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@@ -0,0 +1,4186 @@
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+/**
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+ * @author Kyle-Larson https://github.com/Kyle-Larson
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+ * @author Takahiro https://github.com/takahirox
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+ * @author Lewy Blue https://github.com/looeee
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+ *
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+ * Loader loads FBX file and generates Group representing FBX scene.
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+ * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format
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+ * Versions lower than this may load but will probably have errors
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+ *
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+ * Needs Support:
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+ * Morph normals / blend shape normals
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+ *
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+ * FBX format references:
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+ * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
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+ * http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
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+ *
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+ * Binary format specification:
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+ * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
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+ */
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+
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+import {
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+ AmbientLight,
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+ AnimationClip,
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+ Bone,
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+ BufferAttribute,
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+ BufferGeometry,
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+ ClampToEdgeWrapping,
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+ Color,
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+ DefaultLoadingManager,
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+ DirectionalLight,
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+ EquirectangularReflectionMapping,
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+ Euler,
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+ FileLoader,
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+ Float32BufferAttribute,
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+ Group,
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+ Line,
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+ LineBasicMaterial,
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+ Loader,
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+ LoaderUtils,
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+ Math as _Math,
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+ Matrix3,
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+ Matrix4,
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+ Mesh,
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+ MeshLambertMaterial,
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+ MeshPhongMaterial,
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+ NumberKeyframeTrack,
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+ Object3D,
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+ OrthographicCamera,
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+ PerspectiveCamera,
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+ PointLight,
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+ PropertyBinding,
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+ Quaternion,
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+ QuaternionKeyframeTrack,
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+ RepeatWrapping,
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+ Skeleton,
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+ SkinnedMesh,
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+ SpotLight,
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+ Texture,
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+ TextureLoader,
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+ Uint16BufferAttribute,
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+ Vector3,
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+ Vector4,
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+ VectorKeyframeTrack,
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+ VertexColors
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+} from "../../../build/three.module.js";
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+import { TGALoader } from "../loaders/TGALoader.js";
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+import { NURBSCurve } from "../curves/NURBSCurve.js";
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+
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+
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+var FBXLoader = ( function () {
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+
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+ var fbxTree;
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+ var connections;
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+ var sceneGraph;
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+
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+ function FBXLoader( manager ) {
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+
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+ this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
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+
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+ }
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+
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+ FBXLoader.prototype = {
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+
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+ constructor: FBXLoader,
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+
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+ crossOrigin: 'anonymous',
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+
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+ load: function ( url, onLoad, onProgress, onError ) {
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+
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+ var self = this;
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+
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+ var path = ( self.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : self.path;
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+
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+ var loader = new FileLoader( this.manager );
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+ loader.setPath( self.path );
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+ loader.setResponseType( 'arraybuffer' );
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+
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+ loader.load( url, function ( buffer ) {
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+
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+ try {
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+
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+ onLoad( self.parse( buffer, path ) );
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+
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+ } catch ( error ) {
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+
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+ setTimeout( function () {
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+
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+ if ( onError ) onError( error );
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+
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+ self.manager.itemError( url );
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+
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+ }, 0 );
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+
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+ }
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+
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+ }, onProgress, onError );
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+
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+ },
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+
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+ setPath: function ( value ) {
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+
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+ this.path = value;
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+ return this;
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+
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+ },
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+
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+ setResourcePath: function ( value ) {
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+
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+ this.resourcePath = value;
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+ return this;
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+
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+ },
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+
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+ setCrossOrigin: function ( value ) {
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+
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+ this.crossOrigin = value;
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+ return this;
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+
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+ },
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+
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+ parse: function ( FBXBuffer, path ) {
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+
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+ if ( isFbxFormatBinary( FBXBuffer ) ) {
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+
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+ fbxTree = new BinaryParser().parse( FBXBuffer );
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+
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+ } else {
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+
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+ var FBXText = convertArrayBufferToString( FBXBuffer );
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+
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+ if ( ! isFbxFormatASCII( FBXText ) ) {
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+
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+ throw new Error( 'THREE.FBXLoader: Unknown format.' );
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+
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+ }
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+
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+ if ( getFbxVersion( FBXText ) < 7000 ) {
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+
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+ throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
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+
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+ }
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+
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+ fbxTree = new TextParser().parse( FBXText );
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+
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+ }
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+
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+ // console.log( fbxTree );
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+
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+ var textureLoader = new TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
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+
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+ return new FBXTreeParser( textureLoader ).parse( fbxTree );
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+
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+ }
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+
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+ };
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+
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+ // Parse the FBXTree object returned by the BinaryParser or TextParser and return a Group
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+ function FBXTreeParser( textureLoader ) {
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+
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+ this.textureLoader = textureLoader;
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+
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+ }
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+
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+ FBXTreeParser.prototype = {
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+
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+ constructor: FBXTreeParser,
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+
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+ parse: function () {
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+
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+ connections = this.parseConnections();
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+
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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().parse( deformers );
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+
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+ this.parseScene( deformers, geometryMap, materials );
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+
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+ return sceneGraph;
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+
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+ },
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+
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+ // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
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+ // and details the connection type
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+ parseConnections: function () {
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+
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+ var connectionMap = new Map();
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+
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+ if ( 'Connections' in fbxTree ) {
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+
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+ var rawConnections = fbxTree.Connections.connections;
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+
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+ rawConnections.forEach( function ( rawConnection ) {
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+
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+ var fromID = rawConnection[ 0 ];
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+ var toID = rawConnection[ 1 ];
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+ var relationship = rawConnection[ 2 ];
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+
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+ if ( ! connectionMap.has( fromID ) ) {
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+
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+ connectionMap.set( fromID, {
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+ parents: [],
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+ children: []
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+ } );
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+
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+ }
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+
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+ var parentRelationship = { ID: toID, relationship: relationship };
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+ connectionMap.get( fromID ).parents.push( parentRelationship );
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+
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+ if ( ! connectionMap.has( toID ) ) {
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+
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+ connectionMap.set( toID, {
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+ parents: [],
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+ children: []
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+ } );
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+
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+ }
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+
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+ var childRelationship = { ID: fromID, relationship: relationship };
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+ connectionMap.get( toID ).children.push( childRelationship );
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+
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+ } );
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+
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+ }
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+
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+ return connectionMap;
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+
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+ },
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+
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+ // Parse FBXTree.Objects.Video for embedded image data
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+ // These images are connected to textures in FBXTree.Objects.Textures
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+ // via FBXTree.Connections.
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+ parseImages: function () {
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+
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+ var images = {};
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+ var blobs = {};
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+
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+ if ( 'Video' in fbxTree.Objects ) {
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+
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+ var videoNodes = fbxTree.Objects.Video;
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+
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+ for ( var nodeID in videoNodes ) {
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+
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+ var videoNode = videoNodes[ nodeID ];
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+
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+ var id = parseInt( nodeID );
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+
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+ images[ id ] = videoNode.RelativeFilename || videoNode.Filename;
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+
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+ // raw image data is in videoNode.Content
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+ if ( 'Content' in videoNode ) {
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+
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+ var arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );
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+ var base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );
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+
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+ if ( arrayBufferContent || base64Content ) {
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+
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+ var image = this.parseImage( videoNodes[ nodeID ] );
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+
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+ blobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ for ( var id in images ) {
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+
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+ var filename = images[ id ];
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+
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+ if ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];
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+ else images[ id ] = images[ id ].split( '\\' ).pop();
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+
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+ }
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+
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+ return images;
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+
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+ },
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+
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+ // Parse embedded image data in FBXTree.Video.Content
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+ parseImage: function ( videoNode ) {
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+
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+ var content = videoNode.Content;
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+ var fileName = videoNode.RelativeFilename || videoNode.Filename;
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+ var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
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+
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+ var type;
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+
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+ switch ( extension ) {
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+
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+ case 'bmp':
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+
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+ type = 'image/bmp';
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+ break;
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+
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+ case 'jpg':
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+ case 'jpeg':
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+
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+ type = 'image/jpeg';
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+ break;
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+
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+ case 'png':
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+
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+ type = 'image/png';
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+ break;
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+
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+ case 'tif':
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+
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+ type = 'image/tiff';
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+ break;
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+
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+ case 'tga':
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+
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+ if ( typeof TGALoader !== 'function' ) {
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+
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+ console.warn( 'FBXLoader: TGALoader is required to load TGA textures' );
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+ return;
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+
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+ } else {
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+
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+ if ( Loader.Handlers.get( '.tga' ) === null ) {
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+
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+ var tgaLoader = new TGALoader();
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+ tgaLoader.setPath( this.textureLoader.path );
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+
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+ Loader.Handlers.add( /\.tga$/i, tgaLoader );
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+
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+ }
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+
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+ type = 'image/tga';
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+ break;
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+
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+ }
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+
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+ default:
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+
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+ console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
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+ return;
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+
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+ }
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+
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+ if ( typeof content === 'string' ) { // ASCII format
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+
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+ return 'data:' + type + ';base64,' + content;
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+
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+ } else { // Binary Format
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+
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+ var array = new Uint8Array( content );
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+ return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
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+
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+ }
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+
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+ },
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+
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+ // Parse nodes in FBXTree.Objects.Texture
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+ // These contain details such as UV scaling, cropping, rotation etc and are connected
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+ // to images in FBXTree.Objects.Video
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+ parseTextures: function ( images ) {
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+
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+ var textureMap = new Map();
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+
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+ if ( 'Texture' in fbxTree.Objects ) {
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+
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+ var textureNodes = fbxTree.Objects.Texture;
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+ for ( var nodeID in textureNodes ) {
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+
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+ var texture = this.parseTexture( textureNodes[ nodeID ], images );
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+ textureMap.set( parseInt( nodeID ), texture );
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+
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+ }
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+
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+ }
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+
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+ return textureMap;
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+
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+ },
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+
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+ // Parse individual node in FBXTree.Objects.Texture
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+ parseTexture: function ( textureNode, images ) {
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+
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+ var texture = this.loadTexture( textureNode, images );
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+
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+ texture.ID = textureNode.id;
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+
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+ texture.name = textureNode.attrName;
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+
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+ var wrapModeU = textureNode.WrapModeU;
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+ var wrapModeV = textureNode.WrapModeV;
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+
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+ var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
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+ var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
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+
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+ // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
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+ // 0: repeat(default), 1: clamp
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+
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+ texture.wrapS = valueU === 0 ? RepeatWrapping : ClampToEdgeWrapping;
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+ texture.wrapT = valueV === 0 ? RepeatWrapping : ClampToEdgeWrapping;
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+
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+ if ( 'Scaling' in textureNode ) {
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+
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+ var values = textureNode.Scaling.value;
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+
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+ texture.repeat.x = values[ 0 ];
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+ texture.repeat.y = values[ 1 ];
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+
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+ }
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+
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+ return texture;
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+
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+ },
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+
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+ // load a texture specified as a blob or data URI, or via an external URL using TextureLoader
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+ loadTexture: function ( textureNode, images ) {
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+
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+ var fileName;
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+
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+ var currentPath = this.textureLoader.path;
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+
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+ var children = connections.get( textureNode.id ).children;
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+
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+ if ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {
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+
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+ fileName = images[ children[ 0 ].ID ];
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+
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+ if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
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+
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+ this.textureLoader.setPath( undefined );
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+
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+ }
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+
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+ }
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+
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+ var texture;
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+
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+ var extension = textureNode.FileName.slice( - 3 ).toLowerCase();
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+
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+ if ( extension === 'tga' ) {
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+
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+ var loader = Loader.Handlers.get( '.tga' );
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+
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+ if ( loader === null ) {
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+
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|
|
+ console.warn( 'FBXLoader: TGALoader not found, creating empty placeholder texture for', fileName );
|
|
|
+ texture = new Texture();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ texture = loader.load( fileName );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( extension === 'psd' ) {
|
|
|
+
|
|
|
+ console.warn( 'FBXLoader: PSD textures are not supported, creating empty placeholder texture for', fileName );
|
|
|
+ texture = new Texture();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ texture = this.textureLoader.load( fileName );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.textureLoader.setPath( currentPath );
|
|
|
+
|
|
|
+ return texture;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Parse nodes in FBXTree.Objects.Material
|
|
|
+ parseMaterials: function ( textureMap ) {
|
|
|
+
|
|
|
+ var materialMap = new Map();
|
|
|
+
|
|
|
+ if ( 'Material' in fbxTree.Objects ) {
|
|
|
+
|
|
|
+ var materialNodes = fbxTree.Objects.Material;
|
|
|
+
|
|
|
+ for ( var nodeID in materialNodes ) {
|
|
|
+
|
|
|
+ var material = this.parseMaterial( materialNodes[ nodeID ], textureMap );
|
|
|
+
|
|
|
+ if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return materialMap;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Parse single node in FBXTree.Objects.Material
|
|
|
+ // Materials are connected to texture maps in FBXTree.Objects.Textures
|
|
|
+ // FBX format currently only supports Lambert and Phong shading models
|
|
|
+ parseMaterial: function ( materialNode, textureMap ) {
|
|
|
+
|
|
|
+ var ID = materialNode.id;
|
|
|
+ var name = materialNode.attrName;
|
|
|
+ var type = materialNode.ShadingModel;
|
|
|
+
|
|
|
+ // Case where FBX wraps shading model in property object.
|
|
|
+ if ( typeof type === 'object' ) {
|
|
|
+
|
|
|
+ type = type.value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Ignore unused materials which don't have any connections.
|
|
|
+ if ( ! connections.has( ID ) ) return null;
|
|
|
+
|
|
|
+ var parameters = this.parseParameters( materialNode, textureMap, ID );
|
|
|
+
|
|
|
+ var material;
|
|
|
+
|
|
|
+ switch ( type.toLowerCase() ) {
|
|
|
+
|
|
|
+ case 'phong':
|
|
|
+ material = new MeshPhongMaterial();
|
|
|
+ break;
|
|
|
+ case 'lambert':
|
|
|
+ material = new MeshLambertMaterial();
|
|
|
+ break;
|
|
|
+ default:
|
|
|
+ console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
|
|
|
+ material = new MeshPhongMaterial();
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ material.setValues( parameters );
|
|
|
+ material.name = name;
|
|
|
+
|
|
|
+ return material;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Parse FBX material and return parameters suitable for a three.js material
|
|
|
+ // Also parse the texture map and return any textures associated with the material
|
|
|
+ parseParameters: function ( materialNode, textureMap, ID ) {
|
|
|
+
|
|
|
+ var parameters = {};
|
|
|
+
|
|
|
+ if ( materialNode.BumpFactor ) {
|
|
|
+
|
|
|
+ parameters.bumpScale = materialNode.BumpFactor.value;
|
|
|
+
|
|
|
+ }
|
|
|
+ if ( materialNode.Diffuse ) {
|
|
|
+
|
|
|
+ parameters.color = new Color().fromArray( materialNode.Diffuse.value );
|
|
|
+
|
|
|
+ } else if ( materialNode.DiffuseColor && materialNode.DiffuseColor.type === 'Color' ) {
|
|
|
+
|
|
|
+ // The blender exporter exports diffuse here instead of in materialNode.Diffuse
|
|
|
+ parameters.color = new Color().fromArray( materialNode.DiffuseColor.value );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( materialNode.DisplacementFactor ) {
|
|
|
+
|
|
|
+ parameters.displacementScale = materialNode.DisplacementFactor.value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( materialNode.Emissive ) {
|
|
|
+
|
|
|
+ parameters.emissive = new Color().fromArray( materialNode.Emissive.value );
|
|
|
+
|
|
|
+ } else if ( materialNode.EmissiveColor && materialNode.EmissiveColor.type === 'Color' ) {
|
|
|
+
|
|
|
+ // The blender exporter exports emissive color here instead of in materialNode.Emissive
|
|
|
+ parameters.emissive = new Color().fromArray( materialNode.EmissiveColor.value );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( materialNode.EmissiveFactor ) {
|
|
|
+
|
|
|
+ parameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( materialNode.Opacity ) {
|
|
|
+
|
|
|
+ parameters.opacity = parseFloat( materialNode.Opacity.value );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( parameters.opacity < 1.0 ) {
|
|
|
+
|
|
|
+ parameters.transparent = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( materialNode.ReflectionFactor ) {
|
|
|
+
|
|
|
+ parameters.reflectivity = materialNode.ReflectionFactor.value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( materialNode.Shininess ) {
|
|
|
+
|
|
|
+ parameters.shininess = materialNode.Shininess.value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( materialNode.Specular ) {
|
|
|
+
|
|
|
+ parameters.specular = new Color().fromArray( materialNode.Specular.value );
|
|
|
+
|
|
|
+ } else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {
|
|
|
+
|
|
|
+ // The blender exporter exports specular color here instead of in materialNode.Specular
|
|
|
+ parameters.specular = new Color().fromArray( materialNode.SpecularColor.value );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var self = this;
|
|
|
+ connections.get( ID ).children.forEach( function ( child ) {
|
|
|
+
|
|
|
+ var type = child.relationship;
|
|
|
+
|
|
|
+ switch ( type ) {
|
|
|
+
|
|
|
+ case 'Bump':
|
|
|
+ parameters.bumpMap = self.getTexture( textureMap, child.ID );
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'Maya|TEX_ao_map':
|
|
|
+ parameters.aoMap = self.getTexture( textureMap, child.ID );
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'DiffuseColor':
|
|
|
+ case 'Maya|TEX_color_map':
|
|
|
+ parameters.map = self.getTexture( textureMap, child.ID );
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'DisplacementColor':
|
|
|
+ parameters.displacementMap = self.getTexture( textureMap, child.ID );
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'EmissiveColor':
|
|
|
+ parameters.emissiveMap = self.getTexture( textureMap, child.ID );
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'NormalMap':
|
|
|
+ case 'Maya|TEX_normal_map':
|
|
|
+ parameters.normalMap = self.getTexture( textureMap, child.ID );
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'ReflectionColor':
|
|
|
+ parameters.envMap = self.getTexture( textureMap, child.ID );
|
|
|
+ parameters.envMap.mapping = EquirectangularReflectionMapping;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'SpecularColor':
|
|
|
+ parameters.specularMap = self.getTexture( textureMap, child.ID );
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'TransparentColor':
|
|
|
+ parameters.alphaMap = self.getTexture( textureMap, child.ID );
|
|
|
+ parameters.transparent = true;
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'AmbientColor':
|
|
|
+ case 'ShininessExponent': // AKA glossiness map
|
|
|
+ case 'SpecularFactor': // AKA specularLevel
|
|
|
+ case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
|
|
|
+ default:
|
|
|
+ console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ return parameters;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // get a texture from the textureMap for use by a material.
|
|
|
+ getTexture: function ( textureMap, id ) {
|
|
|
+
|
|
|
+ // if the texture is a layered texture, just use the first layer and issue a warning
|
|
|
+ if ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
|
|
|
+ id = connections.get( id ).children[ 0 ].ID;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return textureMap.get( id );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Parse nodes in FBXTree.Objects.Deformer
|
|
|
+ // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
|
|
|
+ // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
|
|
|
+ parseDeformers: function () {
|
|
|
+
|
|
|
+ var skeletons = {};
|
|
|
+ var morphTargets = {};
|
|
|
+
|
|
|
+ if ( 'Deformer' in fbxTree.Objects ) {
|
|
|
+
|
|
|
+ var DeformerNodes = fbxTree.Objects.Deformer;
|
|
|
+
|
|
|
+ for ( var nodeID in DeformerNodes ) {
|
|
|
+
|
|
|
+ var deformerNode = DeformerNodes[ nodeID ];
|
|
|
+
|
|
|
+ var relationships = connections.get( parseInt( nodeID ) );
|
|
|
+
|
|
|
+ if ( deformerNode.attrType === 'Skin' ) {
|
|
|
+
|
|
|
+ var skeleton = this.parseSkeleton( relationships, DeformerNodes );
|
|
|
+ skeleton.ID = nodeID;
|
|
|
+
|
|
|
+ if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
|
|
|
+ skeleton.geometryID = relationships.parents[ 0 ].ID;
|
|
|
+
|
|
|
+ skeletons[ nodeID ] = skeleton;
|
|
|
+
|
|
|
+ } else if ( deformerNode.attrType === 'BlendShape' ) {
|
|
|
+
|
|
|
+ var morphTarget = {
|
|
|
+ id: nodeID,
|
|
|
+ };
|
|
|
+
|
|
|
+ morphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );
|
|
|
+ morphTarget.id = nodeID;
|
|
|
+
|
|
|
+ if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );
|
|
|
+
|
|
|
+ morphTargets[ nodeID ] = morphTarget;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return {
|
|
|
+
|
|
|
+ skeletons: skeletons,
|
|
|
+ morphTargets: morphTargets,
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Parse single nodes in FBXTree.Objects.Deformer
|
|
|
+ // The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'
|
|
|
+ // Each skin node represents a skeleton and each cluster node represents a bone
|
|
|
+ parseSkeleton: function ( relationships, deformerNodes ) {
|
|
|
+
|
|
|
+ var rawBones = [];
|
|
|
+
|
|
|
+ relationships.children.forEach( function ( child ) {
|
|
|
+
|
|
|
+ var boneNode = deformerNodes[ child.ID ];
|
|
|
+
|
|
|
+ if ( boneNode.attrType !== 'Cluster' ) return;
|
|
|
+
|
|
|
+ var rawBone = {
|
|
|
+
|
|
|
+ ID: child.ID,
|
|
|
+ indices: [],
|
|
|
+ weights: [],
|
|
|
+ transformLink: new Matrix4().fromArray( boneNode.TransformLink.a ),
|
|
|
+ // transform: new Matrix4().fromArray( boneNode.Transform.a ),
|
|
|
+ // linkMode: boneNode.Mode,
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ if ( 'Indexes' in boneNode ) {
|
|
|
+
|
|
|
+ rawBone.indices = boneNode.Indexes.a;
|
|
|
+ rawBone.weights = boneNode.Weights.a;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ rawBones.push( rawBone );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ return {
|
|
|
+
|
|
|
+ rawBones: rawBones,
|
|
|
+ bones: []
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // The top level morph deformer node has type "BlendShape" and sub nodes have type "BlendShapeChannel"
|
|
|
+ parseMorphTargets: function ( relationships, deformerNodes ) {
|
|
|
+
|
|
|
+ var rawMorphTargets = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < relationships.children.length; i ++ ) {
|
|
|
+
|
|
|
+ var child = relationships.children[ i ];
|
|
|
+
|
|
|
+ var morphTargetNode = deformerNodes[ child.ID ];
|
|
|
+
|
|
|
+ var rawMorphTarget = {
|
|
|
+
|
|
|
+ name: morphTargetNode.attrName,
|
|
|
+ initialWeight: morphTargetNode.DeformPercent,
|
|
|
+ id: morphTargetNode.id,
|
|
|
+ fullWeights: morphTargetNode.FullWeights.a
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ if ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;
|
|
|
+
|
|
|
+ rawMorphTarget.geoID = connections.get( parseInt( child.ID ) ).children.filter( function ( child ) {
|
|
|
+
|
|
|
+ return child.relationship === undefined;
|
|
|
+
|
|
|
+ } )[ 0 ].ID;
|
|
|
+
|
|
|
+ rawMorphTargets.push( rawMorphTarget );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return rawMorphTargets;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // create the main Group() to be returned by the loader
|
|
|
+ parseScene: function ( deformers, geometryMap, materialMap ) {
|
|
|
+
|
|
|
+ sceneGraph = new Group();
|
|
|
+
|
|
|
+ var modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );
|
|
|
+
|
|
|
+ var modelNodes = fbxTree.Objects.Model;
|
|
|
+
|
|
|
+ var self = this;
|
|
|
+ modelMap.forEach( function ( model ) {
|
|
|
+
|
|
|
+ var modelNode = modelNodes[ model.ID ];
|
|
|
+ self.setLookAtProperties( model, modelNode );
|
|
|
+
|
|
|
+ var parentConnections = connections.get( model.ID ).parents;
|
|
|
+
|
|
|
+ parentConnections.forEach( function ( connection ) {
|
|
|
+
|
|
|
+ var parent = modelMap.get( connection.ID );
|
|
|
+ if ( parent !== undefined ) parent.add( model );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ if ( model.parent === null ) {
|
|
|
+
|
|
|
+ sceneGraph.add( model );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ this.bindSkeleton( deformers.skeletons, geometryMap, modelMap );
|
|
|
+
|
|
|
+ this.createAmbientLight();
|
|
|
+
|
|
|
+ this.setupMorphMaterials();
|
|
|
+
|
|
|
+ sceneGraph.traverse( function ( node ) {
|
|
|
+
|
|
|
+ if ( node.userData.transformData ) {
|
|
|
+
|
|
|
+ if ( node.parent ) node.userData.transformData.parentMatrixWorld = node.parent.matrix;
|
|
|
+
|
|
|
+ var transform = generateTransform( node.userData.transformData );
|
|
|
+
|
|
|
+ node.applyMatrix( transform );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ var animations = new AnimationParser().parse();
|
|
|
+
|
|
|
+ // if all the models where already combined in a single group, just return that
|
|
|
+ if ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {
|
|
|
+
|
|
|
+ sceneGraph.children[ 0 ].animations = animations;
|
|
|
+ sceneGraph = sceneGraph.children[ 0 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ sceneGraph.animations = animations;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // parse nodes in FBXTree.Objects.Model
|
|
|
+ parseModels: function ( skeletons, geometryMap, materialMap ) {
|
|
|
+
|
|
|
+ var modelMap = new Map();
|
|
|
+ var modelNodes = fbxTree.Objects.Model;
|
|
|
+
|
|
|
+ for ( var nodeID in modelNodes ) {
|
|
|
+
|
|
|
+ var id = parseInt( nodeID );
|
|
|
+ var node = modelNodes[ nodeID ];
|
|
|
+ var relationships = connections.get( id );
|
|
|
+
|
|
|
+ var model = this.buildSkeleton( relationships, skeletons, id, node.attrName );
|
|
|
+
|
|
|
+ if ( ! model ) {
|
|
|
+
|
|
|
+ switch ( node.attrType ) {
|
|
|
+
|
|
|
+ case 'Camera':
|
|
|
+ model = this.createCamera( relationships );
|
|
|
+ break;
|
|
|
+ case 'Light':
|
|
|
+ model = this.createLight( relationships );
|
|
|
+ break;
|
|
|
+ case 'Mesh':
|
|
|
+ model = this.createMesh( relationships, geometryMap, materialMap );
|
|
|
+ break;
|
|
|
+ case 'NurbsCurve':
|
|
|
+ model = this.createCurve( relationships, geometryMap );
|
|
|
+ break;
|
|
|
+ case 'LimbNode':
|
|
|
+ case 'Root':
|
|
|
+ model = new Bone();
|
|
|
+ break;
|
|
|
+ case 'Null':
|
|
|
+ default:
|
|
|
+ model = new Group();
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ model.name = PropertyBinding.sanitizeNodeName( node.attrName );
|
|
|
+ model.ID = id;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.getTransformData( model, node );
|
|
|
+ modelMap.set( id, model );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return modelMap;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ buildSkeleton: function ( relationships, skeletons, id, name ) {
|
|
|
+
|
|
|
+ var bone = null;
|
|
|
+
|
|
|
+ relationships.parents.forEach( function ( parent ) {
|
|
|
+
|
|
|
+ for ( var ID in skeletons ) {
|
|
|
+
|
|
|
+ var skeleton = skeletons[ ID ];
|
|
|
+
|
|
|
+ skeleton.rawBones.forEach( function ( rawBone, i ) {
|
|
|
+
|
|
|
+ if ( rawBone.ID === parent.ID ) {
|
|
|
+
|
|
|
+ var subBone = bone;
|
|
|
+ bone = new Bone();
|
|
|
+
|
|
|
+ bone.matrixWorld.copy( rawBone.transformLink );
|
|
|
+
|
|
|
+ // set name and id here - otherwise in cases where "subBone" is created it will not have a name / id
|
|
|
+ bone.name = PropertyBinding.sanitizeNodeName( name );
|
|
|
+ bone.ID = id;
|
|
|
+
|
|
|
+ skeleton.bones[ i ] = bone;
|
|
|
+
|
|
|
+ // In cases where a bone is shared between multiple meshes
|
|
|
+ // duplicate the bone here and and it as a child of the first bone
|
|
|
+ if ( subBone !== null ) {
|
|
|
+
|
|
|
+ bone.add( subBone );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ return bone;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // create a PerspectiveCamera or OrthographicCamera
|
|
|
+ createCamera: function ( relationships ) {
|
|
|
+
|
|
|
+ var model;
|
|
|
+ var cameraAttribute;
|
|
|
+
|
|
|
+ relationships.children.forEach( function ( child ) {
|
|
|
+
|
|
|
+ var attr = fbxTree.Objects.NodeAttribute[ child.ID ];
|
|
|
+
|
|
|
+ if ( attr !== undefined ) {
|
|
|
+
|
|
|
+ cameraAttribute = attr;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ if ( cameraAttribute === undefined ) {
|
|
|
+
|
|
|
+ model = new Object3D();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var type = 0;
|
|
|
+ if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
|
|
|
+
|
|
|
+ type = 1;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var nearClippingPlane = 1;
|
|
|
+ if ( cameraAttribute.NearPlane !== undefined ) {
|
|
|
+
|
|
|
+ nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var farClippingPlane = 1000;
|
|
|
+ if ( cameraAttribute.FarPlane !== undefined ) {
|
|
|
+
|
|
|
+ farClippingPlane = cameraAttribute.FarPlane.value / 1000;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ var width = window.innerWidth;
|
|
|
+ var height = window.innerHeight;
|
|
|
+
|
|
|
+ if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
|
|
|
+
|
|
|
+ width = cameraAttribute.AspectWidth.value;
|
|
|
+ height = cameraAttribute.AspectHeight.value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var aspect = width / height;
|
|
|
+
|
|
|
+ var fov = 45;
|
|
|
+ if ( cameraAttribute.FieldOfView !== undefined ) {
|
|
|
+
|
|
|
+ fov = cameraAttribute.FieldOfView.value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;
|
|
|
+
|
|
|
+ switch ( type ) {
|
|
|
+
|
|
|
+ case 0: // Perspective
|
|
|
+ model = new PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
|
|
|
+ if ( focalLength !== null ) model.setFocalLength( focalLength );
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 1: // Orthographic
|
|
|
+ model = new OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
|
|
|
+ break;
|
|
|
+
|
|
|
+ default:
|
|
|
+ console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
|
|
|
+ model = new Object3D();
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return model;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Create a DirectionalLight, PointLight or SpotLight
|
|
|
+ createLight: function ( relationships ) {
|
|
|
+
|
|
|
+ var model;
|
|
|
+ var lightAttribute;
|
|
|
+
|
|
|
+ relationships.children.forEach( function ( child ) {
|
|
|
+
|
|
|
+ var attr = fbxTree.Objects.NodeAttribute[ child.ID ];
|
|
|
+
|
|
|
+ if ( attr !== undefined ) {
|
|
|
+
|
|
|
+ lightAttribute = attr;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ if ( lightAttribute === undefined ) {
|
|
|
+
|
|
|
+ model = new Object3D();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var type;
|
|
|
+
|
|
|
+ // LightType can be undefined for Point lights
|
|
|
+ if ( lightAttribute.LightType === undefined ) {
|
|
|
+
|
|
|
+ type = 0;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ type = lightAttribute.LightType.value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var color = 0xffffff;
|
|
|
+
|
|
|
+ if ( lightAttribute.Color !== undefined ) {
|
|
|
+
|
|
|
+ color = new Color().fromArray( lightAttribute.Color.value );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
|
|
|
+
|
|
|
+ // light disabled
|
|
|
+ if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
|
|
|
+
|
|
|
+ intensity = 0;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var distance = 0;
|
|
|
+ if ( lightAttribute.FarAttenuationEnd !== undefined ) {
|
|
|
+
|
|
|
+ if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
|
|
|
+
|
|
|
+ distance = 0;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ distance = lightAttribute.FarAttenuationEnd.value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
|
|
|
+ var decay = 1;
|
|
|
+
|
|
|
+ switch ( type ) {
|
|
|
+
|
|
|
+ case 0: // Point
|
|
|
+ model = new PointLight( color, intensity, distance, decay );
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 1: // Directional
|
|
|
+ model = new DirectionalLight( color, intensity );
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 2: // Spot
|
|
|
+ var angle = Math.PI / 3;
|
|
|
+
|
|
|
+ if ( lightAttribute.InnerAngle !== undefined ) {
|
|
|
+
|
|
|
+ angle = _Math.degToRad( lightAttribute.InnerAngle.value );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var penumbra = 0;
|
|
|
+ if ( lightAttribute.OuterAngle !== undefined ) {
|
|
|
+
|
|
|
+ // TODO: this is not correct - FBX calculates outer and inner angle in degrees
|
|
|
+ // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
|
|
|
+ // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
|
|
|
+ penumbra = _Math.degToRad( lightAttribute.OuterAngle.value );
|
|
|
+ penumbra = Math.max( penumbra, 1 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ model = new SpotLight( color, intensity, distance, angle, penumbra, decay );
|
|
|
+ break;
|
|
|
+
|
|
|
+ default:
|
|
|
+ console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a PointLight.' );
|
|
|
+ model = new PointLight( color, intensity );
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
|
|
|
+
|
|
|
+ model.castShadow = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return model;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ createMesh: function ( relationships, geometryMap, materialMap ) {
|
|
|
+
|
|
|
+ var model;
|
|
|
+ var geometry = null;
|
|
|
+ var material = null;
|
|
|
+ var materials = [];
|
|
|
+
|
|
|
+ // get geometry and materials(s) from connections
|
|
|
+ relationships.children.forEach( function ( child ) {
|
|
|
+
|
|
|
+ if ( geometryMap.has( child.ID ) ) {
|
|
|
+
|
|
|
+ geometry = geometryMap.get( child.ID );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( materialMap.has( child.ID ) ) {
|
|
|
+
|
|
|
+ materials.push( materialMap.get( child.ID ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ if ( materials.length > 1 ) {
|
|
|
+
|
|
|
+ material = materials;
|
|
|
+
|
|
|
+ } else if ( materials.length > 0 ) {
|
|
|
+
|
|
|
+ material = materials[ 0 ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ material = new MeshPhongMaterial( { color: 0xcccccc } );
|
|
|
+ materials.push( material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( 'color' in geometry.attributes ) {
|
|
|
+
|
|
|
+ materials.forEach( function ( material ) {
|
|
|
+
|
|
|
+ material.vertexColors = VertexColors;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geometry.FBX_Deformer ) {
|
|
|
+
|
|
|
+ materials.forEach( function ( material ) {
|
|
|
+
|
|
|
+ material.skinning = true;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ model = new SkinnedMesh( geometry, material );
|
|
|
+ model.normalizeSkinWeights();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ model = new Mesh( geometry, material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return model;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ createCurve: function ( relationships, geometryMap ) {
|
|
|
+
|
|
|
+ var geometry = relationships.children.reduce( function ( geo, child ) {
|
|
|
+
|
|
|
+ if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );
|
|
|
+
|
|
|
+ return geo;
|
|
|
+
|
|
|
+ }, null );
|
|
|
+
|
|
|
+ // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
|
|
|
+ var material = new LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
|
|
|
+ return new Line( geometry, material );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // parse the model node for transform data
|
|
|
+ getTransformData: function ( model, modelNode ) {
|
|
|
+
|
|
|
+ var transformData = {};
|
|
|
+
|
|
|
+ if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );
|
|
|
+
|
|
|
+ if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
|
|
|
+ else transformData.eulerOrder = 'ZYX';
|
|
|
+
|
|
|
+ if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;
|
|
|
+
|
|
|
+ if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;
|
|
|
+ if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;
|
|
|
+ if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;
|
|
|
+
|
|
|
+ if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;
|
|
|
+
|
|
|
+ if ( 'ScalingOffset' in modelNode ) transformData.scalingOffset = modelNode.ScalingOffset.value;
|
|
|
+ if ( 'ScalingPivot' in modelNode ) transformData.scalingPivot = modelNode.ScalingPivot.value;
|
|
|
+
|
|
|
+ if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;
|
|
|
+ if ( 'RotationPivot' in modelNode ) transformData.rotationPivot = modelNode.RotationPivot.value;
|
|
|
+
|
|
|
+ model.userData.transformData = transformData;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setLookAtProperties: function ( model, modelNode ) {
|
|
|
+
|
|
|
+ if ( 'LookAtProperty' in modelNode ) {
|
|
|
+
|
|
|
+ var children = connections.get( model.ID ).children;
|
|
|
+
|
|
|
+ children.forEach( function ( child ) {
|
|
|
+
|
|
|
+ if ( child.relationship === 'LookAtProperty' ) {
|
|
|
+
|
|
|
+ var lookAtTarget = fbxTree.Objects.Model[ child.ID ];
|
|
|
+
|
|
|
+ if ( 'Lcl_Translation' in lookAtTarget ) {
|
|
|
+
|
|
|
+ var pos = lookAtTarget.Lcl_Translation.value;
|
|
|
+
|
|
|
+ // DirectionalLight, SpotLight
|
|
|
+ if ( model.target !== undefined ) {
|
|
|
+
|
|
|
+ model.target.position.fromArray( pos );
|
|
|
+ sceneGraph.add( model.target );
|
|
|
+
|
|
|
+ } else { // Cameras and other Object3Ds
|
|
|
+
|
|
|
+ model.lookAt( new Vector3().fromArray( pos ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ bindSkeleton: function ( skeletons, geometryMap, modelMap ) {
|
|
|
+
|
|
|
+ var bindMatrices = this.parsePoseNodes();
|
|
|
+
|
|
|
+ for ( var ID in skeletons ) {
|
|
|
+
|
|
|
+ var skeleton = skeletons[ ID ];
|
|
|
+
|
|
|
+ var parents = connections.get( parseInt( skeleton.ID ) ).parents;
|
|
|
+
|
|
|
+ parents.forEach( function ( parent ) {
|
|
|
+
|
|
|
+ if ( geometryMap.has( parent.ID ) ) {
|
|
|
+
|
|
|
+ var geoID = parent.ID;
|
|
|
+ var geoRelationships = connections.get( geoID );
|
|
|
+
|
|
|
+ geoRelationships.parents.forEach( function ( geoConnParent ) {
|
|
|
+
|
|
|
+ if ( modelMap.has( geoConnParent.ID ) ) {
|
|
|
+
|
|
|
+ var model = modelMap.get( geoConnParent.ID );
|
|
|
+
|
|
|
+ model.bind( new Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ parsePoseNodes: function () {
|
|
|
+
|
|
|
+ var bindMatrices = {};
|
|
|
+
|
|
|
+ if ( 'Pose' in fbxTree.Objects ) {
|
|
|
+
|
|
|
+ var BindPoseNode = fbxTree.Objects.Pose;
|
|
|
+
|
|
|
+ for ( var nodeID in BindPoseNode ) {
|
|
|
+
|
|
|
+ if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
|
|
|
+
|
|
|
+ var poseNodes = BindPoseNode[ nodeID ].PoseNode;
|
|
|
+
|
|
|
+ if ( Array.isArray( poseNodes ) ) {
|
|
|
+
|
|
|
+ poseNodes.forEach( function ( poseNode ) {
|
|
|
+
|
|
|
+ bindMatrices[ poseNode.Node ] = new Matrix4().fromArray( poseNode.Matrix.a );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ bindMatrices[ poseNodes.Node ] = new Matrix4().fromArray( poseNodes.Matrix.a );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return bindMatrices;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
|
|
|
+ createAmbientLight: function () {
|
|
|
+
|
|
|
+ if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {
|
|
|
+
|
|
|
+ var ambientColor = fbxTree.GlobalSettings.AmbientColor.value;
|
|
|
+ var r = ambientColor[ 0 ];
|
|
|
+ var g = ambientColor[ 1 ];
|
|
|
+ var b = ambientColor[ 2 ];
|
|
|
+
|
|
|
+ if ( r !== 0 || g !== 0 || b !== 0 ) {
|
|
|
+
|
|
|
+ var color = new Color( r, g, b );
|
|
|
+ sceneGraph.add( new AmbientLight( color, 1 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setupMorphMaterials: function () {
|
|
|
+
|
|
|
+ var self = this;
|
|
|
+ sceneGraph.traverse( function ( child ) {
|
|
|
+
|
|
|
+ if ( child.isMesh ) {
|
|
|
+
|
|
|
+ if ( child.geometry.morphAttributes.position && child.geometry.morphAttributes.position.length ) {
|
|
|
+
|
|
|
+ if ( Array.isArray( child.material ) ) {
|
|
|
+
|
|
|
+ child.material.forEach( function ( material, i ) {
|
|
|
+
|
|
|
+ self.setupMorphMaterial( child, material, i );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ self.setupMorphMaterial( child, child.material );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ setupMorphMaterial: function ( child, material, index ) {
|
|
|
+
|
|
|
+ var uuid = child.uuid;
|
|
|
+ var matUuid = material.uuid;
|
|
|
+
|
|
|
+ // if a geometry has morph targets, it cannot share the material with other geometries
|
|
|
+ var sharedMat = false;
|
|
|
+
|
|
|
+ sceneGraph.traverse( function ( node ) {
|
|
|
+
|
|
|
+ if ( node.isMesh ) {
|
|
|
+
|
|
|
+ if ( Array.isArray( node.material ) ) {
|
|
|
+
|
|
|
+ node.material.forEach( function ( mat ) {
|
|
|
+
|
|
|
+ if ( mat.uuid === matUuid && node.uuid !== uuid ) sharedMat = true;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ } else if ( node.material.uuid === matUuid && node.uuid !== uuid ) sharedMat = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ if ( sharedMat === true ) {
|
|
|
+
|
|
|
+ var clonedMat = material.clone();
|
|
|
+ clonedMat.morphTargets = true;
|
|
|
+
|
|
|
+ if ( index === undefined ) child.material = clonedMat;
|
|
|
+ else child.material[ index ] = clonedMat;
|
|
|
+
|
|
|
+ } else material.morphTargets = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // parse Geometry data from FBXTree and return map of BufferGeometries
|
|
|
+ function GeometryParser() {}
|
|
|
+
|
|
|
+ GeometryParser.prototype = {
|
|
|
+
|
|
|
+ constructor: GeometryParser,
|
|
|
+
|
|
|
+ // Parse nodes in FBXTree.Objects.Geometry
|
|
|
+ parse: function ( deformers ) {
|
|
|
+
|
|
|
+ var geometryMap = new Map();
|
|
|
+
|
|
|
+ if ( 'Geometry' in fbxTree.Objects ) {
|
|
|
+
|
|
|
+ var geoNodes = fbxTree.Objects.Geometry;
|
|
|
+
|
|
|
+ for ( var nodeID in geoNodes ) {
|
|
|
+
|
|
|
+ var relationships = connections.get( parseInt( nodeID ) );
|
|
|
+ var geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );
|
|
|
+
|
|
|
+ geometryMap.set( parseInt( nodeID ), geo );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return geometryMap;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Parse single node in FBXTree.Objects.Geometry
|
|
|
+ parseGeometry: function ( relationships, geoNode, deformers ) {
|
|
|
+
|
|
|
+ switch ( geoNode.attrType ) {
|
|
|
+
|
|
|
+ case 'Mesh':
|
|
|
+ return this.parseMeshGeometry( relationships, geoNode, deformers );
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'NurbsCurve':
|
|
|
+ return this.parseNurbsGeometry( geoNode );
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Parse single node mesh geometry in FBXTree.Objects.Geometry
|
|
|
+ parseMeshGeometry: function ( relationships, geoNode, deformers ) {
|
|
|
+
|
|
|
+ var skeletons = deformers.skeletons;
|
|
|
+ var morphTargets = deformers.morphTargets;
|
|
|
+
|
|
|
+ var modelNodes = relationships.parents.map( function ( parent ) {
|
|
|
+
|
|
|
+ return fbxTree.Objects.Model[ parent.ID ];
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ // don't create geometry if it is not associated with any models
|
|
|
+ if ( modelNodes.length === 0 ) return;
|
|
|
+
|
|
|
+ var skeleton = relationships.children.reduce( function ( skeleton, child ) {
|
|
|
+
|
|
|
+ if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];
|
|
|
+
|
|
|
+ return skeleton;
|
|
|
+
|
|
|
+ }, null );
|
|
|
+
|
|
|
+ var morphTarget = relationships.children.reduce( function ( morphTarget, child ) {
|
|
|
+
|
|
|
+ if ( morphTargets[ child.ID ] !== undefined ) morphTarget = morphTargets[ child.ID ];
|
|
|
+
|
|
|
+ return morphTarget;
|
|
|
+
|
|
|
+ }, null );
|
|
|
+
|
|
|
+ // Assume one model and get the preRotation from that
|
|
|
+ // if there is more than one model associated with the geometry this may cause problems
|
|
|
+ var modelNode = modelNodes[ 0 ];
|
|
|
+
|
|
|
+ var transformData = {};
|
|
|
+
|
|
|
+ if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
|
|
|
+ if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );
|
|
|
+
|
|
|
+ if ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;
|
|
|
+ if ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;
|
|
|
+ if ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;
|
|
|
+
|
|
|
+ var transform = generateTransform( transformData );
|
|
|
+
|
|
|
+ return this.genGeometry( geoNode, skeleton, morphTarget, transform );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Generate a BufferGeometry from a node in FBXTree.Objects.Geometry
|
|
|
+ genGeometry: function ( geoNode, skeleton, morphTarget, preTransform ) {
|
|
|
+
|
|
|
+ var geo = new BufferGeometry();
|
|
|
+ if ( geoNode.attrName ) geo.name = geoNode.attrName;
|
|
|
+
|
|
|
+ var geoInfo = this.parseGeoNode( geoNode, skeleton );
|
|
|
+ var buffers = this.genBuffers( geoInfo );
|
|
|
+
|
|
|
+ var positionAttribute = new Float32BufferAttribute( buffers.vertex, 3 );
|
|
|
+
|
|
|
+ preTransform.applyToBufferAttribute( positionAttribute );
|
|
|
+
|
|
|
+ geo.addAttribute( 'position', positionAttribute );
|
|
|
+
|
|
|
+ if ( buffers.colors.length > 0 ) {
|
|
|
+
|
|
|
+ geo.addAttribute( 'color', new Float32BufferAttribute( buffers.colors, 3 ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( skeleton ) {
|
|
|
+
|
|
|
+ geo.addAttribute( 'skinIndex', new Uint16BufferAttribute( buffers.weightsIndices, 4 ) );
|
|
|
+
|
|
|
+ geo.addAttribute( 'skinWeight', new Float32BufferAttribute( buffers.vertexWeights, 4 ) );
|
|
|
+
|
|
|
+ // used later to bind the skeleton to the model
|
|
|
+ geo.FBX_Deformer = skeleton;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( buffers.normal.length > 0 ) {
|
|
|
+
|
|
|
+ var normalAttribute = new Float32BufferAttribute( buffers.normal, 3 );
|
|
|
+
|
|
|
+ var normalMatrix = new Matrix3().getNormalMatrix( preTransform );
|
|
|
+ normalMatrix.applyToBufferAttribute( normalAttribute );
|
|
|
+
|
|
|
+ geo.addAttribute( 'normal', normalAttribute );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ buffers.uvs.forEach( function ( uvBuffer, i ) {
|
|
|
+
|
|
|
+ // subsequent uv buffers are called 'uv1', 'uv2', ...
|
|
|
+ var name = 'uv' + ( i + 1 ).toString();
|
|
|
+
|
|
|
+ // the first uv buffer is just called 'uv'
|
|
|
+ if ( i === 0 ) {
|
|
|
+
|
|
|
+ name = 'uv';
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geo.addAttribute( name, new Float32BufferAttribute( buffers.uvs[ i ], 2 ) );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
|
|
|
+
|
|
|
+ // Convert the material indices of each vertex into rendering groups on the geometry.
|
|
|
+ var prevMaterialIndex = buffers.materialIndex[ 0 ];
|
|
|
+ var startIndex = 0;
|
|
|
+
|
|
|
+ buffers.materialIndex.forEach( function ( currentIndex, i ) {
|
|
|
+
|
|
|
+ if ( currentIndex !== prevMaterialIndex ) {
|
|
|
+
|
|
|
+ geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
|
|
|
+
|
|
|
+ prevMaterialIndex = currentIndex;
|
|
|
+ startIndex = i;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ // the loop above doesn't add the last group, do that here.
|
|
|
+ if ( geo.groups.length > 0 ) {
|
|
|
+
|
|
|
+ var lastGroup = geo.groups[ geo.groups.length - 1 ];
|
|
|
+ var lastIndex = lastGroup.start + lastGroup.count;
|
|
|
+
|
|
|
+ if ( lastIndex !== buffers.materialIndex.length ) {
|
|
|
+
|
|
|
+ geo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // case where there are multiple materials but the whole geometry is only
|
|
|
+ // using one of them
|
|
|
+ if ( geo.groups.length === 0 ) {
|
|
|
+
|
|
|
+ geo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.addMorphTargets( geo, geoNode, morphTarget, preTransform );
|
|
|
+
|
|
|
+ return geo;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ parseGeoNode: function ( geoNode, skeleton ) {
|
|
|
+
|
|
|
+ var geoInfo = {};
|
|
|
+
|
|
|
+ geoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];
|
|
|
+ geoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];
|
|
|
+
|
|
|
+ if ( geoNode.LayerElementColor ) {
|
|
|
+
|
|
|
+ geoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geoNode.LayerElementMaterial ) {
|
|
|
+
|
|
|
+ geoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geoNode.LayerElementNormal ) {
|
|
|
+
|
|
|
+ geoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geoNode.LayerElementUV ) {
|
|
|
+
|
|
|
+ geoInfo.uv = [];
|
|
|
+
|
|
|
+ var i = 0;
|
|
|
+ while ( geoNode.LayerElementUV[ i ] ) {
|
|
|
+
|
|
|
+ geoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );
|
|
|
+ i ++;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ geoInfo.weightTable = {};
|
|
|
+
|
|
|
+ if ( skeleton !== null ) {
|
|
|
+
|
|
|
+ geoInfo.skeleton = skeleton;
|
|
|
+
|
|
|
+ skeleton.rawBones.forEach( function ( rawBone, i ) {
|
|
|
+
|
|
|
+ // loop over the bone's vertex indices and weights
|
|
|
+ rawBone.indices.forEach( function ( index, j ) {
|
|
|
+
|
|
|
+ if ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];
|
|
|
+
|
|
|
+ geoInfo.weightTable[ index ].push( {
|
|
|
+
|
|
|
+ id: i,
|
|
|
+ weight: rawBone.weights[ j ],
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return geoInfo;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ genBuffers: function ( geoInfo ) {
|
|
|
+
|
|
|
+ var buffers = {
|
|
|
+ vertex: [],
|
|
|
+ normal: [],
|
|
|
+ colors: [],
|
|
|
+ uvs: [],
|
|
|
+ materialIndex: [],
|
|
|
+ vertexWeights: [],
|
|
|
+ weightsIndices: [],
|
|
|
+ };
|
|
|
+
|
|
|
+ var polygonIndex = 0;
|
|
|
+ var faceLength = 0;
|
|
|
+ var displayedWeightsWarning = false;
|
|
|
+
|
|
|
+ // these will hold data for a single face
|
|
|
+ var facePositionIndexes = [];
|
|
|
+ var faceNormals = [];
|
|
|
+ var faceColors = [];
|
|
|
+ var faceUVs = [];
|
|
|
+ var faceWeights = [];
|
|
|
+ var faceWeightIndices = [];
|
|
|
+
|
|
|
+ var self = this;
|
|
|
+ geoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {
|
|
|
+
|
|
|
+ var endOfFace = false;
|
|
|
+
|
|
|
+ // Face index and vertex index arrays are combined in a single array
|
|
|
+ // A cube with quad faces looks like this:
|
|
|
+ // PolygonVertexIndex: *24 {
|
|
|
+ // a: 0, 1, 3, -3, 2, 3, 5, -5, 4, 5, 7, -7, 6, 7, 1, -1, 1, 7, 5, -4, 6, 0, 2, -5
|
|
|
+ // }
|
|
|
+ // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
|
|
|
+ // to find index of last vertex bit shift the index: ^ - 1
|
|
|
+ if ( vertexIndex < 0 ) {
|
|
|
+
|
|
|
+ vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
|
|
|
+ endOfFace = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var weightIndices = [];
|
|
|
+ var weights = [];
|
|
|
+
|
|
|
+ facePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
|
|
|
+
|
|
|
+ if ( geoInfo.color ) {
|
|
|
+
|
|
|
+ var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );
|
|
|
+
|
|
|
+ faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geoInfo.skeleton ) {
|
|
|
+
|
|
|
+ if ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {
|
|
|
+
|
|
|
+ geoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {
|
|
|
+
|
|
|
+ weights.push( wt.weight );
|
|
|
+ weightIndices.push( wt.id );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( weights.length > 4 ) {
|
|
|
+
|
|
|
+ if ( ! displayedWeightsWarning ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
|
|
|
+ displayedWeightsWarning = true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var wIndex = [ 0, 0, 0, 0 ];
|
|
|
+ var Weight = [ 0, 0, 0, 0 ];
|
|
|
+
|
|
|
+ weights.forEach( function ( weight, weightIndex ) {
|
|
|
+
|
|
|
+ var currentWeight = weight;
|
|
|
+ var currentIndex = weightIndices[ weightIndex ];
|
|
|
+
|
|
|
+ Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
|
|
|
+
|
|
|
+ if ( currentWeight > comparedWeight ) {
|
|
|
+
|
|
|
+ comparedWeightArray[ comparedWeightIndex ] = currentWeight;
|
|
|
+ currentWeight = comparedWeight;
|
|
|
+
|
|
|
+ var tmp = wIndex[ comparedWeightIndex ];
|
|
|
+ wIndex[ comparedWeightIndex ] = currentIndex;
|
|
|
+ currentIndex = tmp;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ weightIndices = wIndex;
|
|
|
+ weights = Weight;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // if the weight array is shorter than 4 pad with 0s
|
|
|
+ while ( weights.length < 4 ) {
|
|
|
+
|
|
|
+ weights.push( 0 );
|
|
|
+ weightIndices.push( 0 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = 0; i < 4; ++ i ) {
|
|
|
+
|
|
|
+ faceWeights.push( weights[ i ] );
|
|
|
+ faceWeightIndices.push( weightIndices[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geoInfo.normal ) {
|
|
|
+
|
|
|
+ var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );
|
|
|
+
|
|
|
+ faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
|
|
|
+
|
|
|
+ var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geoInfo.uv ) {
|
|
|
+
|
|
|
+ geoInfo.uv.forEach( function ( uv, i ) {
|
|
|
+
|
|
|
+ var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );
|
|
|
+
|
|
|
+ if ( faceUVs[ i ] === undefined ) {
|
|
|
+
|
|
|
+ faceUVs[ i ] = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ faceUVs[ i ].push( data[ 0 ] );
|
|
|
+ faceUVs[ i ].push( data[ 1 ] );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ faceLength ++;
|
|
|
+
|
|
|
+ if ( endOfFace ) {
|
|
|
+
|
|
|
+ self.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );
|
|
|
+
|
|
|
+ polygonIndex ++;
|
|
|
+ faceLength = 0;
|
|
|
+
|
|
|
+ // reset arrays for the next face
|
|
|
+ facePositionIndexes = [];
|
|
|
+ faceNormals = [];
|
|
|
+ faceColors = [];
|
|
|
+ faceUVs = [];
|
|
|
+ faceWeights = [];
|
|
|
+ faceWeightIndices = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ return buffers;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris
|
|
|
+ genFace: function ( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {
|
|
|
+
|
|
|
+ for ( var i = 2; i < faceLength; i ++ ) {
|
|
|
+
|
|
|
+ buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );
|
|
|
+ buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );
|
|
|
+ buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );
|
|
|
+
|
|
|
+ buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );
|
|
|
+ buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
|
|
|
+ buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
|
|
|
+
|
|
|
+ buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );
|
|
|
+ buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );
|
|
|
+ buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );
|
|
|
+
|
|
|
+ if ( geoInfo.skeleton ) {
|
|
|
+
|
|
|
+ buffers.vertexWeights.push( faceWeights[ 0 ] );
|
|
|
+ buffers.vertexWeights.push( faceWeights[ 1 ] );
|
|
|
+ buffers.vertexWeights.push( faceWeights[ 2 ] );
|
|
|
+ buffers.vertexWeights.push( faceWeights[ 3 ] );
|
|
|
+
|
|
|
+ buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );
|
|
|
+ buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
|
|
|
+ buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
|
|
|
+ buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
|
|
|
+
|
|
|
+ buffers.vertexWeights.push( faceWeights[ i * 4 ] );
|
|
|
+ buffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );
|
|
|
+ buffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );
|
|
|
+ buffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );
|
|
|
+
|
|
|
+ buffers.weightsIndices.push( faceWeightIndices[ 0 ] );
|
|
|
+ buffers.weightsIndices.push( faceWeightIndices[ 1 ] );
|
|
|
+ buffers.weightsIndices.push( faceWeightIndices[ 2 ] );
|
|
|
+ buffers.weightsIndices.push( faceWeightIndices[ 3 ] );
|
|
|
+
|
|
|
+ buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
|
|
|
+ buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
|
|
|
+ buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
|
|
|
+ buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
|
|
|
+
|
|
|
+ buffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );
|
|
|
+ buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );
|
|
|
+ buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );
|
|
|
+ buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geoInfo.color ) {
|
|
|
+
|
|
|
+ buffers.colors.push( faceColors[ 0 ] );
|
|
|
+ buffers.colors.push( faceColors[ 1 ] );
|
|
|
+ buffers.colors.push( faceColors[ 2 ] );
|
|
|
+
|
|
|
+ buffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );
|
|
|
+ buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
|
|
|
+ buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
|
|
|
+
|
|
|
+ buffers.colors.push( faceColors[ i * 3 ] );
|
|
|
+ buffers.colors.push( faceColors[ i * 3 + 1 ] );
|
|
|
+ buffers.colors.push( faceColors[ i * 3 + 2 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
|
|
|
+
|
|
|
+ buffers.materialIndex.push( materialIndex );
|
|
|
+ buffers.materialIndex.push( materialIndex );
|
|
|
+ buffers.materialIndex.push( materialIndex );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geoInfo.normal ) {
|
|
|
+
|
|
|
+ buffers.normal.push( faceNormals[ 0 ] );
|
|
|
+ buffers.normal.push( faceNormals[ 1 ] );
|
|
|
+ buffers.normal.push( faceNormals[ 2 ] );
|
|
|
+
|
|
|
+ buffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );
|
|
|
+ buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
|
|
|
+ buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
|
|
|
+
|
|
|
+ buffers.normal.push( faceNormals[ i * 3 ] );
|
|
|
+ buffers.normal.push( faceNormals[ i * 3 + 1 ] );
|
|
|
+ buffers.normal.push( faceNormals[ i * 3 + 2 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( geoInfo.uv ) {
|
|
|
+
|
|
|
+ geoInfo.uv.forEach( function ( uv, j ) {
|
|
|
+
|
|
|
+ if ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];
|
|
|
+
|
|
|
+ buffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );
|
|
|
+ buffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );
|
|
|
+
|
|
|
+ buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
|
|
|
+ buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
|
|
|
+
|
|
|
+ buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );
|
|
|
+ buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ addMorphTargets: function ( parentGeo, parentGeoNode, morphTarget, preTransform ) {
|
|
|
+
|
|
|
+ if ( morphTarget === null ) return;
|
|
|
+
|
|
|
+ parentGeo.morphAttributes.position = [];
|
|
|
+ // parentGeo.morphAttributes.normal = []; // not implemented
|
|
|
+
|
|
|
+ var self = this;
|
|
|
+ morphTarget.rawTargets.forEach( function ( rawTarget ) {
|
|
|
+
|
|
|
+ var morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];
|
|
|
+
|
|
|
+ if ( morphGeoNode !== undefined ) {
|
|
|
+
|
|
|
+ self.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, rawTarget.name );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // a morph geometry node is similar to a standard node, and the node is also contained
|
|
|
+ // in FBXTree.Objects.Geometry, however it can only have attributes for position, normal
|
|
|
+ // and a special attribute Index defining which vertices of the original geometry are affected
|
|
|
+ // Normal and position attributes only have data for the vertices that are affected by the morph
|
|
|
+ genMorphGeometry: function ( parentGeo, parentGeoNode, morphGeoNode, preTransform, name ) {
|
|
|
+
|
|
|
+ var morphGeo = new BufferGeometry();
|
|
|
+ if ( morphGeoNode.attrName ) morphGeo.name = morphGeoNode.attrName;
|
|
|
+
|
|
|
+ var vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];
|
|
|
+
|
|
|
+ // make a copy of the parent's vertex positions
|
|
|
+ var vertexPositions = ( parentGeoNode.Vertices !== undefined ) ? parentGeoNode.Vertices.a.slice() : [];
|
|
|
+
|
|
|
+ var morphPositions = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];
|
|
|
+ var indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < indices.length; i ++ ) {
|
|
|
+
|
|
|
+ var morphIndex = indices[ i ] * 3;
|
|
|
+
|
|
|
+ // FBX format uses blend shapes rather than morph targets. This can be converted
|
|
|
+ // by additively combining the blend shape positions with the original geometry's positions
|
|
|
+ vertexPositions[ morphIndex ] += morphPositions[ i * 3 ];
|
|
|
+ vertexPositions[ morphIndex + 1 ] += morphPositions[ i * 3 + 1 ];
|
|
|
+ vertexPositions[ morphIndex + 2 ] += morphPositions[ i * 3 + 2 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // TODO: add morph normal support
|
|
|
+ var morphGeoInfo = {
|
|
|
+ vertexIndices: vertexIndices,
|
|
|
+ vertexPositions: vertexPositions,
|
|
|
+ };
|
|
|
+
|
|
|
+ var morphBuffers = this.genBuffers( morphGeoInfo );
|
|
|
+
|
|
|
+ var positionAttribute = new Float32BufferAttribute( morphBuffers.vertex, 3 );
|
|
|
+ positionAttribute.name = name || morphGeoNode.attrName;
|
|
|
+
|
|
|
+ preTransform.applyToBufferAttribute( positionAttribute );
|
|
|
+
|
|
|
+ parentGeo.morphAttributes.position.push( positionAttribute );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists
|
|
|
+ parseNormals: function ( NormalNode ) {
|
|
|
+
|
|
|
+ var mappingType = NormalNode.MappingInformationType;
|
|
|
+ var referenceType = NormalNode.ReferenceInformationType;
|
|
|
+ var buffer = NormalNode.Normals.a;
|
|
|
+ var indexBuffer = [];
|
|
|
+ if ( referenceType === 'IndexToDirect' ) {
|
|
|
+
|
|
|
+ if ( 'NormalIndex' in NormalNode ) {
|
|
|
+
|
|
|
+ indexBuffer = NormalNode.NormalIndex.a;
|
|
|
+
|
|
|
+ } else if ( 'NormalsIndex' in NormalNode ) {
|
|
|
+
|
|
|
+ indexBuffer = NormalNode.NormalsIndex.a;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return {
|
|
|
+ dataSize: 3,
|
|
|
+ buffer: buffer,
|
|
|
+ indices: indexBuffer,
|
|
|
+ mappingType: mappingType,
|
|
|
+ referenceType: referenceType
|
|
|
+ };
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists
|
|
|
+ parseUVs: function ( UVNode ) {
|
|
|
+
|
|
|
+ var mappingType = UVNode.MappingInformationType;
|
|
|
+ var referenceType = UVNode.ReferenceInformationType;
|
|
|
+ var buffer = UVNode.UV.a;
|
|
|
+ var indexBuffer = [];
|
|
|
+ if ( referenceType === 'IndexToDirect' ) {
|
|
|
+
|
|
|
+ indexBuffer = UVNode.UVIndex.a;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return {
|
|
|
+ dataSize: 2,
|
|
|
+ buffer: buffer,
|
|
|
+ indices: indexBuffer,
|
|
|
+ mappingType: mappingType,
|
|
|
+ referenceType: referenceType
|
|
|
+ };
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists
|
|
|
+ parseVertexColors: function ( ColorNode ) {
|
|
|
+
|
|
|
+ var mappingType = ColorNode.MappingInformationType;
|
|
|
+ var referenceType = ColorNode.ReferenceInformationType;
|
|
|
+ var buffer = ColorNode.Colors.a;
|
|
|
+ var indexBuffer = [];
|
|
|
+ if ( referenceType === 'IndexToDirect' ) {
|
|
|
+
|
|
|
+ indexBuffer = ColorNode.ColorIndex.a;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return {
|
|
|
+ dataSize: 4,
|
|
|
+ buffer: buffer,
|
|
|
+ indices: indexBuffer,
|
|
|
+ mappingType: mappingType,
|
|
|
+ referenceType: referenceType
|
|
|
+ };
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists
|
|
|
+ parseMaterialIndices: function ( MaterialNode ) {
|
|
|
+
|
|
|
+ var mappingType = MaterialNode.MappingInformationType;
|
|
|
+ var referenceType = MaterialNode.ReferenceInformationType;
|
|
|
+
|
|
|
+ if ( mappingType === 'NoMappingInformation' ) {
|
|
|
+
|
|
|
+ return {
|
|
|
+ dataSize: 1,
|
|
|
+ buffer: [ 0 ],
|
|
|
+ indices: [ 0 ],
|
|
|
+ mappingType: 'AllSame',
|
|
|
+ referenceType: referenceType
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var materialIndexBuffer = MaterialNode.Materials.a;
|
|
|
+
|
|
|
+ // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
|
|
|
+ // we expect.So we create an intermediate buffer that points to the index in the buffer,
|
|
|
+ // for conforming with the other functions we've written for other data.
|
|
|
+ var materialIndices = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
|
|
|
+
|
|
|
+ materialIndices.push( i );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return {
|
|
|
+ dataSize: 1,
|
|
|
+ buffer: materialIndexBuffer,
|
|
|
+ indices: materialIndices,
|
|
|
+ mappingType: mappingType,
|
|
|
+ referenceType: referenceType
|
|
|
+ };
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Generate a NurbGeometry from a node in FBXTree.Objects.Geometry
|
|
|
+ parseNurbsGeometry: function ( geoNode ) {
|
|
|
+
|
|
|
+ if ( NURBSCurve === undefined ) {
|
|
|
+
|
|
|
+ console.error( 'THREE.FBXLoader: The loader relies on NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
|
|
|
+ return new BufferGeometry();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var order = parseInt( geoNode.Order );
|
|
|
+
|
|
|
+ if ( isNaN( order ) ) {
|
|
|
+
|
|
|
+ console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );
|
|
|
+ return new BufferGeometry();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var degree = order - 1;
|
|
|
+
|
|
|
+ var knots = geoNode.KnotVector.a;
|
|
|
+ var controlPoints = [];
|
|
|
+ var pointsValues = geoNode.Points.a;
|
|
|
+
|
|
|
+ for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
|
|
|
+
|
|
|
+ controlPoints.push( new Vector4().fromArray( pointsValues, i ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var startKnot, endKnot;
|
|
|
+
|
|
|
+ if ( geoNode.Form === 'Closed' ) {
|
|
|
+
|
|
|
+ controlPoints.push( controlPoints[ 0 ] );
|
|
|
+
|
|
|
+ } else if ( geoNode.Form === 'Periodic' ) {
|
|
|
+
|
|
|
+ startKnot = degree;
|
|
|
+ endKnot = knots.length - 1 - startKnot;
|
|
|
+
|
|
|
+ for ( var i = 0; i < degree; ++ i ) {
|
|
|
+
|
|
|
+ controlPoints.push( controlPoints[ i ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var curve = new NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
|
|
|
+ var vertices = curve.getPoints( controlPoints.length * 7 );
|
|
|
+
|
|
|
+ var positions = new Float32Array( vertices.length * 3 );
|
|
|
+
|
|
|
+ vertices.forEach( function ( vertex, i ) {
|
|
|
+
|
|
|
+ vertex.toArray( positions, i * 3 );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ var geometry = new BufferGeometry();
|
|
|
+ geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
|
|
|
+
|
|
|
+ return geometry;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // parse animation data from FBXTree
|
|
|
+ function AnimationParser() {}
|
|
|
+
|
|
|
+ AnimationParser.prototype = {
|
|
|
+
|
|
|
+ constructor: AnimationParser,
|
|
|
+
|
|
|
+ // take raw animation clips and turn them into three.js animation clips
|
|
|
+ parse: function () {
|
|
|
+
|
|
|
+ var animationClips = [];
|
|
|
+
|
|
|
+ var rawClips = this.parseClips();
|
|
|
+
|
|
|
+ if ( rawClips !== undefined ) {
|
|
|
+
|
|
|
+ for ( var key in rawClips ) {
|
|
|
+
|
|
|
+ var rawClip = rawClips[ key ];
|
|
|
+
|
|
|
+ var clip = this.addClip( rawClip );
|
|
|
+
|
|
|
+ animationClips.push( clip );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return animationClips;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ parseClips: function () {
|
|
|
+
|
|
|
+ // since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,
|
|
|
+ // if this is undefined we can safely assume there are no animations
|
|
|
+ if ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;
|
|
|
+
|
|
|
+ var curveNodesMap = this.parseAnimationCurveNodes();
|
|
|
+
|
|
|
+ this.parseAnimationCurves( curveNodesMap );
|
|
|
+
|
|
|
+ var layersMap = this.parseAnimationLayers( curveNodesMap );
|
|
|
+ var rawClips = this.parseAnimStacks( layersMap );
|
|
|
+
|
|
|
+ return rawClips;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // parse nodes in FBXTree.Objects.AnimationCurveNode
|
|
|
+ // each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
|
|
|
+ // and is referenced by an AnimationLayer
|
|
|
+ parseAnimationCurveNodes: function () {
|
|
|
+
|
|
|
+ var rawCurveNodes = fbxTree.Objects.AnimationCurveNode;
|
|
|
+
|
|
|
+ var curveNodesMap = new Map();
|
|
|
+
|
|
|
+ for ( var nodeID in rawCurveNodes ) {
|
|
|
+
|
|
|
+ var rawCurveNode = rawCurveNodes[ nodeID ];
|
|
|
+
|
|
|
+ if ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {
|
|
|
+
|
|
|
+ var curveNode = {
|
|
|
+
|
|
|
+ id: rawCurveNode.id,
|
|
|
+ attr: rawCurveNode.attrName,
|
|
|
+ curves: {},
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ curveNodesMap.set( curveNode.id, curveNode );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return curveNodesMap;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // parse nodes in FBXTree.Objects.AnimationCurve and connect them up to
|
|
|
+ // previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
|
|
|
+ // axis ( e.g. times and values of x rotation)
|
|
|
+ parseAnimationCurves: function ( curveNodesMap ) {
|
|
|
+
|
|
|
+ var rawCurves = fbxTree.Objects.AnimationCurve;
|
|
|
+
|
|
|
+ // TODO: Many values are identical up to roundoff error, but won't be optimised
|
|
|
+ // e.g. position times: [0, 0.4, 0. 8]
|
|
|
+ // position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]
|
|
|
+ // clearly, this should be optimised to
|
|
|
+ // times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]
|
|
|
+ // this shows up in nearly every FBX file, and generally time array is length > 100
|
|
|
+
|
|
|
+ for ( var nodeID in rawCurves ) {
|
|
|
+
|
|
|
+ var animationCurve = {
|
|
|
+
|
|
|
+ id: rawCurves[ nodeID ].id,
|
|
|
+ times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),
|
|
|
+ values: rawCurves[ nodeID ].KeyValueFloat.a,
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ var relationships = connections.get( animationCurve.id );
|
|
|
+
|
|
|
+ if ( relationships !== undefined ) {
|
|
|
+
|
|
|
+ var animationCurveID = relationships.parents[ 0 ].ID;
|
|
|
+ var animationCurveRelationship = relationships.parents[ 0 ].relationship;
|
|
|
+
|
|
|
+ if ( animationCurveRelationship.match( /X/ ) ) {
|
|
|
+
|
|
|
+ curveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;
|
|
|
+
|
|
|
+ } else if ( animationCurveRelationship.match( /Y/ ) ) {
|
|
|
+
|
|
|
+ curveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;
|
|
|
+
|
|
|
+ } else if ( animationCurveRelationship.match( /Z/ ) ) {
|
|
|
+
|
|
|
+ curveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;
|
|
|
+
|
|
|
+ } else if ( animationCurveRelationship.match( /d|DeformPercent/ ) && curveNodesMap.has( animationCurveID ) ) {
|
|
|
+
|
|
|
+ curveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references
|
|
|
+ // to various AnimationCurveNodes and is referenced by an AnimationStack node
|
|
|
+ // note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack
|
|
|
+ parseAnimationLayers: function ( curveNodesMap ) {
|
|
|
+
|
|
|
+ var rawLayers = fbxTree.Objects.AnimationLayer;
|
|
|
+
|
|
|
+ var layersMap = new Map();
|
|
|
+
|
|
|
+ for ( var nodeID in rawLayers ) {
|
|
|
+
|
|
|
+ var layerCurveNodes = [];
|
|
|
+
|
|
|
+ var connection = connections.get( parseInt( nodeID ) );
|
|
|
+
|
|
|
+ if ( connection !== undefined ) {
|
|
|
+
|
|
|
+ // all the animationCurveNodes used in the layer
|
|
|
+ var children = connection.children;
|
|
|
+
|
|
|
+ children.forEach( function ( child, i ) {
|
|
|
+
|
|
|
+ if ( curveNodesMap.has( child.ID ) ) {
|
|
|
+
|
|
|
+ var curveNode = curveNodesMap.get( child.ID );
|
|
|
+
|
|
|
+ // check that the curves are defined for at least one axis, otherwise ignore the curveNode
|
|
|
+ if ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {
|
|
|
+
|
|
|
+ if ( layerCurveNodes[ i ] === undefined ) {
|
|
|
+
|
|
|
+ var modelID = connections.get( child.ID ).parents.filter( function ( parent ) {
|
|
|
+
|
|
|
+ return parent.relationship !== undefined;
|
|
|
+
|
|
|
+ } )[ 0 ].ID;
|
|
|
+
|
|
|
+ if ( modelID !== undefined ) {
|
|
|
+
|
|
|
+ var rawModel = fbxTree.Objects.Model[ modelID.toString() ];
|
|
|
+
|
|
|
+ var node = {
|
|
|
+
|
|
|
+ modelName: PropertyBinding.sanitizeNodeName( rawModel.attrName ),
|
|
|
+ ID: rawModel.id,
|
|
|
+ initialPosition: [ 0, 0, 0 ],
|
|
|
+ initialRotation: [ 0, 0, 0 ],
|
|
|
+ initialScale: [ 1, 1, 1 ],
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ sceneGraph.traverse( function ( child ) {
|
|
|
+
|
|
|
+ if ( child.ID === rawModel.id ) {
|
|
|
+
|
|
|
+ node.transform = child.matrix;
|
|
|
+
|
|
|
+ if ( child.userData.transformData ) node.eulerOrder = child.userData.transformData.eulerOrder;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ if ( ! node.transform ) node.transform = new Matrix4();
|
|
|
+
|
|
|
+ // if the animated model is pre rotated, we'll have to apply the pre rotations to every
|
|
|
+ // animation value as well
|
|
|
+ if ( 'PreRotation' in rawModel ) node.preRotation = rawModel.PreRotation.value;
|
|
|
+ if ( 'PostRotation' in rawModel ) node.postRotation = rawModel.PostRotation.value;
|
|
|
+
|
|
|
+ layerCurveNodes[ i ] = node;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( layerCurveNodes[ i ] ) layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
|
|
|
+
|
|
|
+ } else if ( curveNode.curves.morph !== undefined ) {
|
|
|
+
|
|
|
+ if ( layerCurveNodes[ i ] === undefined ) {
|
|
|
+
|
|
|
+ var deformerID = connections.get( child.ID ).parents.filter( function ( parent ) {
|
|
|
+
|
|
|
+ return parent.relationship !== undefined;
|
|
|
+
|
|
|
+ } )[ 0 ].ID;
|
|
|
+
|
|
|
+ var morpherID = connections.get( deformerID ).parents[ 0 ].ID;
|
|
|
+ var geoID = connections.get( morpherID ).parents[ 0 ].ID;
|
|
|
+
|
|
|
+ // assuming geometry is not used in more than one model
|
|
|
+ var modelID = connections.get( geoID ).parents[ 0 ].ID;
|
|
|
+
|
|
|
+ var rawModel = fbxTree.Objects.Model[ modelID ];
|
|
|
+
|
|
|
+ var node = {
|
|
|
+
|
|
|
+ modelName: PropertyBinding.sanitizeNodeName( rawModel.attrName ),
|
|
|
+ morphName: fbxTree.Objects.Deformer[ deformerID ].attrName,
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ layerCurveNodes[ i ] = node;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ layersMap.set( parseInt( nodeID ), layerCurveNodes );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return layersMap;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation
|
|
|
+ // hierarchy. Each Stack node will be used to create a AnimationClip
|
|
|
+ parseAnimStacks: function ( layersMap ) {
|
|
|
+
|
|
|
+ var rawStacks = fbxTree.Objects.AnimationStack;
|
|
|
+
|
|
|
+ // connect the stacks (clips) up to the layers
|
|
|
+ var rawClips = {};
|
|
|
+
|
|
|
+ for ( var nodeID in rawStacks ) {
|
|
|
+
|
|
|
+ var children = connections.get( parseInt( nodeID ) ).children;
|
|
|
+
|
|
|
+ if ( children.length > 1 ) {
|
|
|
+
|
|
|
+ // it seems like stacks will always be associated with a single layer. But just in case there are files
|
|
|
+ // where there are multiple layers per stack, we'll display a warning
|
|
|
+ console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var layer = layersMap.get( children[ 0 ].ID );
|
|
|
+
|
|
|
+ rawClips[ nodeID ] = {
|
|
|
+
|
|
|
+ name: rawStacks[ nodeID ].attrName,
|
|
|
+ layer: layer,
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return rawClips;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ addClip: function ( rawClip ) {
|
|
|
+
|
|
|
+ var tracks = [];
|
|
|
+
|
|
|
+ var self = this;
|
|
|
+ rawClip.layer.forEach( function ( rawTracks ) {
|
|
|
+
|
|
|
+ tracks = tracks.concat( self.generateTracks( rawTracks ) );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ return new AnimationClip( rawClip.name, - 1, tracks );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ generateTracks: function ( rawTracks ) {
|
|
|
+
|
|
|
+ var tracks = [];
|
|
|
+
|
|
|
+ var initialPosition = new Vector3();
|
|
|
+ var initialRotation = new Quaternion();
|
|
|
+ var initialScale = new Vector3();
|
|
|
+
|
|
|
+ if ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale );
|
|
|
+
|
|
|
+ initialPosition = initialPosition.toArray();
|
|
|
+ initialRotation = new Euler().setFromQuaternion( initialRotation, rawTracks.eulerOrder ).toArray();
|
|
|
+ initialScale = initialScale.toArray();
|
|
|
+
|
|
|
+ if ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {
|
|
|
+
|
|
|
+ var positionTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, initialPosition, 'position' );
|
|
|
+ if ( positionTrack !== undefined ) tracks.push( positionTrack );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {
|
|
|
+
|
|
|
+ var rotationTrack = this.generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, initialRotation, rawTracks.preRotation, rawTracks.postRotation, rawTracks.eulerOrder );
|
|
|
+ if ( rotationTrack !== undefined ) tracks.push( rotationTrack );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {
|
|
|
+
|
|
|
+ var scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );
|
|
|
+ if ( scaleTrack !== undefined ) tracks.push( scaleTrack );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( rawTracks.DeformPercent !== undefined ) {
|
|
|
+
|
|
|
+ var morphTrack = this.generateMorphTrack( rawTracks );
|
|
|
+ if ( morphTrack !== undefined ) tracks.push( morphTrack );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return tracks;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ generateVectorTrack: function ( modelName, curves, initialValue, type ) {
|
|
|
+
|
|
|
+ var times = this.getTimesForAllAxes( curves );
|
|
|
+ var values = this.getKeyframeTrackValues( times, curves, initialValue );
|
|
|
+
|
|
|
+ return new VectorKeyframeTrack( modelName + '.' + type, times, values );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ generateRotationTrack: function ( modelName, curves, initialValue, preRotation, postRotation, eulerOrder ) {
|
|
|
+
|
|
|
+ if ( curves.x !== undefined ) {
|
|
|
+
|
|
|
+ this.interpolateRotations( curves.x );
|
|
|
+ curves.x.values = curves.x.values.map( _Math.degToRad );
|
|
|
+
|
|
|
+ }
|
|
|
+ if ( curves.y !== undefined ) {
|
|
|
+
|
|
|
+ this.interpolateRotations( curves.y );
|
|
|
+ curves.y.values = curves.y.values.map( _Math.degToRad );
|
|
|
+
|
|
|
+ }
|
|
|
+ if ( curves.z !== undefined ) {
|
|
|
+
|
|
|
+ this.interpolateRotations( curves.z );
|
|
|
+ curves.z.values = curves.z.values.map( _Math.degToRad );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var times = this.getTimesForAllAxes( curves );
|
|
|
+ var values = this.getKeyframeTrackValues( times, curves, initialValue );
|
|
|
+
|
|
|
+ if ( preRotation !== undefined ) {
|
|
|
+
|
|
|
+ preRotation = preRotation.map( _Math.degToRad );
|
|
|
+ preRotation.push( eulerOrder );
|
|
|
+
|
|
|
+ preRotation = new Euler().fromArray( preRotation );
|
|
|
+ preRotation = new Quaternion().setFromEuler( preRotation );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( postRotation !== undefined ) {
|
|
|
+
|
|
|
+ postRotation = postRotation.map( _Math.degToRad );
|
|
|
+ postRotation.push( eulerOrder );
|
|
|
+
|
|
|
+ postRotation = new Euler().fromArray( postRotation );
|
|
|
+ postRotation = new Quaternion().setFromEuler( postRotation ).inverse();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var quaternion = new Quaternion();
|
|
|
+ var euler = new Euler();
|
|
|
+
|
|
|
+ var quaternionValues = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < values.length; i += 3 ) {
|
|
|
+
|
|
|
+ euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], eulerOrder );
|
|
|
+
|
|
|
+ quaternion.setFromEuler( euler );
|
|
|
+
|
|
|
+ if ( preRotation !== undefined ) quaternion.premultiply( preRotation );
|
|
|
+ if ( postRotation !== undefined ) quaternion.multiply( postRotation );
|
|
|
+
|
|
|
+ quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return new QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ generateMorphTrack: function ( rawTracks ) {
|
|
|
+
|
|
|
+ var curves = rawTracks.DeformPercent.curves.morph;
|
|
|
+ var values = curves.values.map( function ( val ) {
|
|
|
+
|
|
|
+ return val / 100;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ var morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];
|
|
|
+
|
|
|
+ return new NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // For all animated objects, times are defined separately for each axis
|
|
|
+ // Here we'll combine the times into one sorted array without duplicates
|
|
|
+ getTimesForAllAxes: function ( curves ) {
|
|
|
+
|
|
|
+ var times = [];
|
|
|
+
|
|
|
+ // first join together the times for each axis, if defined
|
|
|
+ if ( curves.x !== undefined ) times = times.concat( curves.x.times );
|
|
|
+ if ( curves.y !== undefined ) times = times.concat( curves.y.times );
|
|
|
+ if ( curves.z !== undefined ) times = times.concat( curves.z.times );
|
|
|
+
|
|
|
+ // then sort them and remove duplicates
|
|
|
+ times = times.sort( function ( a, b ) {
|
|
|
+
|
|
|
+ return a - b;
|
|
|
+
|
|
|
+ } ).filter( function ( elem, index, array ) {
|
|
|
+
|
|
|
+ return array.indexOf( elem ) == index;
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ return times;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getKeyframeTrackValues: function ( times, curves, initialValue ) {
|
|
|
+
|
|
|
+ var prevValue = initialValue;
|
|
|
+
|
|
|
+ var values = [];
|
|
|
+
|
|
|
+ var xIndex = - 1;
|
|
|
+ var yIndex = - 1;
|
|
|
+ var zIndex = - 1;
|
|
|
+
|
|
|
+ times.forEach( function ( time ) {
|
|
|
+
|
|
|
+ if ( curves.x ) xIndex = curves.x.times.indexOf( time );
|
|
|
+ if ( curves.y ) yIndex = curves.y.times.indexOf( time );
|
|
|
+ if ( curves.z ) zIndex = curves.z.times.indexOf( time );
|
|
|
+
|
|
|
+ // if there is an x value defined for this frame, use that
|
|
|
+ if ( xIndex !== - 1 ) {
|
|
|
+
|
|
|
+ var xValue = curves.x.values[ xIndex ];
|
|
|
+ values.push( xValue );
|
|
|
+ prevValue[ 0 ] = xValue;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ // otherwise use the x value from the previous frame
|
|
|
+ values.push( prevValue[ 0 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( yIndex !== - 1 ) {
|
|
|
+
|
|
|
+ var yValue = curves.y.values[ yIndex ];
|
|
|
+ values.push( yValue );
|
|
|
+ prevValue[ 1 ] = yValue;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ values.push( prevValue[ 1 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( zIndex !== - 1 ) {
|
|
|
+
|
|
|
+ var zValue = curves.z.values[ zIndex ];
|
|
|
+ values.push( zValue );
|
|
|
+ prevValue[ 2 ] = zValue;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ values.push( prevValue[ 2 ] );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ return values;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Rotations are defined as Euler angles which can have values of any size
|
|
|
+ // These will be converted to quaternions which don't support values greater than
|
|
|
+ // PI, so we'll interpolate large rotations
|
|
|
+ interpolateRotations: function ( curve ) {
|
|
|
+
|
|
|
+ for ( var i = 1; i < curve.values.length; i ++ ) {
|
|
|
+
|
|
|
+ var initialValue = curve.values[ i - 1 ];
|
|
|
+ var valuesSpan = curve.values[ i ] - initialValue;
|
|
|
+
|
|
|
+ var absoluteSpan = Math.abs( valuesSpan );
|
|
|
+
|
|
|
+ if ( absoluteSpan >= 180 ) {
|
|
|
+
|
|
|
+ var numSubIntervals = absoluteSpan / 180;
|
|
|
+
|
|
|
+ var step = valuesSpan / numSubIntervals;
|
|
|
+ var nextValue = initialValue + step;
|
|
|
+
|
|
|
+ var initialTime = curve.times[ i - 1 ];
|
|
|
+ var timeSpan = curve.times[ i ] - initialTime;
|
|
|
+ var interval = timeSpan / numSubIntervals;
|
|
|
+ var nextTime = initialTime + interval;
|
|
|
+
|
|
|
+ var interpolatedTimes = [];
|
|
|
+ var interpolatedValues = [];
|
|
|
+
|
|
|
+ while ( nextTime < curve.times[ i ] ) {
|
|
|
+
|
|
|
+ interpolatedTimes.push( nextTime );
|
|
|
+ nextTime += interval;
|
|
|
+
|
|
|
+ interpolatedValues.push( nextValue );
|
|
|
+ nextValue += step;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ curve.times = inject( curve.times, i, interpolatedTimes );
|
|
|
+ curve.values = inject( curve.values, i, interpolatedValues );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // parse an FBX file in ASCII format
|
|
|
+ function TextParser() {}
|
|
|
+
|
|
|
+ TextParser.prototype = {
|
|
|
+
|
|
|
+ constructor: TextParser,
|
|
|
+
|
|
|
+ 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: function ( text ) {
|
|
|
+
|
|
|
+ this.currentIndent = 0;
|
|
|
+
|
|
|
+ this.allNodes = new FBXTree();
|
|
|
+ this.nodeStack = [];
|
|
|
+ this.currentProp = [];
|
|
|
+ this.currentPropName = '';
|
|
|
+
|
|
|
+ var self = this;
|
|
|
+
|
|
|
+ var split = text.split( /[\r\n]+/ );
|
|
|
+
|
|
|
+ split.forEach( function ( line, i ) {
|
|
|
+
|
|
|
+ var matchComment = line.match( /^[\s\t]*;/ );
|
|
|
+ var matchEmpty = line.match( /^[\s\t]*$/ );
|
|
|
+
|
|
|
+ if ( matchComment || matchEmpty ) return;
|
|
|
+
|
|
|
+ var matchBeginning = line.match( '^\\t{' + self.currentIndent + '}(\\w+):(.*){', '' );
|
|
|
+ var matchProperty = line.match( '^\\t{' + ( self.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
|
|
|
+ var matchEnd = line.match( '^\\t{' + ( self.currentIndent - 1 ) + '}}' );
|
|
|
+
|
|
|
+ if ( matchBeginning ) {
|
|
|
+
|
|
|
+ self.parseNodeBegin( line, matchBeginning );
|
|
|
+
|
|
|
+ } else if ( matchProperty ) {
|
|
|
+
|
|
|
+ self.parseNodeProperty( line, matchProperty, split[ ++ i ] );
|
|
|
+
|
|
|
+ } else if ( matchEnd ) {
|
|
|
+
|
|
|
+ self.popStack();
|
|
|
+
|
|
|
+ } else if ( line.match( /^[^\s\t}]/ ) ) {
|
|
|
+
|
|
|
+ // large arrays are split over multiple lines terminated with a ',' character
|
|
|
+ // if this is encountered the line needs to be joined to the previous line
|
|
|
+ self.parseNodePropertyContinued( line );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ return this.allNodes;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ parseNodeBegin: function ( line, property ) {
|
|
|
+
|
|
|
+ var nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
|
|
|
+
|
|
|
+ var nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {
|
|
|
+
|
|
|
+ return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ var node = { name: nodeName };
|
|
|
+ var attrs = this.parseNodeAttr( nodeAttrs );
|
|
|
+
|
|
|
+ var currentNode = this.getCurrentNode();
|
|
|
+
|
|
|
+ // a top node
|
|
|
+ if ( this.currentIndent === 0 ) {
|
|
|
+
|
|
|
+ this.allNodes.add( nodeName, node );
|
|
|
+
|
|
|
+ } else { // a subnode
|
|
|
+
|
|
|
+ // if the subnode already exists, append it
|
|
|
+ if ( nodeName in currentNode ) {
|
|
|
+
|
|
|
+ // special case Pose needs PoseNodes as an array
|
|
|
+ if ( nodeName === 'PoseNode' ) {
|
|
|
+
|
|
|
+ currentNode.PoseNode.push( node );
|
|
|
+
|
|
|
+ } else if ( currentNode[ nodeName ].id !== undefined ) {
|
|
|
+
|
|
|
+ currentNode[ nodeName ] = {};
|
|
|
+ currentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;
|
|
|
+
|
|
|
+ } else if ( typeof attrs.id === 'number' ) {
|
|
|
+
|
|
|
+ currentNode[ nodeName ] = {};
|
|
|
+ currentNode[ nodeName ][ attrs.id ] = node;
|
|
|
+
|
|
|
+ } else if ( nodeName !== 'Properties70' ) {
|
|
|
+
|
|
|
+ if ( nodeName === 'PoseNode' ) currentNode[ nodeName ] = [ node ];
|
|
|
+ else currentNode[ nodeName ] = node;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( typeof attrs.id === 'number' ) node.id = attrs.id;
|
|
|
+ if ( attrs.name !== '' ) node.attrName = attrs.name;
|
|
|
+ if ( attrs.type !== '' ) node.attrType = attrs.type;
|
|
|
+
|
|
|
+ this.pushStack( node );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ parseNodeAttr: function ( attrs ) {
|
|
|
+
|
|
|
+ var id = attrs[ 0 ];
|
|
|
+
|
|
|
+ if ( attrs[ 0 ] !== '' ) {
|
|
|
+
|
|
|
+ id = parseInt( attrs[ 0 ] );
|
|
|
+
|
|
|
+ if ( isNaN( id ) ) {
|
|
|
+
|
|
|
+ id = attrs[ 0 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var name = '', type = '';
|
|
|
+
|
|
|
+ if ( attrs.length > 1 ) {
|
|
|
+
|
|
|
+ name = attrs[ 1 ].replace( /^(\w+)::/, '' );
|
|
|
+ type = attrs[ 2 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return { id: id, name: name, type: type };
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ parseNodeProperty: function ( line, property, contentLine ) {
|
|
|
+
|
|
|
+ var propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
|
|
|
+ var propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
|
|
|
+
|
|
|
+ // for special case: base64 image data follows "Content: ," line
|
|
|
+ // Content: ,
|
|
|
+ // "/9j/4RDaRXhpZgAATU0A..."
|
|
|
+ if ( propName === 'Content' && propValue === ',' ) {
|
|
|
+
|
|
|
+ propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var currentNode = this.getCurrentNode();
|
|
|
+ var parentName = currentNode.name;
|
|
|
+
|
|
|
+ if ( parentName === 'Properties70' ) {
|
|
|
+
|
|
|
+ this.parseNodeSpecialProperty( line, propName, propValue );
|
|
|
+ return;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // 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 );
|
|
|
+
|
|
|
+ rest = rest.map( function ( elem ) {
|
|
|
+
|
|
|
+ return elem.trim().replace( /^"/, '' );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ propName = 'connections';
|
|
|
+ propValue = [ from, to ];
|
|
|
+ append( propValue, rest );
|
|
|
+
|
|
|
+ if ( currentNode[ propName ] === undefined ) {
|
|
|
+
|
|
|
+ currentNode[ propName ] = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Node
|
|
|
+ if ( propName === 'Node' ) currentNode.id = propValue;
|
|
|
+
|
|
|
+ // connections
|
|
|
+ if ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {
|
|
|
+
|
|
|
+ currentNode[ propName ].push( propValue );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( propName !== 'a' ) currentNode[ propName ] = propValue;
|
|
|
+ else currentNode.a = propValue;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ this.setCurrentProp( currentNode, propName );
|
|
|
+
|
|
|
+ // convert string to array, unless it ends in ',' in which case more will be added to it
|
|
|
+ if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
|
|
|
+
|
|
|
+ currentNode.a = parseNumberArray( propValue );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ parseNodePropertyContinued: function ( line ) {
|
|
|
+
|
|
|
+ var currentNode = this.getCurrentNode();
|
|
|
+
|
|
|
+ currentNode.a += line;
|
|
|
+
|
|
|
+ // if the line doesn't end in ',' we have reached the end of the property value
|
|
|
+ // so convert the string to an array
|
|
|
+ if ( line.slice( - 1 ) !== ',' ) {
|
|
|
+
|
|
|
+ currentNode.a = parseNumberArray( currentNode.a );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // parse "Property70"
|
|
|
+ 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 ( prop ) {
|
|
|
+
|
|
|
+ return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ var innerPropName = props[ 0 ];
|
|
|
+ var innerPropType1 = props[ 1 ];
|
|
|
+ var innerPropType2 = props[ 2 ];
|
|
|
+ var innerPropFlag = props[ 3 ];
|
|
|
+ var innerPropValue = props[ 4 ];
|
|
|
+
|
|
|
+ // cast values where needed, otherwise leave as strings
|
|
|
+ switch ( innerPropType1 ) {
|
|
|
+
|
|
|
+ case 'int':
|
|
|
+ case 'enum':
|
|
|
+ case 'bool':
|
|
|
+ case 'ULongLong':
|
|
|
+ case 'double':
|
|
|
+ case 'Number':
|
|
|
+ case 'FieldOfView':
|
|
|
+ innerPropValue = parseFloat( innerPropValue );
|
|
|
+ break;
|
|
|
+
|
|
|
+ case 'Color':
|
|
|
+ case 'ColorRGB':
|
|
|
+ case 'Vector3D':
|
|
|
+ case 'Lcl_Translation':
|
|
|
+ case 'Lcl_Rotation':
|
|
|
+ case 'Lcl_Scaling':
|
|
|
+ innerPropValue = parseNumberArray( innerPropValue );
|
|
|
+ break;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // CAUTION: these props must append to parent's parent
|
|
|
+ this.getPrevNode()[ innerPropName ] = {
|
|
|
+
|
|
|
+ 'type': innerPropType1,
|
|
|
+ 'type2': innerPropType2,
|
|
|
+ 'flag': innerPropFlag,
|
|
|
+ 'value': innerPropValue
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ this.setCurrentProp( this.getPrevNode(), innerPropName );
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // Parse an FBX file in Binary format
|
|
|
+ function BinaryParser() {}
|
|
|
+
|
|
|
+ BinaryParser.prototype = {
|
|
|
+
|
|
|
+ constructor: BinaryParser,
|
|
|
+
|
|
|
+ parse: function ( buffer ) {
|
|
|
+
|
|
|
+ var reader = new BinaryReader( buffer );
|
|
|
+ reader.skip( 23 ); // skip magic 23 bytes
|
|
|
+
|
|
|
+ var version = reader.getUint32();
|
|
|
+
|
|
|
+ console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
|
|
|
+
|
|
|
+ var allNodes = new FBXTree();
|
|
|
+
|
|
|
+ while ( ! this.endOfContent( reader ) ) {
|
|
|
+
|
|
|
+ var node = this.parseNode( reader, version );
|
|
|
+ if ( node !== null ) allNodes.add( node.name, node );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return allNodes;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Check if reader has reached the end of content.
|
|
|
+ endOfContent: function ( reader ) {
|
|
|
+
|
|
|
+ // footer size: 160bytes + 16-byte alignment padding
|
|
|
+ // - 16bytes: magic
|
|
|
+ // - padding til 16-byte alignment (at least 1byte?)
|
|
|
+ // (seems like some exporters embed fixed 15 or 16bytes?)
|
|
|
+ // - 4bytes: magic
|
|
|
+ // - 4bytes: version
|
|
|
+ // - 120bytes: zero
|
|
|
+ // - 16bytes: magic
|
|
|
+ if ( reader.size() % 16 === 0 ) {
|
|
|
+
|
|
|
+ return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ return reader.getOffset() + 160 + 16 >= reader.size();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // recursively parse nodes until the end of the file is reached
|
|
|
+ parseNode: function ( reader, version ) {
|
|
|
+
|
|
|
+ var node = {};
|
|
|
+
|
|
|
+ // The first three data sizes depends on version.
|
|
|
+ var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
|
|
|
+ var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
|
|
|
+
|
|
|
+ // note: do not remove this even if you get a linter warning as it moves the buffer forward
|
|
|
+ var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
|
|
|
+
|
|
|
+ var nameLen = reader.getUint8();
|
|
|
+ var name = reader.getString( nameLen );
|
|
|
+
|
|
|
+ // Regards this node as NULL-record if endOffset is zero
|
|
|
+ if ( endOffset === 0 ) return null;
|
|
|
+
|
|
|
+ var propertyList = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < numProperties; i ++ ) {
|
|
|
+
|
|
|
+ propertyList.push( this.parseProperty( reader ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Regards the first three elements in propertyList as id, attrName, and attrType
|
|
|
+ var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
|
|
|
+ var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
|
|
|
+ var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
|
|
|
+
|
|
|
+ // check if this node represents just a single property
|
|
|
+ // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
|
|
|
+ node.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;
|
|
|
+
|
|
|
+ while ( endOffset > reader.getOffset() ) {
|
|
|
+
|
|
|
+ var subNode = this.parseNode( reader, version );
|
|
|
+
|
|
|
+ if ( subNode !== null ) this.parseSubNode( name, node, subNode );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ node.propertyList = propertyList; // raw property list used by parent
|
|
|
+
|
|
|
+ if ( typeof id === 'number' ) node.id = id;
|
|
|
+ if ( attrName !== '' ) node.attrName = attrName;
|
|
|
+ if ( attrType !== '' ) node.attrType = attrType;
|
|
|
+ if ( name !== '' ) node.name = name;
|
|
|
+
|
|
|
+ return node;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ parseSubNode: function ( name, node, subNode ) {
|
|
|
+
|
|
|
+ // special case: child node is single property
|
|
|
+ if ( subNode.singleProperty === true ) {
|
|
|
+
|
|
|
+ var value = subNode.propertyList[ 0 ];
|
|
|
+
|
|
|
+ if ( Array.isArray( value ) ) {
|
|
|
+
|
|
|
+ node[ subNode.name ] = subNode;
|
|
|
+
|
|
|
+ subNode.a = value;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ node[ subNode.name ] = value;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else if ( name === 'Connections' && subNode.name === 'C' ) {
|
|
|
+
|
|
|
+ var array = [];
|
|
|
+
|
|
|
+ subNode.propertyList.forEach( function ( property, i ) {
|
|
|
+
|
|
|
+ // first Connection is FBX type (OO, OP, etc.). We'll discard these
|
|
|
+ if ( i !== 0 ) array.push( property );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ if ( node.connections === undefined ) {
|
|
|
+
|
|
|
+ node.connections = [];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ node.connections.push( array );
|
|
|
+
|
|
|
+ } else if ( subNode.name === 'Properties70' ) {
|
|
|
+
|
|
|
+ var keys = Object.keys( subNode );
|
|
|
+
|
|
|
+ keys.forEach( function ( key ) {
|
|
|
+
|
|
|
+ node[ key ] = subNode[ key ];
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ } else if ( name === 'Properties70' && subNode.name === 'P' ) {
|
|
|
+
|
|
|
+ var innerPropName = subNode.propertyList[ 0 ];
|
|
|
+ var innerPropType1 = subNode.propertyList[ 1 ];
|
|
|
+ var innerPropType2 = subNode.propertyList[ 2 ];
|
|
|
+ var innerPropFlag = subNode.propertyList[ 3 ];
|
|
|
+ var innerPropValue;
|
|
|
+
|
|
|
+ if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
|
|
|
+ if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
|
|
|
+
|
|
|
+ if ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
|
|
|
+
|
|
|
+ innerPropValue = [
|
|
|
+ subNode.propertyList[ 4 ],
|
|
|
+ subNode.propertyList[ 5 ],
|
|
|
+ subNode.propertyList[ 6 ]
|
|
|
+ ];
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ innerPropValue = subNode.propertyList[ 4 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // this will be copied to parent, see above
|
|
|
+ node[ innerPropName ] = {
|
|
|
+
|
|
|
+ 'type': innerPropType1,
|
|
|
+ 'type2': innerPropType2,
|
|
|
+ 'flag': innerPropFlag,
|
|
|
+ 'value': innerPropValue
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ } else if ( node[ subNode.name ] === undefined ) {
|
|
|
+
|
|
|
+ if ( typeof subNode.id === 'number' ) {
|
|
|
+
|
|
|
+ node[ subNode.name ] = {};
|
|
|
+ node[ subNode.name ][ subNode.id ] = subNode;
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ node[ subNode.name ] = subNode;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ if ( subNode.name === 'PoseNode' ) {
|
|
|
+
|
|
|
+ if ( ! Array.isArray( node[ subNode.name ] ) ) {
|
|
|
+
|
|
|
+ node[ subNode.name ] = [ node[ subNode.name ] ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ node[ subNode.name ].push( subNode );
|
|
|
+
|
|
|
+ } else if ( node[ subNode.name ][ subNode.id ] === undefined ) {
|
|
|
+
|
|
|
+ node[ subNode.name ][ subNode.id ] = subNode;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ parseProperty: function ( reader ) {
|
|
|
+
|
|
|
+ var type = reader.getString( 1 );
|
|
|
+
|
|
|
+ switch ( type ) {
|
|
|
+
|
|
|
+ case 'C':
|
|
|
+ return reader.getBoolean();
|
|
|
+
|
|
|
+ case 'D':
|
|
|
+ return reader.getFloat64();
|
|
|
+
|
|
|
+ case 'F':
|
|
|
+ return reader.getFloat32();
|
|
|
+
|
|
|
+ case 'I':
|
|
|
+ return reader.getInt32();
|
|
|
+
|
|
|
+ case 'L':
|
|
|
+ return reader.getInt64();
|
|
|
+
|
|
|
+ case 'R':
|
|
|
+ var length = reader.getUint32();
|
|
|
+ return reader.getArrayBuffer( length );
|
|
|
+
|
|
|
+ case 'S':
|
|
|
+ var length = reader.getUint32();
|
|
|
+ return reader.getString( length );
|
|
|
+
|
|
|
+ case 'Y':
|
|
|
+ return reader.getInt16();
|
|
|
+
|
|
|
+ case 'b':
|
|
|
+ case 'c':
|
|
|
+ case 'd':
|
|
|
+ case 'f':
|
|
|
+ case 'i':
|
|
|
+ case 'l':
|
|
|
+
|
|
|
+ var arrayLength = reader.getUint32();
|
|
|
+ var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
|
|
|
+ var compressedLength = reader.getUint32();
|
|
|
+
|
|
|
+ if ( encoding === 0 ) {
|
|
|
+
|
|
|
+ switch ( type ) {
|
|
|
+
|
|
|
+ case 'b':
|
|
|
+ case 'c':
|
|
|
+ return reader.getBooleanArray( arrayLength );
|
|
|
+
|
|
|
+ case 'd':
|
|
|
+ return reader.getFloat64Array( arrayLength );
|
|
|
+
|
|
|
+ case 'f':
|
|
|
+ return reader.getFloat32Array( arrayLength );
|
|
|
+
|
|
|
+ case 'i':
|
|
|
+ return reader.getInt32Array( arrayLength );
|
|
|
+
|
|
|
+ case 'l':
|
|
|
+ return reader.getInt64Array( arrayLength );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( typeof Zlib === 'undefined' ) {
|
|
|
+
|
|
|
+ console.error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
|
|
|
+ var reader2 = new BinaryReader( inflate.decompress().buffer );
|
|
|
+
|
|
|
+ switch ( type ) {
|
|
|
+
|
|
|
+ case 'b':
|
|
|
+ case 'c':
|
|
|
+ return reader2.getBooleanArray( arrayLength );
|
|
|
+
|
|
|
+ case 'd':
|
|
|
+ return reader2.getFloat64Array( arrayLength );
|
|
|
+
|
|
|
+ case 'f':
|
|
|
+ return reader2.getFloat32Array( arrayLength );
|
|
|
+
|
|
|
+ case 'i':
|
|
|
+ return reader2.getInt32Array( arrayLength );
|
|
|
+
|
|
|
+ case 'l':
|
|
|
+ return reader2.getInt64Array( arrayLength );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ default:
|
|
|
+ throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ function BinaryReader( buffer, littleEndian ) {
|
|
|
+
|
|
|
+ this.dv = new DataView( buffer );
|
|
|
+ this.offset = 0;
|
|
|
+ this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ BinaryReader.prototype = {
|
|
|
+
|
|
|
+ constructor: BinaryReader,
|
|
|
+
|
|
|
+ getOffset: function () {
|
|
|
+
|
|
|
+ return this.offset;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ size: function () {
|
|
|
+
|
|
|
+ return this.dv.buffer.byteLength;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ skip: function ( length ) {
|
|
|
+
|
|
|
+ this.offset += length;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // seems like true/false representation depends on exporter.
|
|
|
+ // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
|
|
|
+ // then sees LSB.
|
|
|
+ getBoolean: function () {
|
|
|
+
|
|
|
+ return ( this.getUint8() & 1 ) === 1;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getBooleanArray: function ( size ) {
|
|
|
+
|
|
|
+ var a = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < size; i ++ ) {
|
|
|
+
|
|
|
+ a.push( this.getBoolean() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return a;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getUint8: function () {
|
|
|
+
|
|
|
+ var value = this.dv.getUint8( this.offset );
|
|
|
+ this.offset += 1;
|
|
|
+ return value;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getInt16: function () {
|
|
|
+
|
|
|
+ var value = this.dv.getInt16( this.offset, this.littleEndian );
|
|
|
+ this.offset += 2;
|
|
|
+ return value;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getInt32: function () {
|
|
|
+
|
|
|
+ var value = this.dv.getInt32( this.offset, this.littleEndian );
|
|
|
+ this.offset += 4;
|
|
|
+ return value;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getInt32Array: function ( size ) {
|
|
|
+
|
|
|
+ var a = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < size; i ++ ) {
|
|
|
+
|
|
|
+ a.push( this.getInt32() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return a;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getUint32: function () {
|
|
|
+
|
|
|
+ var value = this.dv.getUint32( this.offset, this.littleEndian );
|
|
|
+ this.offset += 4;
|
|
|
+ return value;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // JavaScript doesn't support 64-bit integer so calculate this here
|
|
|
+ // 1 << 32 will return 1 so using multiply operation instead here.
|
|
|
+ // There's a possibility that this method returns wrong value if the value
|
|
|
+ // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
|
|
|
+ // TODO: safely handle 64-bit integer
|
|
|
+ getInt64: function () {
|
|
|
+
|
|
|
+ var low, high;
|
|
|
+
|
|
|
+ if ( this.littleEndian ) {
|
|
|
+
|
|
|
+ low = this.getUint32();
|
|
|
+ high = this.getUint32();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ high = this.getUint32();
|
|
|
+ low = this.getUint32();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // calculate negative value
|
|
|
+ if ( high & 0x80000000 ) {
|
|
|
+
|
|
|
+ high = ~ high & 0xFFFFFFFF;
|
|
|
+ low = ~ low & 0xFFFFFFFF;
|
|
|
+
|
|
|
+ if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
|
|
|
+
|
|
|
+ low = ( low + 1 ) & 0xFFFFFFFF;
|
|
|
+
|
|
|
+ return - ( high * 0x100000000 + low );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return high * 0x100000000 + low;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getInt64Array: function ( size ) {
|
|
|
+
|
|
|
+ var a = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < size; i ++ ) {
|
|
|
+
|
|
|
+ a.push( this.getInt64() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return a;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ // Note: see getInt64() comment
|
|
|
+ getUint64: function () {
|
|
|
+
|
|
|
+ var low, high;
|
|
|
+
|
|
|
+ if ( this.littleEndian ) {
|
|
|
+
|
|
|
+ low = this.getUint32();
|
|
|
+ high = this.getUint32();
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ high = this.getUint32();
|
|
|
+ low = this.getUint32();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return high * 0x100000000 + low;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getFloat32: function () {
|
|
|
+
|
|
|
+ var value = this.dv.getFloat32( this.offset, this.littleEndian );
|
|
|
+ this.offset += 4;
|
|
|
+ return value;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getFloat32Array: function ( size ) {
|
|
|
+
|
|
|
+ var a = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < size; i ++ ) {
|
|
|
+
|
|
|
+ a.push( this.getFloat32() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return a;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getFloat64: function () {
|
|
|
+
|
|
|
+ var value = this.dv.getFloat64( this.offset, this.littleEndian );
|
|
|
+ this.offset += 8;
|
|
|
+ return value;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getFloat64Array: function ( size ) {
|
|
|
+
|
|
|
+ var a = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < size; i ++ ) {
|
|
|
+
|
|
|
+ a.push( this.getFloat64() );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return a;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getArrayBuffer: function ( size ) {
|
|
|
+
|
|
|
+ var value = this.dv.buffer.slice( this.offset, this.offset + size );
|
|
|
+ this.offset += size;
|
|
|
+ return value;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ getString: function ( size ) {
|
|
|
+
|
|
|
+ // note: safari 9 doesn't support Uint8Array.indexOf; create intermediate array instead
|
|
|
+ var a = [];
|
|
|
+
|
|
|
+ for ( var i = 0; i < size; i ++ ) {
|
|
|
+
|
|
|
+ a[ i ] = this.getUint8();
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var nullByte = a.indexOf( 0 );
|
|
|
+ if ( nullByte >= 0 ) a = a.slice( 0, nullByte );
|
|
|
+
|
|
|
+ return LoaderUtils.decodeText( new Uint8Array( a ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
|
|
|
+ // and BinaryParser( FBX Binary format)
|
|
|
+ function FBXTree() {}
|
|
|
+
|
|
|
+ FBXTree.prototype = {
|
|
|
+
|
|
|
+ constructor: FBXTree,
|
|
|
+
|
|
|
+ add: function ( key, val ) {
|
|
|
+
|
|
|
+ this[ key ] = val;
|
|
|
+
|
|
|
+ },
|
|
|
+
|
|
|
+ };
|
|
|
+
|
|
|
+ // ************** UTILITY FUNCTIONS **************
|
|
|
+
|
|
|
+ function isFbxFormatBinary( buffer ) {
|
|
|
+
|
|
|
+ var CORRECT = 'Kaydara FBX Binary \0';
|
|
|
+
|
|
|
+ return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function isFbxFormatASCII( text ) {
|
|
|
+
|
|
|
+ var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
|
|
|
+
|
|
|
+ var cursor = 0;
|
|
|
+
|
|
|
+ function read( offset ) {
|
|
|
+
|
|
|
+ var result = text[ offset - 1 ];
|
|
|
+ text = text.slice( cursor + offset );
|
|
|
+ cursor ++;
|
|
|
+ return result;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ for ( var i = 0; i < CORRECT.length; ++ i ) {
|
|
|
+
|
|
|
+ var num = read( 1 );
|
|
|
+ if ( num === CORRECT[ i ] ) {
|
|
|
+
|
|
|
+ return false;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return true;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function getFbxVersion( text ) {
|
|
|
+
|
|
|
+ var versionRegExp = /FBXVersion: (\d+)/;
|
|
|
+ var match = text.match( versionRegExp );
|
|
|
+ if ( match ) {
|
|
|
+
|
|
|
+ var version = parseInt( match[ 1 ] );
|
|
|
+ return version;
|
|
|
+
|
|
|
+ }
|
|
|
+ throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Converts FBX ticks into real time seconds.
|
|
|
+ function convertFBXTimeToSeconds( time ) {
|
|
|
+
|
|
|
+ return time / 46186158000;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var dataArray = [];
|
|
|
+
|
|
|
+ // extracts the data from the correct position in the FBX array based on indexing type
|
|
|
+ function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
|
|
|
+
|
|
|
+ var index;
|
|
|
+
|
|
|
+ switch ( infoObject.mappingType ) {
|
|
|
+
|
|
|
+ case 'ByPolygonVertex' :
|
|
|
+ index = polygonVertexIndex;
|
|
|
+ break;
|
|
|
+ case 'ByPolygon' :
|
|
|
+ index = polygonIndex;
|
|
|
+ break;
|
|
|
+ case 'ByVertice' :
|
|
|
+ index = vertexIndex;
|
|
|
+ break;
|
|
|
+ case 'AllSame' :
|
|
|
+ index = infoObject.indices[ 0 ];
|
|
|
+ break;
|
|
|
+ default :
|
|
|
+ console.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];
|
|
|
+
|
|
|
+ var from = index * infoObject.dataSize;
|
|
|
+ var to = from + infoObject.dataSize;
|
|
|
+
|
|
|
+ return slice( dataArray, infoObject.buffer, from, to );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ var tempEuler = new Euler();
|
|
|
+ var tempVec = new Vector3();
|
|
|
+
|
|
|
+ // generate transformation from FBX transform data
|
|
|
+ // ref: https://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_10CDD63C_79C1_4F2D_BB28_AD2BE65A02ED_htm
|
|
|
+ // ref: http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/_transformations_2main_8cxx-example.html,topicNumber=cpp_ref__transformations_2main_8cxx_example_htmlfc10a1e1-b18d-4e72-9dc0-70d0f1959f5e
|
|
|
+ function generateTransform( transformData ) {
|
|
|
+
|
|
|
+ var lTranslationM = new Matrix4();
|
|
|
+ var lPreRotationM = new Matrix4();
|
|
|
+ var lRotationM = new Matrix4();
|
|
|
+ var lPostRotationM = new Matrix4();
|
|
|
+
|
|
|
+ var lScalingM = new Matrix4();
|
|
|
+ var lScalingPivotM = new Matrix4();
|
|
|
+ var lScalingOffsetM = new Matrix4();
|
|
|
+ var lRotationOffsetM = new Matrix4();
|
|
|
+ var lRotationPivotM = new Matrix4();
|
|
|
+
|
|
|
+ var lParentGX = new Matrix4();
|
|
|
+ var lGlobalT = new Matrix4();
|
|
|
+
|
|
|
+ var inheritType = ( transformData.inheritType ) ? transformData.inheritType : 0;
|
|
|
+
|
|
|
+ if ( transformData.translation ) lTranslationM.setPosition( tempVec.fromArray( transformData.translation ) );
|
|
|
+
|
|
|
+ if ( transformData.preRotation ) {
|
|
|
+
|
|
|
+ var array = transformData.preRotation.map( _Math.degToRad );
|
|
|
+ array.push( transformData.eulerOrder );
|
|
|
+ lPreRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( transformData.rotation ) {
|
|
|
+
|
|
|
+ var array = transformData.rotation.map( _Math.degToRad );
|
|
|
+ array.push( transformData.eulerOrder );
|
|
|
+ lRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( transformData.postRotation ) {
|
|
|
+
|
|
|
+ var array = transformData.postRotation.map( _Math.degToRad );
|
|
|
+ array.push( transformData.eulerOrder );
|
|
|
+ lPostRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ if ( transformData.scale ) lScalingM.scale( tempVec.fromArray( transformData.scale ) );
|
|
|
+
|
|
|
+ // Pivots and offsets
|
|
|
+ if ( transformData.scalingOffset ) lScalingOffsetM.setPosition( tempVec.fromArray( transformData.scalingOffset ) );
|
|
|
+ if ( transformData.scalingPivot ) lScalingPivotM.setPosition( tempVec.fromArray( transformData.scalingPivot ) );
|
|
|
+ if ( transformData.rotationOffset ) lRotationOffsetM.setPosition( tempVec.fromArray( transformData.rotationOffset ) );
|
|
|
+ if ( transformData.rotationPivot ) lRotationPivotM.setPosition( tempVec.fromArray( transformData.rotationPivot ) );
|
|
|
+
|
|
|
+ // parent transform
|
|
|
+ if ( transformData.parentMatrixWorld ) lParentGX = transformData.parentMatrixWorld;
|
|
|
+
|
|
|
+ // Global Rotation
|
|
|
+ var lLRM = lPreRotationM.multiply( lRotationM ).multiply( lPostRotationM );
|
|
|
+ var lParentGRM = new Matrix4();
|
|
|
+ lParentGX.extractRotation( lParentGRM );
|
|
|
+
|
|
|
+ // Global Shear*Scaling
|
|
|
+ var lParentTM = new Matrix4();
|
|
|
+ var lLSM;
|
|
|
+ var lParentGSM;
|
|
|
+ var lParentGRSM;
|
|
|
+
|
|
|
+ lParentTM.copyPosition( lParentGX );
|
|
|
+ lParentGRSM = lParentTM.getInverse( lParentTM ).multiply( lParentGX );
|
|
|
+ lParentGSM = lParentGRM.getInverse( lParentGRM ).multiply( lParentGRSM );
|
|
|
+ lLSM = lScalingM;
|
|
|
+
|
|
|
+ var lGlobalRS;
|
|
|
+ if ( inheritType === 0 ) {
|
|
|
+
|
|
|
+ lGlobalRS = lParentGRM.multiply( lLRM ).multiply( lParentGSM ).multiply( lLSM );
|
|
|
+
|
|
|
+ } else if ( inheritType === 1 ) {
|
|
|
+
|
|
|
+ lGlobalRS = lParentGRM.multiply( lParentGSM ).multiply( lLRM ).multiply( lLSM );
|
|
|
+
|
|
|
+ } else {
|
|
|
+
|
|
|
+ var lParentLSM = new Matrix4().copy( lScalingM );
|
|
|
+
|
|
|
+ var lParentGSM_noLocal = lParentGSM.multiply( lParentLSM.getInverse( lParentLSM ) );
|
|
|
+
|
|
|
+ lGlobalRS = lParentGRM.multiply( lLRM ).multiply( lParentGSM_noLocal ).multiply( lLSM );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Calculate the local transform matrix
|
|
|
+ var lTransform = lTranslationM.multiply( lRotationOffsetM ).multiply( lRotationPivotM ).multiply( lPreRotationM ).multiply( lRotationM ).multiply( lPostRotationM ).multiply( lRotationPivotM.getInverse( lRotationPivotM ) ).multiply( lScalingOffsetM ).multiply( lScalingPivotM ).multiply( lScalingM ).multiply( lScalingPivotM.getInverse( lScalingPivotM ) );
|
|
|
+
|
|
|
+ var lLocalTWithAllPivotAndOffsetInfo = new Matrix4().copyPosition( lTransform );
|
|
|
+
|
|
|
+ var lGlobalTranslation = lParentGX.multiply( lLocalTWithAllPivotAndOffsetInfo );
|
|
|
+ lGlobalT.copyPosition( lGlobalTranslation );
|
|
|
+
|
|
|
+ lTransform = lGlobalT.multiply( lGlobalRS );
|
|
|
+
|
|
|
+ return lTransform;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Returns the three.js intrinsic Euler order corresponding to FBX extrinsic Euler order
|
|
|
+ // ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
|
|
|
+ function getEulerOrder( order ) {
|
|
|
+
|
|
|
+ order = order || 0;
|
|
|
+
|
|
|
+ var enums = [
|
|
|
+ 'ZYX', // -> XYZ extrinsic
|
|
|
+ 'YZX', // -> XZY extrinsic
|
|
|
+ 'XZY', // -> YZX extrinsic
|
|
|
+ 'ZXY', // -> YXZ extrinsic
|
|
|
+ 'YXZ', // -> ZXY extrinsic
|
|
|
+ 'XYZ', // -> ZYX extrinsic
|
|
|
+ //'SphericXYZ', // not possible to support
|
|
|
+ ];
|
|
|
+
|
|
|
+ if ( order === 6 ) {
|
|
|
+
|
|
|
+ console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
|
|
|
+ return enums[ 0 ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return enums[ order ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // Parses comma separated list of numbers and returns them an array.
|
|
|
+ // Used internally by the TextParser
|
|
|
+ function parseNumberArray( value ) {
|
|
|
+
|
|
|
+ var array = value.split( ',' ).map( function ( val ) {
|
|
|
+
|
|
|
+ return parseFloat( val );
|
|
|
+
|
|
|
+ } );
|
|
|
+
|
|
|
+ return array;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function convertArrayBufferToString( buffer, from, to ) {
|
|
|
+
|
|
|
+ if ( from === undefined ) from = 0;
|
|
|
+ if ( to === undefined ) to = buffer.byteLength;
|
|
|
+
|
|
|
+ return LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function append( a, b ) {
|
|
|
+
|
|
|
+ for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
|
|
|
+
|
|
|
+ a[ j ] = b[ i ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ function slice( a, b, from, to ) {
|
|
|
+
|
|
|
+ for ( var i = from, j = 0; i < to; i ++, j ++ ) {
|
|
|
+
|
|
|
+ a[ j ] = b[ i ];
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return a;
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ // inject array a2 into array a1 at index
|
|
|
+ function inject( a1, index, a2 ) {
|
|
|
+
|
|
|
+ return a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+ return FBXLoader;
|
|
|
+
|
|
|
+} )();
|
|
|
+
|
|
|
+export { FBXLoader };
|