );
+
+        if ( geo.normals !== undefined && geo.normals.length > 0 ) {
+            geometry.addAttribute( 'normal', new THREE.BufferAttribute( new Float32Array( geo.normals ), 3 ) );
+        }
+
+        if ( geo.uvs !== undefined && geo.uvs.length > 0 ) {
+            geometry.addAttribute( 'uv', new THREE.BufferAttribute( new Float32Array( geo.uvs ), 2 ) );
+        }
+
+        if ( geo.indices !== undefined && geo.indices.length > 65535 ){
+            geometry.setIndex( new THREE.BufferAttribute( new Uint32Array( geo.indices ), 1 ) );
+        } else if ( geo.indices !== undefined ) {
+            geometry.setIndex( new THREE.BufferAttribute( new Uint16Array( geo.indices ), 1 ) );
+        }
+
+        geometry.verticesNeedUpdate = true;
+        geometry.computeBoundingSphere();
+        geometry.computeBoundingBox();
+
+        var texture;
+        var texs = this.textures.getById( nodes.searchConnectionParent( geo.id ) );
+        if ( texs !== undefined && texs.length > 0 ){
+            if ( this.textureLoader === null ){
+                this.textureLoader = new THREE.TextureLoader();
+            }
+            // TODO: texture & material support
+            texture = this.textureLoader.load( this.textureBasePath + '/' + texs[0].fileName );
+        }
+
+        var material;
+        if ( texture !== undefined ){
+
+            material = new THREE.MeshBasicMaterial( { map: texture } );
+
+        } else {
+
+            material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
+
+        }
+
+        geometry = new THREE.Geometry().fromBufferGeometry( geometry );
+        geometry.bones = geo.bones;
+        geometry.skinIndices = this.weights.skinIndices;
+        geometry.skinWeights = this.weights.skinWeights;
+
+        var mesh = null;
+        if ( geo.bones === undefined || geo.skins === undefined || this.animations === undefined || this.animations.length === 0 ){
+
+            mesh = new THREE.Mesh( geometry, material );
+
+        } else {
+
+            material.skinning = true;
+            mesh = new THREE.SkinnedMesh( geometry, material );
+            this.addAnimation( mesh, this.weights.matrices, this.animations );
+
+        }
+
+        return mesh;
+
+    };
+
+    THREE.FBXLoader.prototype.addAnimation = function ( mesh, matrices, animations ) {
+
+        var animationdata = { "name": 'animationtest', "fps": 30, "length": animations.length, "hierarchy": [] };
+
+        for (var i=0; i < mesh.geometry.bones.length; ++i) {
+            var name = mesh.geometry.bones[i].name;
+            name = name.replace( /.*:/, '' );
+            animationdata.hierarchy.push( { parent: mesh.geometry.bones[i].parent, name: name, keys:[] } );
+        }
+
+        var hasCurve = function ( animNode, attr ) {
+
+            if ( animNode === undefined ){ return false; }
+
+            var attrNode;
+            switch ( attr ) {
+                case 'S':
+                    if( animNode.S === undefined ){ return false; }
+                attrNode = animNode.S;
+                break;
+
+                case 'R':
+                    if( animNode.R === undefined ){ return false; }
+                attrNode = animNode.R;
+                break;
+
+                case 'T':
+                    if( animNode.T === undefined ){ return false; }
+                attrNode = animNode.T;
+                break;
+            }
+
+            if( attrNode.curves.x === undefined ){ return false; }
+            if( attrNode.curves.y === undefined ){ return false; }
+            if( attrNode.curves.z === undefined ){ return false; }
+
+            return true;
+
+        };
+
+        var hasKeyOnFrame = function ( attrNode, frame ) {
+            var x = isKeyExistOnFrame( attrNode.curves.x, frame );
+            var y = isKeyExistOnFrame( attrNode.curves.y, frame );
+            var z = isKeyExistOnFrame( attrNode.curves.z, frame );
+
+            return x && y && z;
+        };
+
+        var isKeyExistOnFrame = function ( curve, frame ) {
+            var value = curve.values[ frame ];
+            return value !== undefined;
+        };
+
+
+        var genKey = function ( animNode, bone ) {
+
+            // key initialize with its bone's bind pose at first
+            var key = {};
+            key.time = frame / animations.fps;  // TODO:
+            key.pos = bone.pos;
+            key.rot = bone.rotq;
+            key.scl = bone.scl;
+
+            if ( animNode === undefined ){
+                return key;
+            }
+
+            try {
+                if ( hasCurve( animNode, 'T' ) && hasKeyOnFrame( animNode.T, frame ) ) {
+                    var pos = new THREE.Vector3(
+                        animNode.T.curves.x.values[ frame ],
+                        animNode.T.curves.y.values[ frame ],
+                        animNode.T.curves.z.values[ frame ] );
+                        key.pos = [ pos.x, pos.y, pos.z ];
+                } else {
+                    delete key.pos;
+                }
+
+                if ( hasCurve( animNode, 'R' ) && hasKeyOnFrame( animNode.R, frame ) ){
+                    var rx  = degToRad( animNode.R.curves.x.values[ frame ] );
+                    var ry  = degToRad( animNode.R.curves.y.values[ frame ] );
+                    var rz  = degToRad( animNode.R.curves.z.values[ frame ] );
+                    var eul = new THREE.Vector3( rx, ry, rz );
+                    var rot = quatFromVec( eul.x, eul.y, eul.z );
+                    key.rot = [ rot.x, rot.y, rot.z, rot.w ];
+                } else {
+                    delete key.rot;
+                }
+
+                if ( hasCurve( animNode, 'S' ) && hasKeyOnFrame( animNode.S, frame ) ) {
+                    var scl = new THREE.Vector3(
+                        animNode.S.curves.x.values[ frame ],
+                        animNode.S.curves.y.values[ frame ],
+                        animNode.S.curves.z.values[ frame ]  );
+                        key.scl = [ scl.x, scl.y, scl.z ];
+                } else {
+                    delete key.scl;
+                }
+
+            } catch ( e ){
+                // curve is not full plotted
+                console.log( bone );
+                console.log( e );
+            }
+
+            return key;
+
+        };
+
+        var bones = mesh.geometry.bones;
+        for ( frame = 0; frame < animations.frames; frame ++ ) {
+
+
+            for ( i=0; i < bones.length; i ++ ) {
+                var bone = bones[ i ];
+                var animNode = animations.curves[ i ];
+
+                for ( var j = 0; j < animationdata.hierarchy.length; j ++ ) {
+
+                    if ( animationdata.hierarchy[ j ].name === bone.name ) {
+                        animationdata.hierarchy[ j ].keys.push( genKey( animNode, bone ) );
+                    }
+                }
+            }
+        }
+
+        if ( mesh.geometry.animations === undefined ) {
+
+            mesh.geometry.animations = [];
+
+        }
+
+        mesh.geometry.animations.push( THREE.AnimationClip.parseAnimation( animationdata, mesh.geometry.bones ) );
+
+    };
+
+    /* ----------------------------------------------------------------- */
+    THREE.FBXLoader.prototype.parseMaterials = function ( node ) {
+
+        // has not mat, return []
+        if ( !( 'Material' in node.subNodes ) ) { return []; }
+
+        // has many
+        var matCount = 0;
+        for ( var mat in node.subNodes.Materials ) {
+            if ( mat.match( /^\d+$/ )){ matCount++; }
+        }
+
+        var res = [];
+        if ( matCount > 0 ){
+
+            for ( mat in node.subNodes.Material ) {
+                res.push( parseMaterial( node.subNodes.Material[mat] ) );
+            }
+
+        } else {
+
+            res.push( parseMaterial( node.subNodes.Material ) );
+
+        }
+
+        return res;
+
+    };
+
+    // TODO
+    THREE.FBXLoader.prototype.parseMaterial = function ( node ) {
+
+    };
+
+
+    THREE.FBXLoader.prototype.loadFile = function ( url, onLoad, onProgress, onError, responseType ) {
+
+        var loader = new THREE.XHRLoader( this.manager );
+
+        loader.setResponseType( responseType );
+
+        var request = loader.load( url, function ( result ) {
+
+            onLoad( result );
+
+        }, onProgress, onError );
+
+        return request;
+
+    };
+
+    THREE.FBXLoader.prototype.loadFileAsBuffer = function ( url, onload, onProgress, onError ) {
+
+        this.loadFile( url, onLoad, onProgress, onError, 'arraybuffer' );
+
+    };
+
+    THREE.FBXLoader.prototype.loadFileAsText = function ( url, onLoad, onProgress, onError ) {
+
+        this.loadFile( url, onLoad, onProgress, onError, 'text' );
+
+    };
+
+
+
+
+    function FBXNodes() {}
+
+    FBXNodes.prototype.add = function ( key, val ) {
+        this[ key ] =  val;
+    };
+
+    FBXNodes.prototype.searchConnectionParent = function ( id ) {
+
+        if ( this.__cache_search_connection_parent === undefined ){
+            this.__cache_search_connection_parent = [];
+        }
+        
+        if ( this.__cache_search_connection_parent[ id ] !== undefined ){
+            return this.__cache_search_connection_parent[ id ];
+        } else {
+            this.__cache_search_connection_parent[ id ] = [];
+        }
+
+        var conns   = this.Connections.properties.connections;
+
+        var results = [];
+        for (var i=0; i < conns.length; ++i) {
+
+            if ( conns[i][0] == id ) {
+                // 0 means scene root
+                var res = conns[i][1] === 0 ? -1 : conns[i][1];
+                results.push( res );
+
+            }
+
+        }
+
+        if ( results.length > 0 ){
+            this.__cache_search_connection_parent[ id ] = this.__cache_search_connection_parent[ id ].concat( results );
+            return results;
+
+        } else {
+
+            this.__cache_search_connection_parent[ id ] = [-1];
+            return [-1];
+        }
+
+    };
+
+    FBXNodes.prototype.searchConnectionChildren = function ( id ) {
+        if ( this.__cache_search_connection_children === undefined ){
+            this.__cache_search_connection_children = [];
+        }
+
+        if ( this.__cache_search_connection_children[ id ] !== undefined ){
+            return this.__cache_search_connection_children[ id ];
+        } else {
+            this.__cache_search_connection_children[ id ] = [];
+        }
+
+        var conns   = this.Connections.properties.connections;
+
+        var res = [];
+        for (var i=0; i < conns.length; ++i) {
+
+            if ( conns[i][1] == id ) {
+                // 0 means scene root
+                res.push( conns[i][0] === 0 ? -1 : conns[i][0] );
+                // there may more than one kid, then search to the end
+            }
+
+        }
+
+        if ( res.length > 0 ){
+            this.__cache_search_connection_children[ id ] = this.__cache_search_connection_children[ id ].concat( res );
+            return res;
+
+        } else {
+
+            this.__cache_search_connection_children[ id ] = [-1];
+            return [-1];
+        }
+
+    };
+
+    FBXNodes.prototype.searchConnectionType = function ( id, to ) {
+        var key = id + ',' + to;  // TODO: to hash
+        if ( this.__cache_search_connection_type === undefined ){
+            this.__cache_search_connection_type = '';
+        }
+
+        if ( this.__cache_search_connection_type[ key ] !== undefined ){
+            return this.__cache_search_connection_type[ key ];
+        } else {
+            this.__cache_search_connection_type[ key ] = '';
+        }
+
+        var conns   = this.Connections.properties.connections;
+
+        for (var i=0; i < conns.length; ++i) {
+
+            if ( conns[i][0] == id && conns[i][1] == to ) {
+                // 0 means scene root
+                this.__cache_search_connection_type[ key ] = conns[i][2];
+                return conns[i][2];
+            }
+
+        }
+
+        this.__cache_search_connection_type[ id ] = null;
+        return null;
+
+    };
+
+    function FBXParser() {}
+
+    FBXParser.prototype = {
+
+        // constructor: FBXParser,
+
+        // ------------ node stack manipulations ----------------------------------
+
+        getPrevNode: function () {
+            return this.nodeStack[ this.currentIndent - 2 ];
+        },
+
+        getCurrentNode: function () {
+            return this.nodeStack[ this.currentIndent - 1 ];
+        },
+
+        getCurrentProp: function () {
+            return this.currentProp;
+        },
+
+        pushStack: function( node ) {
+
+            this.nodeStack.push( node );
+            this.currentIndent += 1;
+
+        },
+
+        popStack: function() {
+
+            this.nodeStack.pop();
+            this.currentIndent -= 1;
+
+        },
+
+        setCurrentProp: function ( val, name ){
+
+            this.currentProp = val;
+            this.currentPropName = name;
+
+        },
+
+        // ----------parse ---------------------------------------------------
+        parse: function ( text ) {
+
+            console.time( 'FBXLoader: total' );
+
+            this.currentIndent = 0;
+            this.allNodes = new FBXNodes();
+            this.nodeStack = [];
+            this.currentProp = [];
+            this.currentPropName = '';
+
+            console.time( 'FBXLoader: TextParser' );
+
+            var split = text.split( "\n" );
+            for ( var line in split ) {
+
+                var l = split[line];
+
+                // short cut
+                if ( l.match( /^[\s\t]*;/ ) ){ continue; }  // skip comment line
+                if ( l.match( /^[\s\t]*$/ ) ){ continue; }  // skip empty line
+
+                // beginning of node
+                var beginningOfNodeExp   = new RegExp( "^\\t{" + this.currentIndent + "}(\\w+):(.*){", '' );
+                match = l.match( beginningOfNodeExp );
+                if ( match ){
+
+                    var nodeName  = match[1].trim().replace( /^"/, '' ).replace( /"$/, "" );
+                    var nodeAttrs = match[2].split( ',' ).map( function ( element ) {
+                        return element.trim().replace( /^"/, '' ).replace( /"$/, '' );
+                    });
+
+                    this.parseNodeBegin( l, nodeName, nodeAttrs || null );
+                    continue;
+
+                }
+
+                // node's property
+                var propExp = new RegExp( "^\\t{" + ( this.currentIndent )+ "}(\\w+):[\\s\\t\\r\\n](.*)" );
+                match = l.match( propExp );
+                if ( match ){
+
+                    var propName  = match[1].replace( /^"/, '' ).replace( /"$/, "" ).trim();
+                    var propValue = match[2].replace( /^"/, '' ).replace( /"$/, "" ).trim();
+
+                    this.parseNodeProperty( l, propName, propValue );
+                    continue;
+
+                }
+
+                // end of node
+                var endOfNodeExp = new RegExp( "^\\t{" + ( this.currentIndent - 1 ) + "}}" );
+                if ( l.match( endOfNodeExp ) ){
+
+                    this.nodeEnd();
+                    continue;
+
+                }
+
+                // for special case,
+                //
+                //      Vertices: *8670 {
+                //          a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
+                // -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
+                // 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
+                // 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
+                //
+                // these case the lines must contiue with previous line
+                if ( l.match( /^[^\s\t}]/ ) ) {
+
+                    this.parseNodePropertyContinued( l );
+
+                }
+            }
+
+            console.timeEnd( 'FBXLoader: TextParser' );
+            return this.allNodes;
+
+
+        },
+
+        parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
+
+            // var nodeName = match[1];
+            var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
+            var attrs = this.parseNodeAttr( nodeAttrs );
+            var currentNode = this.getCurrentNode();
+
+            // a top node
+            if ( this.currentIndent === 0 ){
+
+                this.allNodes.add( nodeName, node );
+
+            } else {  // a subnode
+
+                // already exists subnode, then append it
+                if ( nodeName in currentNode.subNodes ){
+
+                    var tmp = currentNode.subNodes[ nodeName ];
+
+                    // console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
+                    if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
+
+
+                        if ( attrs.id === '' ){
+                            currentNode.subNodes[ nodeName ] = [];
+                            currentNode.subNodes[ nodeName ].push( tmp );
+                        } else {
+                            currentNode.subNodes[ nodeName ] = {};
+                            currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
+                        }
+
+                    }
+
+                    if ( attrs.id === '' ){
+                        currentNode.subNodes[ nodeName ].push( node );
+                    } else {
+                        currentNode.subNodes[ nodeName ][ attrs.id ] = node;
+                    }
+
+                } else {
+
+                    currentNode.subNodes[ nodeName ] =  node;
+
+                }
+
+            }
+
+            // for this          ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
+            // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
+            if ( nodeAttrs ) {
+
+                node.id       = attrs.id;
+                node.attrName = attrs.name;
+                node.attrType = attrs.type;
+
+            }
+
+            this.pushStack( node );
+
+        },
+
+        parseNodeAttr: function ( attrs ) {
+
+            var id = attrs[0];
+
+            if ( attrs[0] !== "" ) {
+
+                id = parseInt( attrs[0] );
+
+                if ( isNaN( id) ){
+
+                    // PolygonVertexIndex: *16380 {
+                    id = attrs[0];
+                }
+
+            }
+
+            var name;
+            var type;
+            if ( attrs.length > 1 ){
+
+                name = attrs[1].replace( /^(\w+)::/, '' );
+                type = attrs[2];
+
+            }
+
+            return { id:id, name:name || '', type:type || '' };
+
+        },
+
+        parseNodeProperty: function ( line, propName, propValue ){
+
+            var currentNode   = this.getCurrentNode();
+            var parentName = currentNode.name;
+
+            // special case parent node's is like "Properties70"
+            // these chilren nodes must treat with careful
+            if ( parentName !== undefined ){
+
+                var propMatch = parentName.match( /Properties(\d)+/ );
+                if ( propMatch ) {
+                    this.parseNodeSpecialProperty( line, propName, propValue );
+                    return;
+                }
+            }
+
+            // special case Connections
+            if (  propName == 'C' ){
+
+                var connProps = propValue.split( ',' ).slice( 1 );
+                var from = parseInt( connProps[0] );
+                var to   = parseInt( connProps[1] );
+
+                var rest = propValue.split( ',' ).slice( 3 );
+
+                propName  = 'connections';
+                propValue = [ from, to ];
+                propValue = propValue.concat( rest );
+
+                if ( currentNode.properties[ propName ] === undefined ){
+                    currentNode.properties[ propName ] = [];
+                }
+
+            }
+
+            // special case Connections
+            if (  propName == 'Node' ){
+
+                var id = parseInt( propValue );
+                currentNode.properties.id = id;
+                currentNode.id = id;
+
+            }
+
+            // already exists in properties, then append this
+            if ( propName in currentNode.properties ){
+
+                // console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
+                if ( Array.isArray( currentNode.properties[ propName ] ) ){
+
+                    currentNode.properties[ propName ].push( propValue );
+
+                } else {
+
+                    currentNode.properties[ propName ] += propValue;
+
+                }
+
+            } else {
+
+                // console.log( propName + ":  " + propValue );
+                if ( Array.isArray( currentNode.properties[ propName ] ) ){
+
+                    currentNode.properties[ propName ].push( propValue );
+
+                } else {
+
+                    currentNode.properties[ propName ] = propValue;
+
+                }
+
+            }
+
+            this.setCurrentProp( currentNode.properties, propName );
+
+        },
+
+        // TODO:
+        parseNodePropertyContinued: function ( line ) {
+
+            this.currentProp[ this.currentPropName ] += line;
+
+        },
+
+        parseNodeSpecialProperty: function ( line, propName, propValue ) {
+
+            // split this
+            // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
+            // into array like below
+            // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
+            var props = propValue.split( '",' ).map( function( element ) {
+
+                return element.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
+
+            });
+
+            var innerPropName  = props[0];
+            var innerPropType1 = props[1];
+            var innerPropType2 = props[2];
+            var innerPropFlag  = props[3];
+            var innerPropValue = props[4];
+
+            /*
+            if ( innerPropValue === undefined ){
+                innerPropValue = props[3];
+            }
+            */
+
+            // cast value in its type
+            switch ( innerPropType1 ) {
+
+                case "int":
+                    innerPropValue = parseInt( innerPropValue );
+                    break;
+
+                case "double":
+                    innerPropValue = parseFloat( innerPropValue );
+                    break;
+
+                case "ColorRGB":
+                case "Vector3D":
+                    var tmp = innerPropValue.split( ',' );
+                    innerPropValue = new THREE.Vector3( tmp[0], tmp[1], tmp[2] );
+                    break;
+
+            }
+
+            // CAUTION: these props must append to parent's parent
+            this.getPrevNode().properties[ innerPropName ] = {
+
+                'type':  innerPropType1,
+                'type2': innerPropType2,
+                'flag':  innerPropFlag,
+                'value': innerPropValue
+
+            };
+
+            this.setCurrentProp(  this.getPrevNode().properties,  innerPropName );
+
+        },
+
+        nodeEnd: function ( line ) {
+
+            this.popStack();
+
+        },
+
+        /* ---------------------------------------------------------------- */
+        /*        util                                                      */
+        isFlattenNode: function ( node ) {
+
+            return ( 'subNodes' in node && 'properties' in node ) ? true : false;
+
+        }
+
+    };
+
+    function FBXAnalyzer() {}
+
+    FBXAnalyzer.prototype = {
+
+    };
+
+
+    // generate skinIndices, skinWeights
+    //      @skinIndices: per vertex data, this represents the bone indexes affects that vertex
+    //      @skinWeights: per vertex data, this represents the Weight Values affects that vertex
+    //      @matrices:    per `bones` data
+    function Weights () {
+
+        this.skinIndices = [];
+        this.skinWeights = [];
+
+        this.matrices    = [];
+    }
+
+    
+    Weights.prototype.parseCluster = function ( node, id, entry ){
+
+        var _p         = node.searchConnectionParent( id );
+        var _indices   = toInt( entry.subNodes.Indexes.properties.a.split( ',' ) );
+        var _weights   = toFloat( entry.subNodes.Weights.properties.a.split( ',' ) );
+        var _transform = toMat44( toFloat( entry.subNodes.Transform.properties.a.split( ',' ) ) );
+        var _link      = toMat44( toFloat( entry.subNodes.TransformLink.properties.a.split( ',' ) ));
+
+        return {
+
+            'parent':        _p,
+            'id':            parseInt( id ),
+            'indices':       _indices,
+            'weights':       _weights,
+            'transform':     _transform,
+            'transformlink': _link,
+            'linkMode':      entry.properties.Mode
+
+        };
+
+    };
+
+    Weights.prototype.parse = function ( node, bones ){
+
+        this.skinIndices = [];
+        this.skinWeights = [];
+
+        this.matrices = [];
+
+        var deformers = node.Objects.subNodes.Deformer;
+
+        var clusters  = {};
+        for ( var id in deformers ) {
+            if ( deformers[id].attrType === 'Cluster' ){
+
+                if ( !( 'Indexes' in deformers[id].subNodes )){ continue; }
+
+                //clusters.push( this.parseCluster( node, id, deformers[id] ) );
+                var cluster =  this.parseCluster( node, id, deformers[id] );
+                var boneId = node.searchConnectionChildren( cluster.id )[ 0 ];
+                clusters[ boneId ] = cluster;
+
+            }
+        }
+
+
+        // this clusters is per Bone data, thus we make this into per vertex data
+        var weights = [];
+        var hi = bones.hierarchy;
+        for (var b=0; b < hi.length; ++b) {
+
+            var bid = hi[ b ].internalId;
+            if ( clusters[ bid ] === undefined ){
+                //console.log( bid );
+                this.matrices.push( new THREE.Matrix4() );
+                continue;
+            }
+
+            var clst = clusters[ bid ];
+            // store transform matrix per bones
+            this.matrices.push( clst.transform );
+            //this.matrices.push( clst.transformlink );
+            for ( var v=0; v < clst.indices.length; ++v ){
+
+                if ( weights[ clst.indices[v] ] === undefined ){
+
+                    weights[ clst.indices[v] ] = {};
+                    weights[ clst.indices[v] ].joint  = [];
+                    weights[ clst.indices[v] ].weight = [];
+
+                }
+
+                // indices
+                var affect = node.searchConnectionChildren( clst.id );
+
+                if ( affect.length > 1 ){
+                    console.warn( "FBXLoader: node " + clst.id + " have many weight kids: " + affect );
+                }
+                weights[ clst.indices[v] ].joint.push( bones.getBoneIdfromInternalId( node, affect[0] ) );
+
+                // weight value
+                weights[ clst.indices[v] ].weight.push( clst.weights[v] );
+
+            }
+
+        }
+
+        // normalize the skin weights
+        // TODO -  this might be a good place to choose greatest 4 weights
+        for ( var i = 0; i < weights.length; i ++ ) {
+
+            var indicies = new THREE.Vector4(
+                weights[ i ].joint[ 0 ] ? weights[ i ].joint[ 0 ] : 0,
+                weights[ i ].joint[ 1 ] ? weights[ i ].joint[ 1 ] : 0,
+                weights[ i ].joint[ 2 ] ? weights[ i ].joint[ 2 ] : 0,
+                weights[ i ].joint[ 3 ] ? weights[ i ].joint[ 3 ] : 0 );
+
+            var weight = new THREE.Vector4(
+                weights[ i ].weight[ 0 ] ? weights[ i ].weight[ 0 ] : 0,
+                weights[ i ].weight[ 1 ] ? weights[ i ].weight[ 1 ] : 0,
+                weights[ i ].weight[ 2 ] ? weights[ i ].weight[ 2 ] : 0,
+                weights[ i ].weight[ 3 ] ? weights[ i ].weight[ 3 ] : 0 );
+
+            this.skinIndices.push( indicies );
+            this.skinWeights.push( weight );
+
+        }
+
+        //console.log( this );
+        return this;
+
+    };
+
+    function Bones() {
+
+            // returns bones hierarchy tree.
+            //      [
+            //          {
+            //              "parent": id,
+            //              "name": name,
+            //              "pos": pos,
+            //              "rotq": quat
+            //          },
+            //          ...
+            //          {},
+            //          ...
+            //      ]
+            //
+            /* sample response
+
+               "bones" : [
+                {"parent":-1, "name":"Fbx01",            "pos":[-0.002,     98.739,   1.6e-05],     "rotq":[0, 0, 0, 1]},
+                {"parent":0,  "name":"Fbx01_Pelvis",     "pos":[0.00015963, 0,        7.33107e-08], "rotq":[0, 0, 0, 1]},
+                {"parent":1,  "name":"Fbx01_Spine",      "pos":[6.577e-06,  10.216,   0.0106811],   "rotq":[0, 0, 0, 1]},
+                {"parent":2,  "name":"Fbx01_R_Thigh",    "pos":[14.6537,    -10.216,  -0.00918758], "rotq":[0, 0, 0, 1]},
+                {"parent":3,  "name":"Fbx01_R_Calf",     "pos":[-3.70047,     -42.9681,     -7.78158],     "rotq":[0, 0, 0, 1]},
+                {"parent":4,  "name":"Fbx01_R_Foot",     "pos":[-2.0696,      -46.0488,     9.42052],      "rotq":[0, 0, 0, 1]},
+                {"parent":5,  "name":"Fbx01_R_Toe0",     "pos":[-0.0234785,   -9.46233,     -15.3187],     "rotq":[0, 0, 0, 1]},
+                {"parent":2,  "name":"Fbx01_L_Thigh",    "pos":[-14.6537,     -10.216,      -0.00918314],  "rotq":[0, 0, 0, 1]},
+                {"parent":7,  "name":"Fbx01_L_Calf",     "pos":[3.70037,      -42.968,      -7.78155],     "rotq":[0, 0, 0, 1]},
+                {"parent":8,  "name":"Fbx01_L_Foot",     "pos":[2.06954,      -46.0488,     9.42052],      "rotq":[0, 0, 0, 1]},
+                {"parent":9,  "name":"Fbx01_L_Toe0",     "pos":[0.0234566,    -9.46235,     -15.3187],     "rotq":[0, 0, 0, 1]},
+                {"parent":2,  "name":"Fbx01_Spine1",     "pos":[-2.97523e-05, 11.5892,      -9.81027e-05], "rotq":[0, 0, 0, 1]},
+                {"parent":11, "name":"Fbx01_Spine2",     "pos":[-2.91292e-05, 11.4685,      8.27126e-05],  "rotq":[0, 0, 0, 1]},
+                {"parent":12, "name":"Fbx01_Spine3",     "pos":[-4.48857e-05, 11.5783,      8.35108e-05],  "rotq":[0, 0, 0, 1]},
+                {"parent":13, "name":"Fbx01_Neck",       "pos":[1.22987e-05,  11.5582,      -0.0044775],   "rotq":[0, 0, 0, 1]},
+                {"parent":14, "name":"Fbx01_Head",       "pos":[-3.50709e-05, 6.62915,      -0.00523254],  "rotq":[0, 0, 0, 1]},
+                {"parent":15, "name":"Fbx01_R_Eye",      "pos":[3.31681,      12.739,       -10.5267],     "rotq":[0, 0, 0, 1]},
+                {"parent":15, "name":"Fbx01_L_Eye",      "pos":[-3.32038,     12.7391,      -10.5267],     "rotq":[0, 0, 0, 1]},
+                {"parent":15, "name":"Jaw",              "pos":[-0.0017738,   7.43481,      -4.08114],     "rotq":[0, 0, 0, 1]},
+                {"parent":14, "name":"Fbx01_R_Clavicle", "pos":[3.10919,      2.46577,      -0.0115284],   "rotq":[0, 0, 0, 1]},
+                {"parent":19, "name":"Fbx01_R_UpperArm", "pos":[16.014,       4.57764e-05,  3.10405],      "rotq":[0, 0, 0, 1]},
+                {"parent":20, "name":"Fbx01_R_Forearm",  "pos":[22.7068,      -1.66322,     -2.13803],     "rotq":[0, 0, 0, 1]},
+                {"parent":21, "name":"Fbx01_R_Hand",     "pos":[25.5881,      -0.80249,     -6.37307],     "rotq":[0, 0, 0, 1]},
+                ...
+                {"parent":27, "name":"Fbx01_R_Finger32", "pos":[2.15572,      -0.548737,    -0.539604],    "rotq":[0, 0, 0, 1]},
+                {"parent":22, "name":"Fbx01_R_Finger2",  "pos":[9.79318,      0.132553,     -2.97845],     "rotq":[0, 0, 0, 1]},
+                {"parent":29, "name":"Fbx01_R_Finger21", "pos":[2.74037,      0.0483093,    -0.650531],    "rotq":[0, 0, 0, 1]},
+                {"parent":55, "name":"Fbx01_L_Finger02", "pos":[-1.65308,     -1.43208,     -1.82885],     "rotq":[0, 0, 0, 1]}
+                ]
+            */
+        this.hierarchy = [];
+
+    }
+
+    Bones.prototype.parseHierarchy = function ( node ){
+
+        var objects = node.Objects;
+        var models  = objects.subNodes.Model;
+
+        var bones = [];
+        for (var id in models ) {
+
+            if ( models[ id ].attrType === undefined ){ continue; }
+            bones.push( models[ id ] );
+
+        }
+
+        this.hierarchy = [];
+        for (var i=0; i < bones.length; ++i) {
+
+            var bone = bones[i];
+
+            var p = node.searchConnectionParent( bone.id )[0];
+            var t = [ 0.0, 0.0, 0.0 ];
+            var r = [ 0.0, 0.0, 0.0, 1.0 ];
+            var s = [ 1.0, 1.0, 1.0 ];
+
+            if ( 'Lcl_Translation' in bone.properties ){
+                t = toFloat( bone.properties.Lcl_Translation.value.split( ',' ) );
+            }
+
+            if ( 'Lcl_Rotation' in bone.properties ){
+                r = toRad( toFloat( bone.properties.Lcl_Rotation.value.split( ',' ) ));
+                var q = new THREE.Quaternion();
+                q.setFromEuler( new THREE.Euler( r[0], r[1], r[2], 'ZYX' ) );
+                r = [ q.x, q.y, q.z, q.w ];
+            }
+
+            if ( 'Lcl_Scaling' in bone.properties ){
+                s = toFloat( bone.properties.Lcl_Scaling.value.split( ',' ) );
+            }
+
+            // replace unsafe character
+            var name = bone.attrName;
+            name = name.replace( /:/, '' );
+            name = name.replace( /_/, '' );
+            name = name.replace( /-/, '' );
+            this.hierarchy.push( { "parent": p, "name": name, "pos": t, "rotq": r, "scl": s, "internalId": bone.id } );
+        }
+
+        this.reindexParentId();
+
+        this.restoreBindPose( node );
+
+        return this;
+
+    };
+
+    Bones.prototype.reindexParentId = function () {
+
+        for ( var h=0; h < this.hierarchy.length; h++ ){
+            for (var ii=0; ii < this.hierarchy.length; ++ii) {
+                if( this.hierarchy[h].parent == this.hierarchy[ii].internalId ){
+                    this.hierarchy[h].parent = ii;
+                    break;
+                }
+            }
+        }
+
+    };
+
+    Bones.prototype.restoreBindPose = function ( node ) {
+
+        var bindPoseNode =  node.Objects.subNodes.Pose;
+        if( bindPoseNode === undefined ){
+            return;
+        }
+
+        var poseNode = bindPoseNode.subNodes.PoseNode;
+        var localMatrices = {};  // store local matrices, modified later( initialy world space )
+        var worldMatrices = {};  // store world matrices
+
+        for (var  i=0;  i < poseNode.length; ++ i) {
+            var rawMatLcl = toMat44( poseNode[ i ].subNodes.Matrix.properties.a.split( ',' )  ); 
+            var rawMatWrd = toMat44( poseNode[ i ].subNodes.Matrix.properties.a.split( ',' )  ); 
+
+            localMatrices[ poseNode[i].id ] = rawMatLcl;
+            worldMatrices[ poseNode[i].id ] = rawMatWrd;
+
+        }
+
+        for (var  h=0;  h < this.hierarchy.length; ++ h) {
+
+            var bone = this.hierarchy[ h ];
+            var inId = bone.internalId;
+
+            if ( worldMatrices[ inId ] === undefined ){
+                // has no bind pose node, possibly be mesh
+                // console.log( bone );
+                continue;
+            }
+
+            var t = new THREE.Vector3(0, 0, 0);
+            var r = new THREE.Quaternion();
+            var s = new THREE.Vector3( 1, 1, 1 );
+
+            var parentId;
+            var parentNodes = node.searchConnectionParent( inId );
+            for (var pn=0; pn < parentNodes.length; ++pn) {
+                if ( this.isBoneNode( parentNodes[ pn ] )){
+                    parentId = parentNodes[ pn ];
+                    break;
+                }
+            }
+
+            if( parentId !== undefined && localMatrices[ parentId] !== undefined ){
+
+                // convert world space matrix into local space
+                var inv = new THREE.Matrix4();
+                inv.getInverse( worldMatrices[ parentId ] );
+                inv.multiply( localMatrices[ inId ] );
+                localMatrices[ inId ] = inv;
+
+            } else {
+                //console.log( bone );
+            }
+
+            localMatrices[ inId ].decompose( t, r, s );
+            bone.pos  = [ t.x, t.y, t.z ];
+            bone.rotq = [ r.x, r.y, r.z, r.w ];
+            bone.scl  = [ s.x, s.y, s.z ];
+
+        }
+        
+    };
+
+    Bones.prototype.searchRealId = function ( internalId ) {
+
+        for ( var h=0; h < this.hierarchy.length; h++ ){
+            if( internalId == this.hierarchy[h].internalId ){
+                return h;
+            }
+        }
+
+        // console.warn( 'FBXLoader: notfound internalId in bones: ' + internalId);
+        return -1;
+
+    };
+
+    Bones.prototype.getByInternalId = function ( internalId ) {
+
+        for ( var h=0; h < this.hierarchy.length; h++ ){
+            if( internalId == this.hierarchy[h].internalId ){
+                return this.hierarchy[ h ];
+            }
+        }
+
+        return null;
+
+    };
+
+    Bones.prototype.isBoneNode = function  ( id ) {
+
+        for (var i=0; i < this.hierarchy.length; ++i) {
+            if( id === this.hierarchy[i].internalId ){
+                return true;
+            }
+        }
+        return false;
+    };
+
+    Bones.prototype.getBoneIdfromInternalId = function ( node, id ) {
+
+        if ( node.__cache_get_boneid_from_internalid === undefined ){
+            node.__cache_get_boneid_from_internalid = [];
+        }
+
+        if ( node.__cache_get_boneid_from_internalid[ id ] !== undefined ){
+            return node.__cache_get_boneid_from_internalid[ id ];
+        }
+
+        for (var i=0; i < this.hierarchy.length; ++i) {
+            if( this.hierarchy[i].internalId == id ){
+                var res = i;
+                node.__cache_get_boneid_from_internalid[ id ] = i;
+                return i;
+            }
+        }
+
+        // console.warn( 'FBXLoader: bone internalId(' + id + ') not found in bone hierarchy' );
+        return -1;
+
+    };
+
+
+    function Geometry() {
+     
+        this.node = null;
+        this.name = null;
+        this.id   = null;
+
+        this.vertices = [];
+        this.indices = [];
+        this.normals = [];
+        this.uvs = [];
+
+        this.bones = [];
+        this.skins = null;
+    
+    }
+
+    Geometry.prototype.parse = function ( geoNode ) {
+
+        this.node = geoNode;
+        this.name = geoNode.attrName;
+        this.id   = geoNode.id;
+
+        this.vertices  = this.getVertices();
+
+        if ( this.vertices === undefined ){
+            console.log( 'FBXLoader: Geometry.parse(): pass' + this.node.id );
+            return;
+        }
+
+        this.indices   = this.getPolygonVertexIndices();
+        this.uvs       = ( new UV() ).parse( this.node, this );
+        this.normals   = ( new Normal() ).parse( this.node, this );
+
+        if ( this.getPolygonTopologyMax() > 3 ){
+
+            this.indices = this.convertPolyIndicesToTri(
+                                this.indices, this.getPolygonTopologyArray() );
+
+        }
+
+        return this;
+
+    };
+
+
+    Geometry.prototype.getVertices = function () {
+
+        if ( this.node.__cache_vertices ){
+            return this.node.__cache_vertices;
+        }
+
+        if ( this.node.subNodes.Vertices === undefined ){
+            console.warn( 'this.node: ' + this.node.attrName + "(" + this.node.id + ") does not have Vertices" );
+            this.node.__cache_vertices = undefined;
+            return null;
+        }
+
+        var rawTextVert    = this.node.subNodes.Vertices.properties.a;
+        var vertices  = rawTextVert.split( ',' ).map( function ( element ) {
+            return parseFloat( element );
+        } );
+
+        this.node.__cache_vertices = vertices;
+        return this.node.__cache_vertices;
+
+    };
+
+    Geometry.prototype.getPolygonVertexIndices = function (){
+
+        if ( this.node.__cache_indices && this.node.__cache_poly_topology_max ){
+            return this.node.__cache_indices;
+        }
+
+        if ( this.node.subNodes === undefined ){
+            console.error( 'this.node.subNodes undefined' );
+            console.log( this.node );
+            return;
+        }
+
+        if ( this.node.subNodes.PolygonVertexIndex === undefined ){
+            console.warn( 'this.node: ' + this.node.attrName + "(" + this.node.id + ") does not have PolygonVertexIndex " );
+            this.node.__cache_indices = undefined;
+            return;
+        }
+
+        var rawTextIndices = this.node.subNodes.PolygonVertexIndex.properties.a;
+        var indices = rawTextIndices.split( ',' );
+
+        var currentTopo = 1;
+        var topologyN = null;
+        var topologyArr = [];
+
+        // The indices that make up the polygon are in order and a negative index
+        // means that it’s the last index of the polygon. That index needs
+        // to be made positive and then you have to subtract 1 from it!
+        for (var i=0; i < indices.length; ++i) {
+
+            var tmpI = parseInt( indices[i] );
+            // found n
+            if (  tmpI < 0 ) {
+                if( currentTopo > topologyN ) { topologyN =  currentTopo; }
+
+                indices[i] = tmpI ^ -1;
+                topologyArr.push( currentTopo );
+                currentTopo = 1;
+
+            } else {
+
+                indices[i] = tmpI;
+                currentTopo++;
+            }
+
+        }
+
+        if( topologyN === null ) {
+            console.warn( "FBXLoader: topology N not found: " + this.node.attrName );
+            console.warn( this.node );
+            topologyN =  3;
+        }
+
+        this.node.__cache_poly_topology_max = topologyN;
+        this.node.__cache_poly_topology_arr = topologyArr;
+        this.node.__cache_indices = indices;
+
+        return this.node.__cache_indices;
+
+    };
+
+    Geometry.prototype.getPolygonTopologyMax = function () {
+
+        if ( this.node.__cache_indices && this.node.__cache_poly_topology_max ){
+            return this.node.__cache_poly_topology_max;
+        }
+
+        this.getPolygonVertexIndices( this.node );
+        return this.node.__cache_poly_topology_max;
+
+    };
+
+    Geometry.prototype.getPolygonTopologyArray = function  () {
+
+        if ( this.node.__cache_indices && this.node.__cache_poly_topology_max ){
+            return this.node.__cache_poly_topology_arr;
+        }
+
+        this.getPolygonVertexIndices( this.node );
+        return this.node.__cache_poly_topology_arr;
+
+    };
+
+    // a - d
+    // |   |
+    // b - c
+    //
+    // [( a, b, c, d ) ...........
+    // [( a, b, c ), (a, c, d )....
+    Geometry.prototype.convertPolyIndicesToTri = function ( indices, strides ) {
+
+        var res = [];
+
+        var i = 0;
+        var tmp = [];
+        var currentPolyNum  = 0;
+        var currentStride = 0;
+
+        while ( i < indices.length ) {
+            currentStride = strides[ currentPolyNum ];
+
+            // CAUTIN: NG over 6gon
+            for ( var j=0; j <= (currentStride - 3); j++ ){
+
+                res.push( indices[ i                             ] );
+                res.push( indices[ i + ( currentStride - 2 - j ) ] );
+                res.push( indices[ i + ( currentStride - 1 - j ) ] );
+
+            }
+
+            currentPolyNum++;
+            i += currentStride;
+
+        }
+
+        return res;
+
+    };
+
+    Geometry.prototype.addBones = function ( bones ) {
+        this.bones = bones;
+    };
+
+
+    function UV () {
+
+        this.uv = null;
+        this.map = null;
+        this.ref = null;
+        this.node = null;
+        this.index = null;
+
+    }
+
+    UV.prototype.getUV = function ( node ){
+
+        if ( this.node && this.uv && this.map && this.ref ) {
+
+            return this.uv;
+
+        } else {
+
+            return this._parseText( node );
+        }
+
+    };
+
+    UV.prototype.getMap = function ( node ){
+
+        if ( this.node && this.uv && this.map && this.ref ) {
+
+            return this.map;
+
+        } else {
+
+            this._parseText( node );
+            return this.map;
+        }
+
+    };
+
+    UV.prototype.getRef = function ( node ){
+
+        if ( this.node && this.uv && this.map && this.ref ) {
+
+            return this.ref;
+
+        } else {
+
+            this._parseText( node );
+            return this.ref;
+        }
+
+    };
+
+    UV.prototype.getIndex = function ( node ){
+
+        if ( this.node && this.uv && this.map && this.ref ) {
+
+            return this.index;
+
+        } else {
+
+            this._parseText( node );
+            return this.index;
+        }
+
+    };
+
+    UV.prototype.getNode = function ( topnode ){
+        if ( this.node !== null ){
+            return this.node;
+        }
+
+        this.node = topnode.subNodes.LayerElementUV;
+        return this.node;
+    };
+
+    UV.prototype._parseText = function ( node ){
+
+        var uvNode  = this.getNode( node );
+        if ( uvNode === undefined ){
+            // console.log( node.attrName + "(" + node.id + ")" + " has no LayerElementUV." );
+            return [];
+        }
+
+        var count = 0;
+        var x = '';
+        for ( var n in uvNode ){
+            if ( n.match( /^\d+$/ ) ){
+                count++;
+                x = n;
+            }
+        }
+
+        if ( count > 0 ){
+            console.warn( 'multi uv not supported' );
+            uvNode = uvNode[n];
+        }
+
+        var uvIndex = uvNode.subNodes.UVIndex.properties.a;
+        var uvs     = uvNode.subNodes.UV.properties.a;
+        var uvMap   = uvNode.properties.MappingInformationType;
+        var uvRef   = uvNode.properties.ReferenceInformationType;
+
+
+        this.uv    = toFloat( uvs.split( ',' ) );
+        this.index = toInt( uvIndex.split( ',' ) );
+
+        this.map   = uvMap;  // TODO: normalize notation shaking... FOR BLENDER
+        this.ref   = uvRef;
+
+        return this.uv;
+
+    };
+
+    UV.prototype.parse = function ( node, geo ){
+
+        this.uvNode      = this.getNode( node );
+
+        this.uv         = this.getUV( node );
+        var mappingType = this.getMap( node );
+        var refType     = this.getRef( node );
+        var indices     = this.getIndex( node );
+
+        var strides     = geo.getPolygonTopologyArray();
+
+        // it means that there is a normal for every vertex of every polygon of the model.
+        // For example, if the models has 8 vertices that make up four quads, then there
+        // will be 16 normals (one normal * 4 polygons * 4 vertices of the polygon). Note
+        // that generally a game engine needs the vertices to have only one normal defined.
+        // So, if you find a vertex has more tha one normal, you can either ignore the normals
+        // you find after the first, or calculate the mean from all of them (normal smoothing).
+        //if ( mappingType == "ByPolygonVertex" ){
+        switch ( mappingType ) {
+
+            case "ByPolygonVertex":
+
+                switch ( refType ) {
+
+                    // Direct
+                    // The this.uv are in order.
+                    case "Direct":
+                        this.uv = this.parseUV_ByPolygonVertex_Direct( this.uv, indices, strides, 2 );
+                        break;
+
+                    // IndexToDirect
+                    // The order of the this.uv is given by the uvsIndex property.
+                    case "IndexToDirect":
+                        this.uv = this.parseUV_ByPolygonVertex_IndexToDirect( this.uv, indices );
+                        break;
+
+                }
+
+                // convert from by polygon(vert) data into by verts data
+                this.uv = mapByPolygonVertexToByVertex( this.uv,  geo.getPolygonVertexIndices( node ), 2 );
+                break;
+
+            case "ByPolygon":
+
+                switch ( refType ) {
+
+                    // Direct
+                    // The this.uv are in order.
+                    case "Direct":
+                        this.uv = this.parseUV_ByPolygon_Direct();
+                        break;
+
+                    // IndexToDirect
+                    // The order of the this.uv is given by the uvsIndex property.
+                    case "IndexToDirect":
+                        this.uv = this.parseUV_ByPolygon_IndexToDirect();
+                        break;
+
+                }
+                break;
+        }
+
+        return this.uv;
+
+    };
+
+    UV.prototype.parseUV_ByPolygonVertex_Direct = function ( node, indices, strides, itemSize ) {
+
+        return parse_Data_ByPolygonVertex_Direct( node, indices, strides, itemSize );
+
+    };
+
+    UV.prototype.parseUV_ByPolygonVertex_IndexToDirect = function ( node, indices ) {
+
+        return parse_Data_ByPolygonVertex_IndexToDirect( node, indices, 2 );
+
+    };
+
+    UV.prototype.parseUV_ByPolygon_Direct = function ( node ) {
+
+        console.warn( "not implemented" );
+        return node;
+
+    };
+
+    UV.prototype.parseUV_ByPolygon_IndexToDirect = function ( node ) {
+
+        console.warn( "not implemented" );
+        return node;
+
+    };
+
+    UV.prototype.parseUV_ByVertex_Direct = function ( node ) {
+
+        console.warn( "not implemented" );
+        return node;
+
+    };
+
+
+    function Normal () {
+
+        this.normal = null;
+        this.map    = null;
+        this.ref    = null;
+        this.node   = null;
+        this.index  = null;
+
+    }
+
+    Normal.prototype.getNormal = function ( node ){
+
+        if ( this.node && this.normal && this.map && this.ref ) {
+
+            return this.normal;
+
+        } else {
+
+            this._parseText( node );
+            return this.normal;
+        }
+
+    };
+
+    // mappingType: possible variant
+    //      ByPolygon
+    //      ByPolygonVertex
+    //      ByVertex (or also ByVertice, as the Blender exporter writes)
+    //      ByEdge
+    //      AllSame
+    //    var mappingType = node.properties.MappingInformationType;
+    Normal.prototype.getMap = function ( node ){
+
+        if ( this.node && this.normal && this.map && this.ref ) {
+
+            return this.map;
+
+        } else {
+
+            this._parseText( node );
+            return this.map;
+        }
+
+    };
+
+    // refType: possible variants
+    //      Direct
+    //      IndexToDirect (or Index for older versions)
+    // var refType     = node.properties.ReferenceInformationType;
+    Normal.prototype.getRef = function ( node ){
+
+        if ( this.node && this.normal && this.map && this.ref ) {
+
+            return this.ref;
+
+        } else {
+
+            this._parseText( node );
+            return this.ref;
+        }
+
+    };
+
+    Normal.prototype.getNode = function ( node ){
+
+        if ( this.node ){
+            return this.node;
+        }
+
+        this.node = node.subNodes.LayerElementNormal;
+        return this.node;
+
+    };
+
+    Normal.prototype._parseText = function ( node ) {
+
+        var normalNode  = this.getNode( node );
+
+        if ( normalNode === undefined ){
+            console.warn( 'node: ' + node.attrName + "(" + node.id + ") does not have LayerElementNormal" );
+            return;
+        }
+
+        var mappingType = normalNode.properties.MappingInformationType;
+        var refType     = normalNode.properties.ReferenceInformationType;
+
+        var rawTextNormals = normalNode.subNodes.Normals.properties.a;
+        this.normal  = toFloat( rawTextNormals.split( ',' ) );
+
+        // TODO: normalize notation shaking, vertex / vertice... blender...
+        this.map    = mappingType;
+        this.ref    = refType;
+
+    };
+
+    Normal.prototype.parse = function ( topnode, geo ) {
+
+        var normals     = this.getNormal( topnode );
+        var normalNode  = this.getNode( topnode );
+        var mappingType = this.getMap( topnode );
+        var refType     = this.getRef( topnode );
+
+        var indices     = geo.getPolygonVertexIndices( topnode );
+        var strides     = geo.getPolygonTopologyArray( topnode );
+
+        // it means that there is a normal for every vertex of every polygon of the model.
+        // For example, if the models has 8 vertices that make up four quads, then there
+        // will be 16 normals (one normal * 4 polygons * 4 vertices of the polygon). Note
+        // that generally a game engine needs the vertices to have only one normal defined.
+        // So, if you find a vertex has more tha one normal, you can either ignore the normals
+        // you find after the first, or calculate the mean from all of them (normal smoothing).
+        //if ( mappingType == "ByPolygonVertex" ){
+        switch ( mappingType ) {
+
+            case "ByPolygonVertex":
+
+                switch ( refType ) {
+
+                    // Direct
+                    // The normals are in order.
+                    case "Direct":
+                        normals = this.parseNormal_ByPolygonVertex_Direct( normals, indices, strides, 3 );
+                        break;
+
+                    // IndexToDirect
+                    // The order of the normals is given by the NormalsIndex property.
+                    case "IndexToDirect":
+                        normals = this.parseNormal_ByPolygonVertex_IndexToDirect();
+                        break;
+
+                }
+                break;
+
+            case "ByPolygon":
+
+                switch ( refType ) {
+
+                    // Direct
+                    // The normals are in order.
+                    case "Direct":
+                        normals = this.parseNormal_ByPolygon_Direct();
+                        break;
+
+                    // IndexToDirect
+                    // The order of the normals is given by the NormalsIndex property.
+                    case "IndexToDirect":
+                        normals = this.parseNormal_ByPolygon_IndexToDirect();
+                        break;
+
+                }
+                break;
+        }
+
+        return normals;
+
+    };
+
+    Normal.prototype.parseNormal_ByPolygonVertex_Direct = function ( node, indices, strides, itemSize ) {
+
+        return parse_Data_ByPolygonVertex_Direct( node, indices, strides, itemSize );
+
+    };
+
+    Normal.prototype.parseNormal_ByPolygonVertex_IndexToDirect = function ( node ) {
+
+        console.warn( "not implemented" );
+        return node;
+
+    };
+
+    Normal.prototype.parseNormal_ByPolygon_Direct = function ( node ) {
+
+        console.warn( "not implemented" );
+        return node;
+
+    };
+
+    Normal.prototype.parseNormal_ByPolygon_IndexToDirect = function ( node ) {
+
+        console.warn( "not implemented" );
+        return node;
+
+    };
+
+    Normal.prototype.parseNormal_ByVertex_Direct = function ( node ) {
+
+        console.warn( "not implemented" );
+        return node;
+
+    };
+
+    function AnimationCurve () {
+
+        this.version = null;
+
+        this.id         = null;
+        this.internalId = null;
+        this.times      = null;
+        this.values     = null;
+
+        this.attrFlag   = null;  // tangeant
+        this.attrData   = null;  // slope, weight
+
+    }
+
+    AnimationCurve.prototype.fromNode = function ( curveNode ){
+
+        this.id         = curveNode.id;
+        this.internalId = curveNode.id;
+        this.times      = curveNode.subNodes.KeyTime.properties.a;
+        this.values     = curveNode.subNodes.KeyValueFloat.properties.a;
+
+        this.attrFlag   = curveNode.subNodes.KeyAttrFlags.properties.a;
+        this.attrData   = curveNode.subNodes.KeyAttrDataFloat.properties.a;
+
+        this.times      = toFloat( this.times.split(    ',' ) );
+        this.values     = toFloat( this.values.split(   ',' ) );
+        this.attrData   = toFloat( this.attrData.split( ',' ) );
+        this.attrFlag   = toInt(   this.attrFlag.split( ',' ) );
+
+        this.times = this.times.map( function ( element ) {
+            return FBXTimeToSeconds( element );
+        } );
+
+        return this;
+
+    };
+
+    AnimationCurve.prototype.getLength = function () {
+
+        return this.times[ this.times.length - 1 ];
+    };
+
+    function AnimationNode (){
+
+        this.id                  = null;
+        this.attr                = null;  // S, R, T
+        this.attrX               = false;
+        this.attrY               = false;
+        this.attrZ               = false;
+        this.internalId          = null;
+        this.containerInternalId = null;  // bone, null etc Id
+        this.containerBoneId     = null;  // bone, null etc Id
+        this.curveIdx            = null;  // AnimationCurve's indices
+        this.curves              = [];    // AnimationCurve refs
+
+    }
+
+    AnimationNode.prototype.fromNode = function ( allNodes, node, bones ){
+
+        this.id          = node.id;
+        this.attr        = node.attrName;
+        this.internalId  = node.id;
+
+        if ( this.attr.match( /S|R|T/ ) ){
+            for ( var attrKey in node.properties ){
+                if ( attrKey.match( /X/ )) { this.attrX = true; }
+                if ( attrKey.match( /Y/ )) { this.attrY = true; }
+                if ( attrKey.match( /Z/ )) { this.attrZ = true; }
+            }
+
+        } else {
+            // may be deform percent nodes
+            return null;
+        }
+
+        this.containerIndices = allNodes.searchConnectionParent( this.id );
+        this.curveIdx    = allNodes.searchConnectionChildren( this.id );
+
+        for ( var i = this.containerIndices.length - 1; i>=0;  --i) {
+
+            var boneId = bones.searchRealId( this.containerIndices[ i ] );
+            if ( boneId >= 0 ) {
+
+                this.containerBoneId = boneId;
+                this.containerId = this.containerIndices [ i ];
+            }
+
+            if ( boneId >= 0 ){ break; }
+        }
+        // this.containerBoneId = bones.searchRealId( this.containerIndices );
+
+        return this;
+
+    };
+
+    AnimationNode.prototype.setCurve = function ( curve ){
+        this.curves.push( curve );
+
+    };
+
+    function Animation () {
+
+        this.curves = {};
+        this.length = 0.0;
+        this.fps    = 30.0;
+        this.frames = 0.0;
+
+    }
+
+    Animation.prototype.parse = function ( node, bones ) {
+
+        var rawNodes  = node.Objects.subNodes.AnimationCurveNode;
+        var rawCurves = node.Objects.subNodes.AnimationCurve;
+
+        // first: expand AnimationCurveNode into curve nodes
+        var curveNodes = [];
+        for ( var key in rawNodes ) {
+
+            if ( key.match( /\d+/ ) ){
+                var a = ( new AnimationNode() ).fromNode( node, rawNodes[ key ], bones );
+                curveNodes.push( a );
+            }
+
+        }
+
+        // second: gen dict, mapped by internalId
+        var tmp = {};
+        for (var i=0; i < curveNodes.length; ++i) {
+            if( curveNodes[i] === null ){ continue; }
+
+            tmp[ curveNodes[i].id ] = curveNodes[i];
+        }
+
+        // third: insert curves into the dict 
+        var ac = [];
+        var max = 0.0;
+        for ( key in rawCurves ) {
+
+            if ( key.match( /\d+/ ) ){
+                var c = ( new AnimationCurve() ).fromNode( rawCurves[key] );
+                ac.push( c );
+                max = c.getLength() ? c.getLength() : max;
+
+                var parentId = node.searchConnectionParent( c.id )[ 0 ];
+                var axis = node.searchConnectionType( c.id, parentId );
+
+                if ( axis.match( /X/ ) ){ axis = 'x'; }
+                if ( axis.match( /Y/ ) ){ axis = 'y'; }
+                if ( axis.match( /Z/ ) ){ axis = 'z'; }
+
+                tmp[ parentId ].curves[ axis ] =  c;
+            }
+
+        }
+
+        // forth: 
+        for ( var t in tmp ){
+            var id = tmp[ t ].containerBoneId;
+            if( this.curves[ id ] === undefined ){
+                this.curves[ id ] = {};
+            }
+
+            this.curves[ id ][ tmp[ t ].attr ] = tmp[ t ];
+        }
+
+        this.length = max;
+        this.frames = this.length * this.fps;
+
+        return this;
+
+    };
+
+
+    function Textures () {
+
+        this.textures  = [];
+        this.perGeoMap = {};
+
+    }
+
+    Textures.prototype.add = function ( tex ){
+
+        if ( this.textures === undefined ) {
+            this.textures = [];
+        }
+
+        this.textures.push( tex );
+
+        for (var  i=0;  i < tex.parentIds.length; ++ i) {
+            
+            if ( this.perGeoMap[ tex.parentIds[ i ] ] === undefined ){
+
+                this.perGeoMap[ tex.parentIds[ i ] ] = [];
+
+            }
+
+            this.perGeoMap[ tex.parentIds[ i ] ].push( this.textures[ this.textures.length - 1 ] );
+
+        }
+
+    };
+
+    Textures.prototype.parse = function ( node, bones ){
+
+        var rawNodes = node.Objects.subNodes.Texture;
+
+        for ( var n in rawNodes ) {
+            var tex = ( new Texture() ).parse( rawNodes[ n ], node );
+            this.add( tex );
+        }
+
+        return this;
+
+    };
+
+    Textures.prototype.getById = function ( id ) {
+
+        return this.perGeoMap[ id ];
+    };
+
+    function Texture () {
+
+        this.fileName  = "";
+        this.name      = "";
+        this.id        = null;
+        this.parentIds = [];
+
+    }
+
+    Texture.prototype.parse = function ( node, nodes ){
+        
+        this.id = node.id;
+        this.name = node.attrName;
+        this.fileName = this.parseFileName( node.properties.FileName );
+
+        this.parentIds = this.searchParents( this.id, nodes );
+
+        return this;
+
+    };
+
+    // TODO: support directory 
+    Texture.prototype.parseFileName = function ( fname ) {
+
+        if ( fname === undefined ){ return ""; }
+
+        // ignore directory structure, flatten path
+        var splitted = fname.split( /[\\\/]/ );
+        if ( splitted.length > 0 ){
+
+            return splitted[ splitted.length - 1 ];
+
+        } else {
+
+            return fname;
+
+        }
+
+    };
+
+    Texture.prototype.searchParents = function ( id, nodes ) {
+
+        var p = nodes.searchConnectionParent( id );
+
+        return p;
+    };
+
+
+    /* --------------------------------------------------------------------- */
+    /* --------------------------------------------------------------------- */
+    /* --------------------------------------------------------------------- */
+    /* --------------------------------------------------------------------- */
+
+    function loadTextureImage ( texture, url ) {
+        
+        var loader = new THREE.ImageLoader();
+
+        loader.load( url, function ( image ) {
+            
+
+        } );
+
+        loader.load( url, function( image ) {
+
+                texture.image = image;
+                texture.needUpdate = true;
+                console.log( 'tex load done' );
+
+            },
+
+            // Function called when download progresses
+            function ( xhr ) {
+                console.log( (xhr.loaded / xhr.total * 100) + '% loaded' );
+            },
+
+            // Function called when download errors
+            function ( xhr ) {
+                console.log( 'An error happened' );
+            }
+        );
+
+    }
+
+    // LayerElementUV: 0 {
+    // 	Version: 101
+    //	Name: "Texture_Projection"
+    //	MappingInformationType: "ByPolygonVertex"
+    //	ReferenceInformationType: "IndexToDirect"
+    //	UV: *1746 {
+    //	UVIndex: *7068 {
+    //
+    //	The order of the uvs is given by the UVIndex property.
+    function parse_Data_ByPolygonVertex_IndexToDirect( node, indices, itemSize ) {
+
+        var res = [];
+
+        for (var i=0; i < indices.length; ++i ) {
+
+            for (var j=0; j < itemSize; ++j) {
+
+                res.push( node[ ( indices[i] * itemSize ) + j ] );
+                
+            }
+
+        }
+
+        return res;
+
+    }
+
+
+    // what want: normal per vertex, order vertice
+    // i have: normal per polygon
+    // i have: indice per polygon
+    parse_Data_ByPolygonVertex_Direct = function ( node, indices, strides, itemSize ) {
+
+        // *21204 > 3573
+        // Geometry: 690680816, "Geometry::", "Mesh" {
+        //  Vertices: *3573 {
+        //  PolygonVertexIndex: *7068 {
+
+        var tmp = [];
+        var currentIndex = 0;
+
+        // first: sort to per vertex
+        for (var i=0; i < indices.length; ++i) {
+
+            tmp[ indices[i] ] = [];
+
+            // TODO: duped entry? blend or something?
+            for ( var s=0; s < itemSize; ++s ){
+
+                tmp[ indices[i] ][ s ] = node[ currentIndex + s ];
+
+            }
+
+            currentIndex += itemSize;
+
+        }
+
+        // second: expand x,y,z into serial array
+        var res = [];
+        for ( var jj=0; jj < tmp.length; ++jj) {
+            if ( tmp[jj] === undefined ){ continue; }
+
+            for ( var t=0; t < itemSize; ++t ){
+                if ( tmp[jj][t] === undefined ){ continue; }
+                res.push( tmp[jj][t] );
+            }
+        }
+
+        return res;
+
+    };
+
+    // convert from by polygon(vert) data into by verts data
+    function mapByPolygonVertexToByVertex( data, indices, stride ) {
+
+        var tmp = {};
+        var res = [];
+        var max = 0;
+
+        for ( var i=0; i < indices.length; ++i ) {
+            if ( indices[i] in tmp ){ continue; }
+
+            tmp[ indices[i] ] = {};
+
+            for (var j=0; j < stride; ++j) {
+                tmp[ indices[i] ][ j ] = data[ i*stride + j];
+            }
+
+            max =  max < indices[i] ? indices[i] : max;
+        }
+
+        try {
+            for ( i=0; i <= max; i++ ){
+
+                for ( var s=0; s < stride; s++ ){
+                    res.push( tmp[ i ][ s ] );
+                }
+
+            }
+        } catch (e) {
+            //console.log( max );
+            //console.log( tmp );
+            //console.log( i );
+            //console.log( e );
+        }
+
+        return res;
+
+    }
+
+    // AUTODESK uses broken clock. i guess
+    var FBXTimeToSeconds =  function( adskTime ){
+        return adskTime / 46186158000;
+    };
+
+    degToRad = function ( degrees ) {
+        return degrees * Math.PI / 180;
+    };
+
+    radToDeg = function ( radians ) {
+        return radians * 180 / Math.PI;
+    };
+
+    quatFromVec = function ( x, y, z ){
+        var euler = new THREE.Euler( x, y, z, 'ZYX' );
+        var quat  = new THREE.Quaternion();
+        quat.setFromEuler( euler );
+
+        return quat;
+    };
+
+
+    // extend Array.prototype ?  ....uuuh
+    toInt = function ( arr ) {
+        return arr.map( function ( element ) { return parseInt( element ); } );
+    };
+
+    toFloat = function ( arr ) {
+        return arr.map( function ( element ) { return parseFloat( element ); } );
+    };
+
+    toRad = function ( arr ){
+        return arr.map( function ( element ) { return degToRad( element ); } );
+    };
+
+    toMat44 = function ( arr ) {
+        var mat = new THREE.Matrix4();
+        mat.set(
+            arr[ 0], arr[ 4], arr[ 8], arr[12],
+            arr[ 1], arr[ 5], arr[ 9], arr[13],
+            arr[ 2], arr[ 6], arr[10], arr[14],
+            arr[ 3], arr[ 7], arr[11], arr[15]
+        );
+
+        /*
+        mat.set(
+            arr[ 0], arr[ 1], arr[ 2], arr[ 3],
+            arr[ 4], arr[ 5], arr[ 6], arr[ 7],
+            arr[ 8], arr[ 9], arr[10], arr[11],
+            arr[12], arr[13], arr[14], arr[15]
+        );
+        // */
+        return mat;
+    };
+
+} )();

BIN
examples/models/fbx/Char_UV_Texture.gif


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+ 617 - 0
examples/models/fbx/xsi_man.fbx


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+ 544 - 0
examples/models/fbx/xsi_man_skinning.fbx


+ 203 - 0
examples/webgl_loader_fbx.html

@@ -0,0 +1,203 @@
+<html lang="en">
+	<head>
+		<title>three.js webgl - loaders - FBX loader</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
+		<style>
+			body {
+				font-family: Monospace;
+				background-color: #000;
+				color: #fff;
+				margin: 0px;
+				overflow: hidden;
+			}
+			#info {
+				color: #fff;
+				position: absolute;
+				top: 10px;
+				width: 100%;
+				text-align: center;
+				z-index: 100;
+				display:block;
+			}
+			#info a, .button { color: #f00; font-weight: bold; text-decoration: underline; cursor: pointer }
+		</style>
+	</head>
+
+	<body>
+		<div id="info">
+		<a href="http://threejs.org" target="_blank">three.js</a> - FBXLoader test
+		</div>
+
+		<script src="../build/three.min.js"></script>
+
+        <script src="js/controls/OrbitControls.js"></script>
+
+        <script src="js/loaders/FBXLoader.js"></script>
+
+		<script src="js/Detector.js"></script>
+		<script src="js/libs/stats.min.js"></script>
+
+		<script>
+
+			if ( ! Detector.webgl ) Detector.addGetWebGLMessage();
+
+			var container, stats, controls;
+			var camera, scene, renderer;
+
+            var clock = new THREE.Clock();
+
+            var mixers = [];
+
+			init();
+
+
+			function init() {
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				camera = new THREE.PerspectiveCamera( 45, window.innerWidth / window.innerHeight, 1, 2000 );
+
+				scene = new THREE.Scene();
+
+                //////////////////////////////////////////////////////////////
+				// Grid
+
+				var size = 14, step = 1;
+
+				var geometry = new THREE.Geometry();
+				var material = new THREE.LineBasicMaterial( { color: 0x303030 } );
+
+				for ( var i = - size; i <= size; i += step ) {
+
+					geometry.vertices.push( new THREE.Vector3( - size, - 0.04, i ) );
+					geometry.vertices.push( new THREE.Vector3(   size, - 0.04, i ) );
+
+					geometry.vertices.push( new THREE.Vector3( i, - 0.04, - size ) );
+					geometry.vertices.push( new THREE.Vector3( i, - 0.04,   size ) );
+
+				}
+
+				var line = new THREE.LineSegments( geometry, material );
+				scene.add( line );
+
+                //////////////////////////////////////////////////////////////
+				// Lights
+                scene.add( new THREE.AmbientLight( 0xcccccc ) );
+
+                //////////////////////////////////////////////////////////////
+                // stats
+				stats = new Stats();
+				stats.domElement.style.position = 'absolute';
+				stats.domElement.style.top = '0px';
+                container.appendChild( stats.domElement );
+
+
+                //////////////////////////////////////////////////////////////
+				// model
+				var manager = new THREE.LoadingManager();
+				manager.onProgress = function ( item, loaded, total ) {
+
+					console.log( item, loaded, total );
+
+				};
+
+				var onProgress = function ( xhr ) {
+					if ( xhr.lengthComputable ) {
+						var percentComplete = xhr.loaded / xhr.total * 100;
+						console.log( Math.round(percentComplete, 2) + '% downloaded' );
+					}
+				};
+
+				var onError = function ( xhr ) {
+				};
+
+                var loader = new THREE.FBXLoader( manager );
+				loader.load( 'models/fbx/xsi_man_skinning.fbx', function ( object ) {
+
+					object.traverse( function ( child ) {
+
+						if ( child instanceof THREE.Mesh ) {
+
+							// pass
+
+                        }
+
+						if ( child instanceof THREE.SkinnedMesh ) {
+
+                            if ( child.geometry.animations !== undefined || child.geometry.morphAnimations !== undefined ) {
+
+                                child.mixer = new THREE.AnimationMixer( child );
+                                mixers.push( child.mixer );
+
+                                var action = child.mixer.clipAction( child.geometry.animations[0] );
+                                action.play();
+
+                            }
+
+
+                        }
+
+
+					} );
+                    scene.add( object );
+
+
+                }, onProgress, onError );
+
+                //////////////////////////////////////////////////////////////
+				renderer = new THREE.WebGLRenderer();
+				renderer.setPixelRatio( window.devicePixelRatio );
+                renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.setClearColor( 0x000000 );
+                container.appendChild( renderer.domElement );
+
+                //////////////////////////////////////////////////////////////
+                // controls, camera
+                controls = new THREE.OrbitControls( camera, renderer.domElement );
+                controls.target.set( 0, 12, 0 );
+				camera.position.set( 2, 18, 28 );
+				camera.lookAt( new THREE.Vector3( 0, 15, 0 ) );
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+                animate();
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			//
+            function animate() {
+
+                requestAnimationFrame( animate );
+
+                if( mixers.length > 0 ){
+                    for ( var i=0; i < mixers.length; i++ ){
+                        mixers[i].update( clock.getDelta() );
+
+                    }
+
+                }
+
+				controls.update();
+                stats.update();
+				render();
+
+			}
+
+			function render() {
+				renderer.render( scene, camera );
+			}
+
+		</script>
+
+	</body>
+</html>

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