FBXLoader.js 95 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. * @author Takahiro https://github.com/takahirox
  4. * @author Lewy Blue https://github.com/looeee
  5. *
  6. * Loader loads FBX file and generates Group representing FBX scene.
  7. * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format
  8. * Versions lower than this may load but will probably have errors
  9. *
  10. * Needs Support:
  11. * Morph normals / blend shape normals
  12. *
  13. * FBX format references:
  14. * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
  15. * http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
  16. *
  17. * Binary format specification:
  18. * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  19. */
  20. THREE.FBXLoader = ( function () {
  21. var fbxTree;
  22. var connections;
  23. var sceneGraph;
  24. function FBXLoader( manager ) {
  25. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  26. }
  27. FBXLoader.prototype = {
  28. constructor: FBXLoader,
  29. crossOrigin: 'anonymous',
  30. load: function ( url, onLoad, onProgress, onError ) {
  31. var self = this;
  32. var resourceDirectory = THREE.LoaderUtils.extractUrlBase( url );
  33. var loader = new THREE.FileLoader( this.manager );
  34. loader.setResponseType( 'arraybuffer' );
  35. loader.load( url, function ( buffer ) {
  36. try {
  37. var scene = self.parse( buffer, resourceDirectory );
  38. onLoad( scene );
  39. } catch ( error ) {
  40. setTimeout( function () {
  41. if ( onError ) onError( error );
  42. self.manager.itemError( url );
  43. }, 0 );
  44. }
  45. }, onProgress, onError );
  46. },
  47. setCrossOrigin: function ( value ) {
  48. this.crossOrigin = value;
  49. return this;
  50. },
  51. parse: function ( FBXBuffer, resourceDirectory ) {
  52. if ( isFbxFormatBinary( FBXBuffer ) ) {
  53. fbxTree = new BinaryParser().parse( FBXBuffer );
  54. } else {
  55. var FBXText = convertArrayBufferToString( FBXBuffer );
  56. if ( ! isFbxFormatASCII( FBXText ) ) {
  57. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  58. }
  59. if ( getFbxVersion( FBXText ) < 7000 ) {
  60. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  61. }
  62. fbxTree = new TextParser().parse( FBXText );
  63. }
  64. //console.log( FBXTree );
  65. var textureLoader = new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ).setCrossOrigin( this.crossOrigin );
  66. return new FBXTreeParser( textureLoader ).parse( fbxTree );
  67. }
  68. };
  69. // Parse the FBXTree object returned by the BinaryParser or TextParser and return a THREE.Group
  70. function FBXTreeParser( textureLoader ) {
  71. this.textureLoader = textureLoader;
  72. }
  73. FBXTreeParser.prototype = {
  74. constructor: FBXTreeParser,
  75. parse: function () {
  76. connections = this.parseConnections();
  77. var images = this.parseImages();
  78. var textures = this.parseTextures( images );
  79. var materials = this.parseMaterials( textures );
  80. var deformers = this.parseDeformers();
  81. var geometryMap = new GeometryParser().parse( deformers );
  82. this.parseScene( deformers, geometryMap, materials );
  83. return sceneGraph;
  84. },
  85. // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
  86. // and details the connection type
  87. parseConnections: function () {
  88. var connectionMap = new Map();
  89. if ( 'Connections' in fbxTree ) {
  90. var rawConnections = fbxTree.Connections.connections;
  91. rawConnections.forEach( function ( rawConnection ) {
  92. var fromID = rawConnection[ 0 ];
  93. var toID = rawConnection[ 1 ];
  94. var relationship = rawConnection[ 2 ];
  95. if ( ! connectionMap.has( fromID ) ) {
  96. connectionMap.set( fromID, {
  97. parents: [],
  98. children: []
  99. } );
  100. }
  101. var parentRelationship = { ID: toID, relationship: relationship };
  102. connectionMap.get( fromID ).parents.push( parentRelationship );
  103. if ( ! connectionMap.has( toID ) ) {
  104. connectionMap.set( toID, {
  105. parents: [],
  106. children: []
  107. } );
  108. }
  109. var childRelationship = { ID: fromID, relationship: relationship };
  110. connectionMap.get( toID ).children.push( childRelationship );
  111. } );
  112. }
  113. return connectionMap;
  114. },
  115. // Parse FBXTree.Objects.Video for embedded image data
  116. // These images are connected to textures in FBXTree.Objects.Textures
  117. // via FBXTree.Connections.
  118. parseImages: function () {
  119. var images = {};
  120. var blobs = {};
  121. if ( 'Video' in fbxTree.Objects ) {
  122. var videoNodes = fbxTree.Objects.Video;
  123. for ( var nodeID in videoNodes ) {
  124. var videoNode = videoNodes[ nodeID ];
  125. var id = parseInt( nodeID );
  126. images[ id ] = videoNode.RelativeFilename || videoNode.Filename;
  127. // raw image data is in videoNode.Content
  128. if ( 'Content' in videoNode ) {
  129. var arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );
  130. var base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );
  131. if ( arrayBufferContent || base64Content ) {
  132. var image = this.parseImage( videoNodes[ nodeID ] );
  133. blobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;
  134. }
  135. }
  136. }
  137. }
  138. for ( var id in images ) {
  139. var filename = images[ id ];
  140. if ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];
  141. else images[ id ] = images[ id ].split( '\\' ).pop();
  142. }
  143. return images;
  144. },
  145. // Parse embedded image data in FBXTree.Video.Content
  146. parseImage: function ( videoNode ) {
  147. var content = videoNode.Content;
  148. var fileName = videoNode.RelativeFilename || videoNode.Filename;
  149. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  150. var type;
  151. switch ( extension ) {
  152. case 'bmp':
  153. type = 'image/bmp';
  154. break;
  155. case 'jpg':
  156. case 'jpeg':
  157. type = 'image/jpeg';
  158. break;
  159. case 'png':
  160. type = 'image/png';
  161. break;
  162. case 'tif':
  163. type = 'image/tiff';
  164. break;
  165. case 'tga':
  166. if ( typeof THREE.TGALoader !== 'function' ) {
  167. console.warn( 'FBXLoader: THREE.TGALoader is required to load TGA textures' );
  168. return;
  169. } else {
  170. if ( THREE.Loader.Handlers.get( '.tga' ) === null ) {
  171. THREE.Loader.Handlers.add( /\.tga$/i, new THREE.TGALoader() );
  172. }
  173. type = 'image/tga';
  174. break;
  175. }
  176. default:
  177. console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  178. return;
  179. }
  180. if ( typeof content === 'string' ) { // ASCII format
  181. return 'data:' + type + ';base64,' + content;
  182. } else { // Binary Format
  183. var array = new Uint8Array( content );
  184. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  185. }
  186. },
  187. // Parse nodes in FBXTree.Objects.Texture
  188. // These contain details such as UV scaling, cropping, rotation etc and are connected
  189. // to images in FBXTree.Objects.Video
  190. parseTextures: function ( images ) {
  191. var textureMap = new Map();
  192. if ( 'Texture' in fbxTree.Objects ) {
  193. var textureNodes = fbxTree.Objects.Texture;
  194. for ( var nodeID in textureNodes ) {
  195. var texture = this.parseTexture( textureNodes[ nodeID ], images );
  196. textureMap.set( parseInt( nodeID ), texture );
  197. }
  198. }
  199. return textureMap;
  200. },
  201. // Parse individual node in FBXTree.Objects.Texture
  202. parseTexture: function ( textureNode, images ) {
  203. var texture = this.loadTexture( textureNode, images );
  204. texture.ID = textureNode.id;
  205. texture.name = textureNode.attrName;
  206. var wrapModeU = textureNode.WrapModeU;
  207. var wrapModeV = textureNode.WrapModeV;
  208. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  209. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  210. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  211. // 0: repeat(default), 1: clamp
  212. texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  213. texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  214. if ( 'Scaling' in textureNode ) {
  215. var values = textureNode.Scaling.value;
  216. texture.repeat.x = values[ 0 ];
  217. texture.repeat.y = values[ 1 ];
  218. }
  219. return texture;
  220. },
  221. // load a texture specified as a blob or data URI, or via an external URL using THREE.TextureLoader
  222. loadTexture: function ( textureNode, images ) {
  223. var fileName;
  224. var currentPath = this.textureLoader.path;
  225. var children = connections.get( textureNode.id ).children;
  226. if ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {
  227. fileName = images[ children[ 0 ].ID ];
  228. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  229. this.textureLoader.setPath( undefined );
  230. }
  231. }
  232. var texture;
  233. if ( textureNode.FileName.slice( - 3 ).toLowerCase() === 'tga' ) {
  234. texture = THREE.Loader.Handlers.get( '.tga' ).load( fileName );
  235. } else {
  236. texture = this.textureLoader.load( fileName );
  237. }
  238. this.textureLoader.setPath( currentPath );
  239. return texture;
  240. },
  241. // Parse nodes in FBXTree.Objects.Material
  242. parseMaterials: function ( textureMap ) {
  243. var materialMap = new Map();
  244. if ( 'Material' in fbxTree.Objects ) {
  245. var materialNodes = fbxTree.Objects.Material;
  246. for ( var nodeID in materialNodes ) {
  247. var material = this.parseMaterial( materialNodes[ nodeID ], textureMap );
  248. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  249. }
  250. }
  251. return materialMap;
  252. },
  253. // Parse single node in FBXTree.Objects.Material
  254. // Materials are connected to texture maps in FBXTree.Objects.Textures
  255. // FBX format currently only supports Lambert and Phong shading models
  256. parseMaterial: function ( materialNode, textureMap ) {
  257. var ID = materialNode.id;
  258. var name = materialNode.attrName;
  259. var type = materialNode.ShadingModel;
  260. // Case where FBX wraps shading model in property object.
  261. if ( typeof type === 'object' ) {
  262. type = type.value;
  263. }
  264. // Ignore unused materials which don't have any connections.
  265. if ( ! connections.has( ID ) ) return null;
  266. var parameters = this.parseParameters( materialNode, textureMap, ID );
  267. var material;
  268. switch ( type.toLowerCase() ) {
  269. case 'phong':
  270. material = new THREE.MeshPhongMaterial();
  271. break;
  272. case 'lambert':
  273. material = new THREE.MeshLambertMaterial();
  274. break;
  275. default:
  276. console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  277. material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
  278. break;
  279. }
  280. material.setValues( parameters );
  281. material.name = name;
  282. return material;
  283. },
  284. // Parse FBX material and return parameters suitable for a three.js material
  285. // Also parse the texture map and return any textures associated with the material
  286. parseParameters: function ( materialNode, textureMap, ID ) {
  287. var parameters = {};
  288. if ( materialNode.BumpFactor ) {
  289. parameters.bumpScale = materialNode.BumpFactor.value;
  290. }
  291. if ( materialNode.Diffuse ) {
  292. parameters.color = new THREE.Color().fromArray( materialNode.Diffuse.value );
  293. } else if ( materialNode.DiffuseColor && materialNode.DiffuseColor.type === 'Color' ) {
  294. // The blender exporter exports diffuse here instead of in materialNode.Diffuse
  295. parameters.color = new THREE.Color().fromArray( materialNode.DiffuseColor.value );
  296. }
  297. if ( materialNode.DisplacementFactor ) {
  298. parameters.displacementScale = materialNode.DisplacementFactor.value;
  299. }
  300. if ( materialNode.Emissive ) {
  301. parameters.emissive = new THREE.Color().fromArray( materialNode.Emissive.value );
  302. } else if ( materialNode.EmissiveColor && materialNode.EmissiveColor.type === 'Color' ) {
  303. // The blender exporter exports emissive color here instead of in materialNode.Emissive
  304. parameters.emissive = new THREE.Color().fromArray( materialNode.EmissiveColor.value );
  305. }
  306. if ( materialNode.EmissiveFactor ) {
  307. parameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );
  308. }
  309. if ( materialNode.Opacity ) {
  310. parameters.opacity = parseFloat( materialNode.Opacity.value );
  311. }
  312. if ( parameters.opacity < 1.0 ) {
  313. parameters.transparent = true;
  314. }
  315. if ( materialNode.ReflectionFactor ) {
  316. parameters.reflectivity = materialNode.ReflectionFactor.value;
  317. }
  318. if ( materialNode.Shininess ) {
  319. parameters.shininess = materialNode.Shininess.value;
  320. }
  321. if ( materialNode.Specular ) {
  322. parameters.specular = new THREE.Color().fromArray( materialNode.Specular.value );
  323. } else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {
  324. // The blender exporter exports specular color here instead of in materialNode.Specular
  325. parameters.specular = new THREE.Color().fromArray( materialNode.SpecularColor.value );
  326. }
  327. var self = this;
  328. connections.get( ID ).children.forEach( function ( child ) {
  329. var type = child.relationship;
  330. switch ( type ) {
  331. case 'Bump':
  332. parameters.bumpMap = self.getTexture( textureMap, child.ID );
  333. break;
  334. case 'DiffuseColor':
  335. parameters.map = self.getTexture( textureMap, child.ID );
  336. break;
  337. case 'DisplacementColor':
  338. parameters.displacementMap = self.getTexture( textureMap, child.ID );
  339. break;
  340. case 'EmissiveColor':
  341. parameters.emissiveMap = self.getTexture( textureMap, child.ID );
  342. break;
  343. case 'NormalMap':
  344. parameters.normalMap = self.getTexture( textureMap, child.ID );
  345. break;
  346. case 'ReflectionColor':
  347. parameters.envMap = self.getTexture( textureMap, child.ID );
  348. parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
  349. break;
  350. case 'SpecularColor':
  351. parameters.specularMap = self.getTexture( textureMap, child.ID );
  352. break;
  353. case 'TransparentColor':
  354. parameters.alphaMap = self.getTexture( textureMap, child.ID );
  355. parameters.transparent = true;
  356. break;
  357. case 'AmbientColor':
  358. case 'ShininessExponent': // AKA glossiness map
  359. case 'SpecularFactor': // AKA specularLevel
  360. case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  361. default:
  362. console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  363. break;
  364. }
  365. } );
  366. return parameters;
  367. },
  368. // get a texture from the textureMap for use by a material.
  369. getTexture: function ( textureMap, id ) {
  370. // if the texture is a layered texture, just use the first layer and issue a warning
  371. if ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {
  372. console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
  373. id = connections.get( id ).children[ 0 ].ID;
  374. }
  375. return textureMap.get( id );
  376. },
  377. // Parse nodes in FBXTree.Objects.Deformer
  378. // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
  379. // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  380. parseDeformers: function () {
  381. var skeletons = {};
  382. var morphTargets = {};
  383. if ( 'Deformer' in fbxTree.Objects ) {
  384. var DeformerNodes = fbxTree.Objects.Deformer;
  385. for ( var nodeID in DeformerNodes ) {
  386. var deformerNode = DeformerNodes[ nodeID ];
  387. var relationships = connections.get( parseInt( nodeID ) );
  388. if ( deformerNode.attrType === 'Skin' ) {
  389. var skeleton = this.parseSkeleton( relationships, DeformerNodes );
  390. skeleton.ID = nodeID;
  391. if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
  392. skeleton.geometryID = relationships.parents[ 0 ].ID;
  393. skeletons[ nodeID ] = skeleton;
  394. } else if ( deformerNode.attrType === 'BlendShape' ) {
  395. var morphTarget = {
  396. id: nodeID,
  397. };
  398. morphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );
  399. morphTarget.id = nodeID;
  400. if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );
  401. morphTargets[ nodeID ] = morphTarget;
  402. }
  403. }
  404. }
  405. return {
  406. skeletons: skeletons,
  407. morphTargets: morphTargets,
  408. };
  409. },
  410. // Parse single nodes in FBXTree.Objects.Deformer
  411. // The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'
  412. // Each skin node represents a skeleton and each cluster node represents a bone
  413. parseSkeleton: function ( relationships, deformerNodes ) {
  414. var rawBones = [];
  415. relationships.children.forEach( function ( child ) {
  416. var boneNode = deformerNodes[ child.ID ];
  417. if ( boneNode.attrType !== 'Cluster' ) return;
  418. var rawBone = {
  419. ID: child.ID,
  420. indices: [],
  421. weights: [],
  422. transform: new THREE.Matrix4().fromArray( boneNode.Transform.a ),
  423. transformLink: new THREE.Matrix4().fromArray( boneNode.TransformLink.a ),
  424. linkMode: boneNode.Mode,
  425. };
  426. if ( 'Indexes' in boneNode ) {
  427. rawBone.indices = boneNode.Indexes.a;
  428. rawBone.weights = boneNode.Weights.a;
  429. }
  430. rawBones.push( rawBone );
  431. } );
  432. return {
  433. rawBones: rawBones,
  434. bones: []
  435. };
  436. },
  437. // The top level morph deformer node has type "BlendShape" and sub nodes have type "BlendShapeChannel"
  438. parseMorphTargets: function ( relationships, deformerNodes ) {
  439. var rawMorphTargets = [];
  440. for ( var i = 0; i < relationships.children.length; i ++ ) {
  441. if ( i === 8 ) {
  442. console.warn( 'FBXLoader: maximum of 8 morph targets supported. Ignoring additional targets.' );
  443. break;
  444. }
  445. var child = relationships.children[ i ];
  446. var morphTargetNode = deformerNodes[ child.ID ];
  447. var rawMorphTarget = {
  448. name: morphTargetNode.attrName,
  449. initialWeight: morphTargetNode.DeformPercent,
  450. id: morphTargetNode.id,
  451. fullWeights: morphTargetNode.FullWeights.a
  452. };
  453. if ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;
  454. var targetRelationships = connections.get( parseInt( child.ID ) );
  455. targetRelationships.children.forEach( function ( child ) {
  456. if ( child.relationship === undefined ) rawMorphTarget.geoID = child.ID;
  457. } );
  458. rawMorphTargets.push( rawMorphTarget );
  459. }
  460. return rawMorphTargets;
  461. },
  462. // create the main THREE.Group() to be returned by the loader
  463. parseScene: function ( deformers, geometryMap, materialMap ) {
  464. sceneGraph = new THREE.Group();
  465. var modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );
  466. var modelNodes = fbxTree.Objects.Model;
  467. var self = this;
  468. modelMap.forEach( function ( model ) {
  469. var modelNode = modelNodes[ model.ID ];
  470. self.setLookAtProperties( model, modelNode );
  471. var parentConnections = connections.get( model.ID ).parents;
  472. parentConnections.forEach( function ( connection ) {
  473. var parent = modelMap.get( connection.ID );
  474. if ( parent !== undefined ) parent.add( model );
  475. } );
  476. if ( model.parent === null ) {
  477. sceneGraph.add( model );
  478. }
  479. } );
  480. this.bindSkeleton( deformers.skeletons, geometryMap, modelMap );
  481. this.createAmbientLight();
  482. this.setupMorphMaterials();
  483. var animations = new AnimationParser().parse();
  484. // if all the models where already combined in a single group, just return that
  485. if ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {
  486. sceneGraph.children[ 0 ].animations = animations;
  487. sceneGraph = sceneGraph.children[ 0 ];
  488. }
  489. sceneGraph.animations = animations;
  490. },
  491. // parse nodes in FBXTree.Objects.Model
  492. parseModels: function ( skeletons, geometryMap, materialMap ) {
  493. var modelMap = new Map();
  494. var modelNodes = fbxTree.Objects.Model;
  495. for ( var nodeID in modelNodes ) {
  496. var id = parseInt( nodeID );
  497. var node = modelNodes[ nodeID ];
  498. var relationships = connections.get( id );
  499. var model = this.buildSkeleton( relationships, skeletons, id, node.attrName );
  500. if ( ! model ) {
  501. switch ( node.attrType ) {
  502. case 'Camera':
  503. model = this.createCamera( relationships );
  504. break;
  505. case 'Light':
  506. model = this.createLight( relationships );
  507. break;
  508. case 'Mesh':
  509. model = this.createMesh( relationships, geometryMap, materialMap );
  510. break;
  511. case 'NurbsCurve':
  512. model = this.createCurve( relationships, geometryMap );
  513. break;
  514. case 'LimbNode': // usually associated with a Bone, however if a Bone was not created we'll make a Group instead
  515. case 'Null':
  516. default:
  517. model = new THREE.Group();
  518. break;
  519. }
  520. model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
  521. model.ID = id;
  522. }
  523. this.setModelTransforms( model, node );
  524. modelMap.set( id, model );
  525. }
  526. return modelMap;
  527. },
  528. buildSkeleton: function ( relationships, skeletons, id, name ) {
  529. var bone = null;
  530. relationships.parents.forEach( function ( parent ) {
  531. for ( var ID in skeletons ) {
  532. var skeleton = skeletons[ ID ];
  533. skeleton.rawBones.forEach( function ( rawBone, i ) {
  534. if ( rawBone.ID === parent.ID ) {
  535. var subBone = bone;
  536. bone = new THREE.Bone();
  537. bone.matrixWorld.copy( rawBone.transformLink );
  538. // set name and id here - otherwise in cases where "subBone" is created it will not have a name / id
  539. bone.name = THREE.PropertyBinding.sanitizeNodeName( name );
  540. bone.ID = id;
  541. skeleton.bones[ i ] = bone;
  542. // In cases where a bone is shared between multiple meshes
  543. // duplicate the bone here and and it as a child of the first bone
  544. if ( subBone !== null ) {
  545. bone.add( subBone );
  546. }
  547. }
  548. } );
  549. }
  550. } );
  551. return bone;
  552. },
  553. // create a THREE.PerspectiveCamera or THREE.OrthographicCamera
  554. createCamera: function ( relationships ) {
  555. var model;
  556. var cameraAttribute;
  557. relationships.children.forEach( function ( child ) {
  558. var attr = fbxTree.Objects.NodeAttribute[ child.ID ];
  559. if ( attr !== undefined ) {
  560. cameraAttribute = attr;
  561. }
  562. } );
  563. if ( cameraAttribute === undefined ) {
  564. model = new THREE.Object3D();
  565. } else {
  566. var type = 0;
  567. if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  568. type = 1;
  569. }
  570. var nearClippingPlane = 1;
  571. if ( cameraAttribute.NearPlane !== undefined ) {
  572. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  573. }
  574. var farClippingPlane = 1000;
  575. if ( cameraAttribute.FarPlane !== undefined ) {
  576. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  577. }
  578. var width = window.innerWidth;
  579. var height = window.innerHeight;
  580. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  581. width = cameraAttribute.AspectWidth.value;
  582. height = cameraAttribute.AspectHeight.value;
  583. }
  584. var aspect = width / height;
  585. var fov = 45;
  586. if ( cameraAttribute.FieldOfView !== undefined ) {
  587. fov = cameraAttribute.FieldOfView.value;
  588. }
  589. var focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;
  590. switch ( type ) {
  591. case 0: // Perspective
  592. model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  593. if ( focalLength !== null ) model.setFocalLength( focalLength );
  594. break;
  595. case 1: // Orthographic
  596. model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  597. break;
  598. default:
  599. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  600. model = new THREE.Object3D();
  601. break;
  602. }
  603. }
  604. return model;
  605. },
  606. // Create a THREE.DirectionalLight, THREE.PointLight or THREE.SpotLight
  607. createLight: function ( relationships ) {
  608. var model;
  609. var lightAttribute;
  610. relationships.children.forEach( function ( child ) {
  611. var attr = fbxTree.Objects.NodeAttribute[ child.ID ];
  612. if ( attr !== undefined ) {
  613. lightAttribute = attr;
  614. }
  615. } );
  616. if ( lightAttribute === undefined ) {
  617. model = new THREE.Object3D();
  618. } else {
  619. var type;
  620. // LightType can be undefined for Point lights
  621. if ( lightAttribute.LightType === undefined ) {
  622. type = 0;
  623. } else {
  624. type = lightAttribute.LightType.value;
  625. }
  626. var color = 0xffffff;
  627. if ( lightAttribute.Color !== undefined ) {
  628. color = new THREE.Color().fromArray( lightAttribute.Color.value );
  629. }
  630. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  631. // light disabled
  632. if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  633. intensity = 0;
  634. }
  635. var distance = 0;
  636. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  637. if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
  638. distance = 0;
  639. } else {
  640. distance = lightAttribute.FarAttenuationEnd.value;
  641. }
  642. }
  643. // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  644. var decay = 1;
  645. switch ( type ) {
  646. case 0: // Point
  647. model = new THREE.PointLight( color, intensity, distance, decay );
  648. break;
  649. case 1: // Directional
  650. model = new THREE.DirectionalLight( color, intensity );
  651. break;
  652. case 2: // Spot
  653. var angle = Math.PI / 3;
  654. if ( lightAttribute.InnerAngle !== undefined ) {
  655. angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  656. }
  657. var penumbra = 0;
  658. if ( lightAttribute.OuterAngle !== undefined ) {
  659. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  660. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  661. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  662. penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  663. penumbra = Math.max( penumbra, 1 );
  664. }
  665. model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  666. break;
  667. default:
  668. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  669. model = new THREE.PointLight( color, intensity );
  670. break;
  671. }
  672. if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  673. model.castShadow = true;
  674. }
  675. }
  676. return model;
  677. },
  678. createMesh: function ( relationships, geometryMap, materialMap ) {
  679. var model;
  680. var geometry = null;
  681. var material = null;
  682. var materials = [];
  683. // get geometry and materials(s) from connections
  684. relationships.children.forEach( function ( child ) {
  685. if ( geometryMap.has( child.ID ) ) {
  686. geometry = geometryMap.get( child.ID );
  687. }
  688. if ( materialMap.has( child.ID ) ) {
  689. materials.push( materialMap.get( child.ID ) );
  690. }
  691. } );
  692. if ( materials.length > 1 ) {
  693. material = materials;
  694. } else if ( materials.length > 0 ) {
  695. material = materials[ 0 ];
  696. } else {
  697. material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
  698. materials.push( material );
  699. }
  700. if ( 'color' in geometry.attributes ) {
  701. materials.forEach( function ( material ) {
  702. material.vertexColors = THREE.VertexColors;
  703. } );
  704. }
  705. if ( geometry.FBX_Deformer ) {
  706. materials.forEach( function ( material ) {
  707. material.skinning = true;
  708. } );
  709. model = new THREE.SkinnedMesh( geometry, material );
  710. } else {
  711. model = new THREE.Mesh( geometry, material );
  712. }
  713. return model;
  714. },
  715. createCurve: function ( relationships, geometryMap ) {
  716. var geometry = relationships.children.reduce( function ( geo, child ) {
  717. if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );
  718. return geo;
  719. }, null );
  720. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  721. var material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
  722. return new THREE.Line( geometry, material );
  723. },
  724. // parse the model node for transform details and apply them to the model
  725. setModelTransforms: function ( model, modelNode ) {
  726. var transformData = {};
  727. if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = parseInt( modelNode.RotationOrder.value );
  728. if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;
  729. if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;
  730. if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;
  731. if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;
  732. if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;
  733. if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;
  734. var transform = generateTransform( transformData );
  735. model.applyMatrix( transform );
  736. },
  737. setLookAtProperties: function ( model, modelNode ) {
  738. if ( 'LookAtProperty' in modelNode ) {
  739. var children = connections.get( model.ID ).children;
  740. children.forEach( function ( child ) {
  741. if ( child.relationship === 'LookAtProperty' ) {
  742. var lookAtTarget = fbxTree.Objects.Model[ child.ID ];
  743. if ( 'Lcl_Translation' in lookAtTarget ) {
  744. var pos = lookAtTarget.Lcl_Translation.value;
  745. // DirectionalLight, SpotLight
  746. if ( model.target !== undefined ) {
  747. model.target.position.fromArray( pos );
  748. sceneGraph.add( model.target );
  749. } else { // Cameras and other Object3Ds
  750. model.lookAt( new THREE.Vector3().fromArray( pos ) );
  751. }
  752. }
  753. }
  754. } );
  755. }
  756. },
  757. bindSkeleton: function ( skeletons, geometryMap, modelMap ) {
  758. var bindMatrices = this.parsePoseNodes();
  759. for ( var ID in skeletons ) {
  760. var skeleton = skeletons[ ID ];
  761. var parents = connections.get( parseInt( skeleton.ID ) ).parents;
  762. parents.forEach( function ( parent ) {
  763. if ( geometryMap.has( parent.ID ) ) {
  764. var geoID = parent.ID;
  765. var geoRelationships = connections.get( geoID );
  766. geoRelationships.parents.forEach( function ( geoConnParent ) {
  767. if ( modelMap.has( geoConnParent.ID ) ) {
  768. var model = modelMap.get( geoConnParent.ID );
  769. model.bind( new THREE.Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );
  770. }
  771. } );
  772. }
  773. } );
  774. }
  775. },
  776. parsePoseNodes: function () {
  777. var bindMatrices = {};
  778. if ( 'Pose' in fbxTree.Objects ) {
  779. var BindPoseNode = fbxTree.Objects.Pose;
  780. for ( var nodeID in BindPoseNode ) {
  781. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  782. var poseNodes = BindPoseNode[ nodeID ].PoseNode;
  783. if ( Array.isArray( poseNodes ) ) {
  784. poseNodes.forEach( function ( poseNode ) {
  785. bindMatrices[ poseNode.Node ] = new THREE.Matrix4().fromArray( poseNode.Matrix.a );
  786. } );
  787. } else {
  788. bindMatrices[ poseNodes.Node ] = new THREE.Matrix4().fromArray( poseNodes.Matrix.a );
  789. }
  790. }
  791. }
  792. }
  793. return bindMatrices;
  794. },
  795. // Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
  796. createAmbientLight: function () {
  797. if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {
  798. var ambientColor = fbxTree.GlobalSettings.AmbientColor.value;
  799. var r = ambientColor[ 0 ];
  800. var g = ambientColor[ 1 ];
  801. var b = ambientColor[ 2 ];
  802. if ( r !== 0 || g !== 0 || b !== 0 ) {
  803. var color = new THREE.Color( r, g, b );
  804. sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  805. }
  806. }
  807. },
  808. setupMorphMaterials: function () {
  809. sceneGraph.traverse( function ( child ) {
  810. if ( child.isMesh ) {
  811. if ( child.geometry.morphAttributes.position || child.geometry.morphAttributes.normal ) {
  812. var uuid = child.uuid;
  813. var matUuid = child.material.uuid;
  814. // if a geometry has morph targets, it cannot share the material with other geometries
  815. var sharedMat = false;
  816. sceneGraph.traverse( function ( child ) {
  817. if ( child.isMesh ) {
  818. if ( child.material.uuid === matUuid && child.uuid !== uuid ) sharedMat = true;
  819. }
  820. } );
  821. if ( sharedMat === true ) child.material = child.material.clone();
  822. child.material.morphTargets = true;
  823. }
  824. }
  825. } );
  826. },
  827. };
  828. // parse Geometry data from FBXTree and return map of BufferGeometries
  829. function GeometryParser() {}
  830. GeometryParser.prototype = {
  831. constructor: GeometryParser,
  832. // Parse nodes in FBXTree.Objects.Geometry
  833. parse: function ( deformers ) {
  834. var geometryMap = new Map();
  835. if ( 'Geometry' in fbxTree.Objects ) {
  836. var geoNodes = fbxTree.Objects.Geometry;
  837. for ( var nodeID in geoNodes ) {
  838. var relationships = connections.get( parseInt( nodeID ) );
  839. var geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );
  840. geometryMap.set( parseInt( nodeID ), geo );
  841. }
  842. }
  843. return geometryMap;
  844. },
  845. // Parse single node in FBXTree.Objects.Geometry
  846. parseGeometry: function ( relationships, geoNode, deformers ) {
  847. switch ( geoNode.attrType ) {
  848. case 'Mesh':
  849. return this.parseMeshGeometry( relationships, geoNode, deformers );
  850. break;
  851. case 'NurbsCurve':
  852. return this.parseNurbsGeometry( geoNode );
  853. break;
  854. }
  855. },
  856. // Parse single node mesh geometry in FBXTree.Objects.Geometry
  857. parseMeshGeometry: function ( relationships, geoNode, deformers ) {
  858. var skeletons = deformers.skeletons;
  859. var morphTargets = deformers.morphTargets;
  860. var modelNodes = relationships.parents.map( function ( parent ) {
  861. return fbxTree.Objects.Model[ parent.ID ];
  862. } );
  863. // don't create geometry if it is not associated with any models
  864. if ( modelNodes.length === 0 ) return;
  865. var skeleton = relationships.children.reduce( function ( skeleton, child ) {
  866. if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];
  867. return skeleton;
  868. }, null );
  869. var morphTarget = relationships.children.reduce( function ( morphTarget, child ) {
  870. if ( morphTargets[ child.ID ] !== undefined ) morphTarget = morphTargets[ child.ID ];
  871. return morphTarget;
  872. }, null );
  873. // TODO: if there is more than one model associated with the geometry, AND the models have
  874. // different geometric transforms, then this will cause problems
  875. // if ( modelNodes.length > 1 ) { }
  876. // For now just assume one model and get the preRotations from that
  877. var modelNode = modelNodes[ 0 ];
  878. var transformData = {};
  879. if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = modelNode.RotationOrder.value;
  880. if ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;
  881. if ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;
  882. if ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;
  883. var transform = generateTransform( transformData );
  884. return this.genGeometry( geoNode, skeleton, morphTarget, transform );
  885. },
  886. // Generate a THREE.BufferGeometry from a node in FBXTree.Objects.Geometry
  887. genGeometry: function ( geoNode, skeleton, morphTarget, preTransform ) {
  888. var geo = new THREE.BufferGeometry();
  889. if ( geoNode.attrName ) geo.name = geoNode.attrName;
  890. var geoInfo = this.parseGeoNode( geoNode, skeleton );
  891. var buffers = this.genBuffers( geoInfo );
  892. var positionAttribute = new THREE.Float32BufferAttribute( buffers.vertex, 3 );
  893. preTransform.applyToBufferAttribute( positionAttribute );
  894. geo.addAttribute( 'position', positionAttribute );
  895. if ( buffers.colors.length > 0 ) {
  896. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( buffers.colors, 3 ) );
  897. }
  898. if ( skeleton ) {
  899. geo.addAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( buffers.weightsIndices, 4 ) );
  900. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( buffers.vertexWeights, 4 ) );
  901. // used later to bind the skeleton to the model
  902. geo.FBX_Deformer = skeleton;
  903. }
  904. if ( buffers.normal.length > 0 ) {
  905. var normalAttribute = new THREE.Float32BufferAttribute( buffers.normal, 3 );
  906. var normalMatrix = new THREE.Matrix3().getNormalMatrix( preTransform );
  907. normalMatrix.applyToBufferAttribute( normalAttribute );
  908. geo.addAttribute( 'normal', normalAttribute );
  909. }
  910. buffers.uvs.forEach( function ( uvBuffer, i ) {
  911. // subsequent uv buffers are called 'uv1', 'uv2', ...
  912. var name = 'uv' + ( i + 1 ).toString();
  913. // the first uv buffer is just called 'uv'
  914. if ( i === 0 ) {
  915. name = 'uv';
  916. }
  917. geo.addAttribute( name, new THREE.Float32BufferAttribute( buffers.uvs[ i ], 2 ) );
  918. } );
  919. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  920. // Convert the material indices of each vertex into rendering groups on the geometry.
  921. var prevMaterialIndex = buffers.materialIndex[ 0 ];
  922. var startIndex = 0;
  923. buffers.materialIndex.forEach( function ( currentIndex, i ) {
  924. if ( currentIndex !== prevMaterialIndex ) {
  925. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  926. prevMaterialIndex = currentIndex;
  927. startIndex = i;
  928. }
  929. } );
  930. // the loop above doesn't add the last group, do that here.
  931. if ( geo.groups.length > 0 ) {
  932. var lastGroup = geo.groups[ geo.groups.length - 1 ];
  933. var lastIndex = lastGroup.start + lastGroup.count;
  934. if ( lastIndex !== buffers.materialIndex.length ) {
  935. geo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );
  936. }
  937. }
  938. // case where there are multiple materials but the whole geometry is only
  939. // using one of them
  940. if ( geo.groups.length === 0 ) {
  941. geo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );
  942. }
  943. }
  944. this.addMorphTargets( geo, geoNode, morphTarget, preTransform );
  945. return geo;
  946. },
  947. parseGeoNode: function ( geoNode, skeleton ) {
  948. var geoInfo = {};
  949. geoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];
  950. geoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];
  951. if ( geoNode.LayerElementColor ) {
  952. geoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );
  953. }
  954. if ( geoNode.LayerElementMaterial ) {
  955. geoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );
  956. }
  957. if ( geoNode.LayerElementNormal ) {
  958. geoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );
  959. }
  960. if ( geoNode.LayerElementUV ) {
  961. geoInfo.uv = [];
  962. var i = 0;
  963. while ( geoNode.LayerElementUV[ i ] ) {
  964. geoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );
  965. i ++;
  966. }
  967. }
  968. geoInfo.weightTable = {};
  969. if ( skeleton !== null ) {
  970. geoInfo.skeleton = skeleton;
  971. skeleton.rawBones.forEach( function ( rawBone, i ) {
  972. // loop over the bone's vertex indices and weights
  973. rawBone.indices.forEach( function ( index, j ) {
  974. if ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];
  975. geoInfo.weightTable[ index ].push( {
  976. id: i,
  977. weight: rawBone.weights[ j ],
  978. } );
  979. } );
  980. } );
  981. }
  982. return geoInfo;
  983. },
  984. genBuffers: function ( geoInfo ) {
  985. var buffers = {
  986. vertex: [],
  987. normal: [],
  988. colors: [],
  989. uvs: [],
  990. materialIndex: [],
  991. vertexWeights: [],
  992. weightsIndices: [],
  993. };
  994. var polygonIndex = 0;
  995. var faceLength = 0;
  996. var displayedWeightsWarning = false;
  997. // these will hold data for a single face
  998. var facePositionIndexes = [];
  999. var faceNormals = [];
  1000. var faceColors = [];
  1001. var faceUVs = [];
  1002. var faceWeights = [];
  1003. var faceWeightIndices = [];
  1004. var self = this;
  1005. geoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {
  1006. var endOfFace = false;
  1007. // Face index and vertex index arrays are combined in a single array
  1008. // A cube with quad faces looks like this:
  1009. // PolygonVertexIndex: *24 {
  1010. // 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
  1011. // }
  1012. // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
  1013. // to find index of last vertex bit shift the index: ^ - 1
  1014. if ( vertexIndex < 0 ) {
  1015. vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
  1016. endOfFace = true;
  1017. }
  1018. var weightIndices = [];
  1019. var weights = [];
  1020. facePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
  1021. if ( geoInfo.color ) {
  1022. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );
  1023. faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  1024. }
  1025. if ( geoInfo.skeleton ) {
  1026. if ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {
  1027. geoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {
  1028. weights.push( wt.weight );
  1029. weightIndices.push( wt.id );
  1030. } );
  1031. }
  1032. if ( weights.length > 4 ) {
  1033. if ( ! displayedWeightsWarning ) {
  1034. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  1035. displayedWeightsWarning = true;
  1036. }
  1037. var wIndex = [ 0, 0, 0, 0 ];
  1038. var Weight = [ 0, 0, 0, 0 ];
  1039. weights.forEach( function ( weight, weightIndex ) {
  1040. var currentWeight = weight;
  1041. var currentIndex = weightIndices[ weightIndex ];
  1042. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  1043. if ( currentWeight > comparedWeight ) {
  1044. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  1045. currentWeight = comparedWeight;
  1046. var tmp = wIndex[ comparedWeightIndex ];
  1047. wIndex[ comparedWeightIndex ] = currentIndex;
  1048. currentIndex = tmp;
  1049. }
  1050. } );
  1051. } );
  1052. weightIndices = wIndex;
  1053. weights = Weight;
  1054. }
  1055. // if the weight array is shorter than 4 pad with 0s
  1056. while ( weights.length < 4 ) {
  1057. weights.push( 0 );
  1058. weightIndices.push( 0 );
  1059. }
  1060. for ( var i = 0; i < 4; ++ i ) {
  1061. faceWeights.push( weights[ i ] );
  1062. faceWeightIndices.push( weightIndices[ i ] );
  1063. }
  1064. }
  1065. if ( geoInfo.normal ) {
  1066. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );
  1067. faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  1068. }
  1069. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  1070. var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];
  1071. }
  1072. if ( geoInfo.uv ) {
  1073. geoInfo.uv.forEach( function ( uv, i ) {
  1074. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );
  1075. if ( faceUVs[ i ] === undefined ) {
  1076. faceUVs[ i ] = [];
  1077. }
  1078. faceUVs[ i ].push( data[ 0 ] );
  1079. faceUVs[ i ].push( data[ 1 ] );
  1080. } );
  1081. }
  1082. faceLength ++;
  1083. if ( endOfFace ) {
  1084. self.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );
  1085. polygonIndex ++;
  1086. faceLength = 0;
  1087. // reset arrays for the next face
  1088. facePositionIndexes = [];
  1089. faceNormals = [];
  1090. faceColors = [];
  1091. faceUVs = [];
  1092. faceWeights = [];
  1093. faceWeightIndices = [];
  1094. }
  1095. } );
  1096. return buffers;
  1097. },
  1098. // Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris
  1099. genFace: function ( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {
  1100. for ( var i = 2; i < faceLength; i ++ ) {
  1101. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );
  1102. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );
  1103. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );
  1104. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );
  1105. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
  1106. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
  1107. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );
  1108. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );
  1109. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );
  1110. if ( geoInfo.skeleton ) {
  1111. buffers.vertexWeights.push( faceWeights[ 0 ] );
  1112. buffers.vertexWeights.push( faceWeights[ 1 ] );
  1113. buffers.vertexWeights.push( faceWeights[ 2 ] );
  1114. buffers.vertexWeights.push( faceWeights[ 3 ] );
  1115. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );
  1116. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
  1117. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
  1118. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
  1119. buffers.vertexWeights.push( faceWeights[ i * 4 ] );
  1120. buffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );
  1121. buffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );
  1122. buffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );
  1123. buffers.weightsIndices.push( faceWeightIndices[ 0 ] );
  1124. buffers.weightsIndices.push( faceWeightIndices[ 1 ] );
  1125. buffers.weightsIndices.push( faceWeightIndices[ 2 ] );
  1126. buffers.weightsIndices.push( faceWeightIndices[ 3 ] );
  1127. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
  1128. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
  1129. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
  1130. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
  1131. buffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );
  1132. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );
  1133. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );
  1134. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );
  1135. }
  1136. if ( geoInfo.color ) {
  1137. buffers.colors.push( faceColors[ 0 ] );
  1138. buffers.colors.push( faceColors[ 1 ] );
  1139. buffers.colors.push( faceColors[ 2 ] );
  1140. buffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );
  1141. buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
  1142. buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
  1143. buffers.colors.push( faceColors[ i * 3 ] );
  1144. buffers.colors.push( faceColors[ i * 3 + 1 ] );
  1145. buffers.colors.push( faceColors[ i * 3 + 2 ] );
  1146. }
  1147. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  1148. buffers.materialIndex.push( materialIndex );
  1149. buffers.materialIndex.push( materialIndex );
  1150. buffers.materialIndex.push( materialIndex );
  1151. }
  1152. if ( geoInfo.normal ) {
  1153. buffers.normal.push( faceNormals[ 0 ] );
  1154. buffers.normal.push( faceNormals[ 1 ] );
  1155. buffers.normal.push( faceNormals[ 2 ] );
  1156. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );
  1157. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
  1158. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
  1159. buffers.normal.push( faceNormals[ i * 3 ] );
  1160. buffers.normal.push( faceNormals[ i * 3 + 1 ] );
  1161. buffers.normal.push( faceNormals[ i * 3 + 2 ] );
  1162. }
  1163. if ( geoInfo.uv ) {
  1164. geoInfo.uv.forEach( function ( uv, j ) {
  1165. if ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];
  1166. buffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );
  1167. buffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );
  1168. buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
  1169. buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
  1170. buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );
  1171. buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
  1172. } );
  1173. }
  1174. }
  1175. },
  1176. addMorphTargets: function ( parentGeo, parentGeoNode, morphTarget, preTransform ) {
  1177. if ( morphTarget === null ) return;
  1178. parentGeo.morphAttributes.position = [];
  1179. parentGeo.morphAttributes.normal = [];
  1180. var self = this;
  1181. morphTarget.rawTargets.forEach( function ( rawTarget ) {
  1182. var morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];
  1183. if ( morphGeoNode !== undefined ) {
  1184. self.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform );
  1185. }
  1186. } );
  1187. },
  1188. // a morph geometry node is similar to a standard node, and the node is also contained
  1189. // in FBXTree.Objects.Geometry, however it can only have attributes for position, normal
  1190. // and a special attribute Index defining which vertices of the original geometry are affected
  1191. // Normal and position attributes only have data for the vertices that are affected by the morph
  1192. genMorphGeometry: function ( parentGeo, parentGeoNode, morphGeoNode, preTransform ) {
  1193. var morphGeo = new THREE.BufferGeometry();
  1194. if ( morphGeoNode.attrName ) morphGeo.name = morphGeoNode.attrName;
  1195. var vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];
  1196. // make a copy of the parent's vertex positions
  1197. var vertexPositions = ( parentGeoNode.Vertices !== undefined ) ? parentGeoNode.Vertices.a.slice() : [];
  1198. var morphPositions = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];
  1199. var indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];
  1200. for ( var i = 0; i < indices.length; i ++ ) {
  1201. var morphIndex = indices[ i ] * 3;
  1202. // FBX format uses blend shapes rather than morph targets. This can be converted
  1203. // by additively combining the blend shape positions with the original geometry's positions
  1204. vertexPositions[ morphIndex ] += morphPositions[ i * 3 ];
  1205. vertexPositions[ morphIndex + 1 ] += morphPositions[ i * 3 + 1 ];
  1206. vertexPositions[ morphIndex + 2 ] += morphPositions[ i * 3 + 2 ];
  1207. }
  1208. // TODO: add morph normal support
  1209. var morphGeoInfo = {
  1210. vertexIndices: vertexIndices,
  1211. vertexPositions: vertexPositions,
  1212. };
  1213. var morphBuffers = this.genBuffers( morphGeoInfo );
  1214. var positionAttribute = new THREE.Float32BufferAttribute( morphBuffers.vertex, 3 );
  1215. positionAttribute.name = morphGeoNode.attrName;
  1216. preTransform.applyToBufferAttribute( positionAttribute );
  1217. parentGeo.morphAttributes.position.push( positionAttribute );
  1218. },
  1219. // Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists
  1220. parseNormals: function ( NormalNode ) {
  1221. var mappingType = NormalNode.MappingInformationType;
  1222. var referenceType = NormalNode.ReferenceInformationType;
  1223. var buffer = NormalNode.Normals.a;
  1224. var indexBuffer = [];
  1225. if ( referenceType === 'IndexToDirect' ) {
  1226. if ( 'NormalIndex' in NormalNode ) {
  1227. indexBuffer = NormalNode.NormalIndex.a;
  1228. } else if ( 'NormalsIndex' in NormalNode ) {
  1229. indexBuffer = NormalNode.NormalsIndex.a;
  1230. }
  1231. }
  1232. return {
  1233. dataSize: 3,
  1234. buffer: buffer,
  1235. indices: indexBuffer,
  1236. mappingType: mappingType,
  1237. referenceType: referenceType
  1238. };
  1239. },
  1240. // Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists
  1241. parseUVs: function ( UVNode ) {
  1242. var mappingType = UVNode.MappingInformationType;
  1243. var referenceType = UVNode.ReferenceInformationType;
  1244. var buffer = UVNode.UV.a;
  1245. var indexBuffer = [];
  1246. if ( referenceType === 'IndexToDirect' ) {
  1247. indexBuffer = UVNode.UVIndex.a;
  1248. }
  1249. return {
  1250. dataSize: 2,
  1251. buffer: buffer,
  1252. indices: indexBuffer,
  1253. mappingType: mappingType,
  1254. referenceType: referenceType
  1255. };
  1256. },
  1257. // Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists
  1258. parseVertexColors: function ( ColorNode ) {
  1259. var mappingType = ColorNode.MappingInformationType;
  1260. var referenceType = ColorNode.ReferenceInformationType;
  1261. var buffer = ColorNode.Colors.a;
  1262. var indexBuffer = [];
  1263. if ( referenceType === 'IndexToDirect' ) {
  1264. indexBuffer = ColorNode.ColorIndex.a;
  1265. }
  1266. return {
  1267. dataSize: 4,
  1268. buffer: buffer,
  1269. indices: indexBuffer,
  1270. mappingType: mappingType,
  1271. referenceType: referenceType
  1272. };
  1273. },
  1274. // Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists
  1275. parseMaterialIndices: function ( MaterialNode ) {
  1276. var mappingType = MaterialNode.MappingInformationType;
  1277. var referenceType = MaterialNode.ReferenceInformationType;
  1278. if ( mappingType === 'NoMappingInformation' ) {
  1279. return {
  1280. dataSize: 1,
  1281. buffer: [ 0 ],
  1282. indices: [ 0 ],
  1283. mappingType: 'AllSame',
  1284. referenceType: referenceType
  1285. };
  1286. }
  1287. var materialIndexBuffer = MaterialNode.Materials.a;
  1288. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  1289. // we expect.So we create an intermediate buffer that points to the index in the buffer,
  1290. // for conforming with the other functions we've written for other data.
  1291. var materialIndices = [];
  1292. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  1293. materialIndices.push( i );
  1294. }
  1295. return {
  1296. dataSize: 1,
  1297. buffer: materialIndexBuffer,
  1298. indices: materialIndices,
  1299. mappingType: mappingType,
  1300. referenceType: referenceType
  1301. };
  1302. },
  1303. // Generate a NurbGeometry from a node in FBXTree.Objects.Geometry
  1304. parseNurbsGeometry: function ( geoNode ) {
  1305. if ( THREE.NURBSCurve === undefined ) {
  1306. console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  1307. return new THREE.BufferGeometry();
  1308. }
  1309. var order = parseInt( geoNode.Order );
  1310. if ( isNaN( order ) ) {
  1311. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );
  1312. return new THREE.BufferGeometry();
  1313. }
  1314. var degree = order - 1;
  1315. var knots = geoNode.KnotVector.a;
  1316. var controlPoints = [];
  1317. var pointsValues = geoNode.Points.a;
  1318. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  1319. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  1320. }
  1321. var startKnot, endKnot;
  1322. if ( geoNode.Form === 'Closed' ) {
  1323. controlPoints.push( controlPoints[ 0 ] );
  1324. } else if ( geoNode.Form === 'Periodic' ) {
  1325. startKnot = degree;
  1326. endKnot = knots.length - 1 - startKnot;
  1327. for ( var i = 0; i < degree; ++ i ) {
  1328. controlPoints.push( controlPoints[ i ] );
  1329. }
  1330. }
  1331. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  1332. var vertices = curve.getPoints( controlPoints.length * 7 );
  1333. var positions = new Float32Array( vertices.length * 3 );
  1334. vertices.forEach( function ( vertex, i ) {
  1335. vertex.toArray( positions, i * 3 );
  1336. } );
  1337. var geometry = new THREE.BufferGeometry();
  1338. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  1339. return geometry;
  1340. },
  1341. };
  1342. // parse animation data from FBXTree
  1343. function AnimationParser() {}
  1344. AnimationParser.prototype = {
  1345. constructor: AnimationParser,
  1346. // take raw animation clips and turn them into three.js animation clips
  1347. parse: function () {
  1348. var animationClips = [];
  1349. var rawClips = this.parseClips();
  1350. if ( rawClips === undefined ) return;
  1351. for ( var key in rawClips ) {
  1352. var rawClip = rawClips[ key ];
  1353. var clip = this.addClip( rawClip );
  1354. animationClips.push( clip );
  1355. }
  1356. return animationClips;
  1357. },
  1358. parseClips: function () {
  1359. // since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,
  1360. // if this is undefined we can safely assume there are no animations
  1361. if ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;
  1362. var curveNodesMap = this.parseAnimationCurveNodes();
  1363. this.parseAnimationCurves( curveNodesMap );
  1364. var layersMap = this.parseAnimationLayers( curveNodesMap );
  1365. var rawClips = this.parseAnimStacks( layersMap );
  1366. return rawClips;
  1367. },
  1368. // parse nodes in FBXTree.Objects.AnimationCurveNode
  1369. // each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
  1370. // and is referenced by an AnimationLayer
  1371. parseAnimationCurveNodes: function () {
  1372. var rawCurveNodes = fbxTree.Objects.AnimationCurveNode;
  1373. var curveNodesMap = new Map();
  1374. for ( var nodeID in rawCurveNodes ) {
  1375. var rawCurveNode = rawCurveNodes[ nodeID ];
  1376. if ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {
  1377. var curveNode = {
  1378. id: rawCurveNode.id,
  1379. attr: rawCurveNode.attrName,
  1380. curves: {},
  1381. };
  1382. curveNodesMap.set( curveNode.id, curveNode );
  1383. }
  1384. }
  1385. return curveNodesMap;
  1386. },
  1387. // parse nodes in FBXTree.Objects.AnimationCurve and connect them up to
  1388. // previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
  1389. // axis ( e.g. times and values of x rotation)
  1390. parseAnimationCurves: function ( curveNodesMap ) {
  1391. var rawCurves = fbxTree.Objects.AnimationCurve;
  1392. // TODO: Many values are identical up to roundoff error, but won't be optimised
  1393. // e.g. position times: [0, 0.4, 0. 8]
  1394. // position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]
  1395. // clearly, this should be optimised to
  1396. // times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]
  1397. // this shows up in nearly every FBX file, and generally time array is length > 100
  1398. for ( var nodeID in rawCurves ) {
  1399. var animationCurve = {
  1400. id: rawCurves[ nodeID ].id,
  1401. times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),
  1402. values: rawCurves[ nodeID ].KeyValueFloat.a,
  1403. };
  1404. var relationships = connections.get( animationCurve.id );
  1405. if ( relationships !== undefined ) {
  1406. var animationCurveID = relationships.parents[ 0 ].ID;
  1407. var animationCurveRelationship = relationships.parents[ 0 ].relationship;
  1408. if ( animationCurveRelationship.match( /X/ ) ) {
  1409. curveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;
  1410. } else if ( animationCurveRelationship.match( /Y/ ) ) {
  1411. curveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;
  1412. } else if ( animationCurveRelationship.match( /Z/ ) ) {
  1413. curveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;
  1414. } else if ( animationCurveRelationship.match( /d|DeformPercent/ ) && curveNodesMap.has( animationCurveID ) ) {
  1415. curveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;
  1416. }
  1417. }
  1418. }
  1419. },
  1420. // parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references
  1421. // to various AnimationCurveNodes and is referenced by an AnimationStack node
  1422. // note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack
  1423. parseAnimationLayers: function ( curveNodesMap ) {
  1424. var rawLayers = fbxTree.Objects.AnimationLayer;
  1425. var layersMap = new Map();
  1426. for ( var nodeID in rawLayers ) {
  1427. var layerCurveNodes = [];
  1428. var connection = connections.get( parseInt( nodeID ) );
  1429. if ( connection !== undefined ) {
  1430. // all the animationCurveNodes used in the layer
  1431. var children = connection.children;
  1432. var self = this;
  1433. children.forEach( function ( child, i ) {
  1434. if ( curveNodesMap.has( child.ID ) ) {
  1435. var curveNode = curveNodesMap.get( child.ID );
  1436. // check that the curves are defined for at least one axis, otherwise ignore the curveNode
  1437. if ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {
  1438. if ( layerCurveNodes[ i ] === undefined ) {
  1439. var modelID;
  1440. connections.get( child.ID ).parents.forEach( function ( parent ) {
  1441. if ( parent.relationship !== undefined ) modelID = parent.ID;
  1442. } );
  1443. var rawModel = fbxTree.Objects.Model[ modelID.toString() ];
  1444. var node = {
  1445. modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
  1446. initialPosition: [ 0, 0, 0 ],
  1447. initialRotation: [ 0, 0, 0 ],
  1448. initialScale: [ 1, 1, 1 ],
  1449. transform: self.getModelAnimTransform( rawModel ),
  1450. };
  1451. // if the animated model is pre rotated, we'll have to apply the pre rotations to every
  1452. // animation value as well
  1453. if ( 'PreRotation' in rawModel ) node.preRotations = rawModel.PreRotation.value;
  1454. if ( 'PostRotation' in rawModel ) node.postRotations = rawModel.PostRotation.value;
  1455. layerCurveNodes[ i ] = node;
  1456. }
  1457. layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  1458. } else if ( curveNode.curves.morph !== undefined ) {
  1459. if ( layerCurveNodes[ i ] === undefined ) {
  1460. var deformerID;
  1461. connections.get( child.ID ).parents.forEach( function ( parent ) {
  1462. if ( parent.relationship !== undefined ) deformerID = parent.ID;
  1463. } );
  1464. var morpherID = connections.get( deformerID ).parents[ 0 ].ID;
  1465. var geoID = connections.get( morpherID ).parents[ 0 ].ID;
  1466. // assuming geometry is not used in more than one model
  1467. var modelID = connections.get( geoID ).parents[ 0 ].ID;
  1468. var rawModel = fbxTree.Objects.Model[ modelID ];
  1469. var node = {
  1470. modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
  1471. morphName: fbxTree.Objects.Deformer[ deformerID ].attrName,
  1472. };
  1473. layerCurveNodes[ i ] = node;
  1474. }
  1475. layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  1476. }
  1477. }
  1478. } );
  1479. layersMap.set( parseInt( nodeID ), layerCurveNodes );
  1480. }
  1481. }
  1482. return layersMap;
  1483. },
  1484. getModelAnimTransform: function ( modelNode ) {
  1485. var transformData = {};
  1486. if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = parseInt( modelNode.RotationOrder.value );
  1487. if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;
  1488. if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;
  1489. if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;
  1490. if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;
  1491. if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;
  1492. if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;
  1493. return generateTransform( transformData );
  1494. },
  1495. // parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation
  1496. // hierarchy. Each Stack node will be used to create a THREE.AnimationClip
  1497. parseAnimStacks: function ( layersMap ) {
  1498. var rawStacks = fbxTree.Objects.AnimationStack;
  1499. // connect the stacks (clips) up to the layers
  1500. var rawClips = {};
  1501. for ( var nodeID in rawStacks ) {
  1502. var children = connections.get( parseInt( nodeID ) ).children;
  1503. if ( children.length > 1 ) {
  1504. // it seems like stacks will always be associated with a single layer. But just in case there are files
  1505. // where there are multiple layers per stack, we'll display a warning
  1506. console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );
  1507. }
  1508. var layer = layersMap.get( children[ 0 ].ID );
  1509. rawClips[ nodeID ] = {
  1510. name: rawStacks[ nodeID ].attrName,
  1511. layer: layer,
  1512. };
  1513. }
  1514. return rawClips;
  1515. },
  1516. addClip: function ( rawClip ) {
  1517. var tracks = [];
  1518. var self = this;
  1519. rawClip.layer.forEach( function ( rawTracks ) {
  1520. tracks = tracks.concat( self.generateTracks( rawTracks ) );
  1521. } );
  1522. return new THREE.AnimationClip( rawClip.name, - 1, tracks );
  1523. },
  1524. generateTracks: function ( rawTracks ) {
  1525. var tracks = [];
  1526. var initialPosition = new THREE.Vector3();
  1527. var initialRotation = new THREE.Quaternion();
  1528. var initialScale = new THREE.Vector3();
  1529. if ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale );
  1530. initialPosition = initialPosition.toArray();
  1531. initialRotation = new THREE.Euler().setFromQuaternion( initialRotation ).toArray(); // todo: euler order
  1532. initialScale = initialScale.toArray();
  1533. if ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {
  1534. var positionTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, initialPosition, 'position' );
  1535. if ( positionTrack !== undefined ) tracks.push( positionTrack );
  1536. }
  1537. if ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {
  1538. var rotationTrack = this.generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, initialRotation, rawTracks.preRotations, rawTracks.postRotations );
  1539. if ( rotationTrack !== undefined ) tracks.push( rotationTrack );
  1540. }
  1541. if ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {
  1542. var scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );
  1543. if ( scaleTrack !== undefined ) tracks.push( scaleTrack );
  1544. }
  1545. if ( rawTracks.DeformPercent !== undefined ) {
  1546. var morphTrack = this.generateMorphTrack( rawTracks );
  1547. if ( morphTrack !== undefined ) tracks.push( morphTrack );
  1548. }
  1549. return tracks;
  1550. },
  1551. generateVectorTrack: function ( modelName, curves, initialValue, type ) {
  1552. var times = this.getTimesForAllAxes( curves );
  1553. var values = this.getKeyframeTrackValues( times, curves, initialValue );
  1554. return new THREE.VectorKeyframeTrack( modelName + '.' + type, times, values );
  1555. },
  1556. generateRotationTrack: function ( modelName, curves, initialValue, preRotations, postRotations ) {
  1557. if ( curves.x !== undefined ) {
  1558. this.interpolateRotations( curves.x );
  1559. curves.x.values = curves.x.values.map( THREE.Math.degToRad );
  1560. }
  1561. if ( curves.y !== undefined ) {
  1562. this.interpolateRotations( curves.y );
  1563. curves.y.values = curves.y.values.map( THREE.Math.degToRad );
  1564. }
  1565. if ( curves.z !== undefined ) {
  1566. this.interpolateRotations( curves.z );
  1567. curves.z.values = curves.z.values.map( THREE.Math.degToRad );
  1568. }
  1569. var times = this.getTimesForAllAxes( curves );
  1570. var values = this.getKeyframeTrackValues( times, curves, initialValue );
  1571. if ( preRotations !== undefined ) {
  1572. preRotations = preRotations.map( THREE.Math.degToRad );
  1573. preRotations.push( 'ZYX' );
  1574. preRotations = new THREE.Euler().fromArray( preRotations );
  1575. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1576. }
  1577. if ( postRotations !== undefined ) {
  1578. postRotations = postRotations.map( THREE.Math.degToRad );
  1579. postRotations.push( 'ZYX' );
  1580. postRotations = new THREE.Euler().fromArray( postRotations );
  1581. postRotations = new THREE.Quaternion().setFromEuler( postRotations ).inverse();
  1582. }
  1583. var quaternion = new THREE.Quaternion();
  1584. var euler = new THREE.Euler();
  1585. var quaternionValues = [];
  1586. for ( var i = 0; i < values.length; i += 3 ) {
  1587. euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], 'ZYX' );
  1588. quaternion.setFromEuler( euler );
  1589. if ( preRotations !== undefined ) quaternion.premultiply( preRotations );
  1590. if ( postRotations !== undefined ) quaternion.multiply( postRotations );
  1591. quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );
  1592. }
  1593. return new THREE.QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );
  1594. },
  1595. generateMorphTrack: function ( rawTracks ) {
  1596. var curves = rawTracks.DeformPercent.curves.morph;
  1597. var values = curves.values.map( function ( val ) {
  1598. return val / 100;
  1599. } );
  1600. var morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];
  1601. return new THREE.NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );
  1602. },
  1603. // For all animated objects, times are defined separately for each axis
  1604. // Here we'll combine the times into one sorted array without duplicates
  1605. getTimesForAllAxes: function ( curves ) {
  1606. var times = [];
  1607. // first join together the times for each axis, if defined
  1608. if ( curves.x !== undefined ) times = times.concat( curves.x.times );
  1609. if ( curves.y !== undefined ) times = times.concat( curves.y.times );
  1610. if ( curves.z !== undefined ) times = times.concat( curves.z.times );
  1611. // then sort them and remove duplicates
  1612. times = times.sort( function ( a, b ) {
  1613. return a - b;
  1614. } ).filter( function ( elem, index, array ) {
  1615. return array.indexOf( elem ) == index;
  1616. } );
  1617. return times;
  1618. },
  1619. getKeyframeTrackValues: function ( times, curves, initialValue ) {
  1620. var prevValue = initialValue;
  1621. var values = [];
  1622. var xIndex = - 1;
  1623. var yIndex = - 1;
  1624. var zIndex = - 1;
  1625. times.forEach( function ( time ) {
  1626. if ( curves.x ) xIndex = curves.x.times.indexOf( time );
  1627. if ( curves.y ) yIndex = curves.y.times.indexOf( time );
  1628. if ( curves.z ) zIndex = curves.z.times.indexOf( time );
  1629. // if there is an x value defined for this frame, use that
  1630. if ( xIndex !== - 1 ) {
  1631. var xValue = curves.x.values[ xIndex ];
  1632. values.push( xValue );
  1633. prevValue[ 0 ] = xValue;
  1634. } else {
  1635. // otherwise use the x value from the previous frame
  1636. values.push( prevValue[ 0 ] );
  1637. }
  1638. if ( yIndex !== - 1 ) {
  1639. var yValue = curves.y.values[ yIndex ];
  1640. values.push( yValue );
  1641. prevValue[ 1 ] = yValue;
  1642. } else {
  1643. values.push( prevValue[ 1 ] );
  1644. }
  1645. if ( zIndex !== - 1 ) {
  1646. var zValue = curves.z.values[ zIndex ];
  1647. values.push( zValue );
  1648. prevValue[ 2 ] = zValue;
  1649. } else {
  1650. values.push( prevValue[ 2 ] );
  1651. }
  1652. } );
  1653. return values;
  1654. },
  1655. // Rotations are defined as Euler angles which can have values of any size
  1656. // These will be converted to quaternions which don't support values greater than
  1657. // PI, so we'll interpolate large rotations
  1658. interpolateRotations: function ( curve ) {
  1659. for ( var i = 1; i < curve.values.length; i ++ ) {
  1660. var initialValue = curve.values[ i - 1 ];
  1661. var valuesSpan = curve.values[ i ] - initialValue;
  1662. var absoluteSpan = Math.abs( valuesSpan );
  1663. if ( absoluteSpan >= 180 ) {
  1664. var numSubIntervals = absoluteSpan / 180;
  1665. var step = valuesSpan / numSubIntervals;
  1666. var nextValue = initialValue + step;
  1667. var initialTime = curve.times[ i - 1 ];
  1668. var timeSpan = curve.times[ i ] - initialTime;
  1669. var interval = timeSpan / numSubIntervals;
  1670. var nextTime = initialTime + interval;
  1671. var interpolatedTimes = [];
  1672. var interpolatedValues = [];
  1673. while ( nextTime < curve.times[ i ] ) {
  1674. interpolatedTimes.push( nextTime );
  1675. nextTime += interval;
  1676. interpolatedValues.push( nextValue );
  1677. nextValue += step;
  1678. }
  1679. curve.times = inject( curve.times, i, interpolatedTimes );
  1680. curve.values = inject( curve.values, i, interpolatedValues );
  1681. }
  1682. }
  1683. },
  1684. };
  1685. // parse an FBX file in ASCII format
  1686. function TextParser() {}
  1687. TextParser.prototype = {
  1688. constructor: TextParser,
  1689. getPrevNode: function () {
  1690. return this.nodeStack[ this.currentIndent - 2 ];
  1691. },
  1692. getCurrentNode: function () {
  1693. return this.nodeStack[ this.currentIndent - 1 ];
  1694. },
  1695. getCurrentProp: function () {
  1696. return this.currentProp;
  1697. },
  1698. pushStack: function ( node ) {
  1699. this.nodeStack.push( node );
  1700. this.currentIndent += 1;
  1701. },
  1702. popStack: function () {
  1703. this.nodeStack.pop();
  1704. this.currentIndent -= 1;
  1705. },
  1706. setCurrentProp: function ( val, name ) {
  1707. this.currentProp = val;
  1708. this.currentPropName = name;
  1709. },
  1710. parse: function ( text ) {
  1711. this.currentIndent = 0;
  1712. console.log("FBXTree: ", FBXTree);
  1713. this.allNodes = new FBXTree();
  1714. this.nodeStack = [];
  1715. this.currentProp = [];
  1716. this.currentPropName = '';
  1717. var self = this;
  1718. var split = text.split( /[\r\n]+/ );
  1719. split.forEach( function ( line, i ) {
  1720. var matchComment = line.match( /^[\s\t]*;/ );
  1721. var matchEmpty = line.match( /^[\s\t]*$/ );
  1722. if ( matchComment || matchEmpty ) return;
  1723. var matchBeginning = line.match( '^\\t{' + self.currentIndent + '}(\\w+):(.*){', '' );
  1724. var matchProperty = line.match( '^\\t{' + ( self.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  1725. var matchEnd = line.match( '^\\t{' + ( self.currentIndent - 1 ) + '}}' );
  1726. if ( matchBeginning ) {
  1727. self.parseNodeBegin( line, matchBeginning );
  1728. } else if ( matchProperty ) {
  1729. self.parseNodeProperty( line, matchProperty, split[ ++ i ] );
  1730. } else if ( matchEnd ) {
  1731. self.popStack();
  1732. } else if ( line.match( /^[^\s\t}]/ ) ) {
  1733. // large arrays are split over multiple lines terminated with a ',' character
  1734. // if this is encountered the line needs to be joined to the previous line
  1735. self.parseNodePropertyContinued( line );
  1736. }
  1737. } );
  1738. return this.allNodes;
  1739. },
  1740. parseNodeBegin: function ( line, property ) {
  1741. var nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  1742. var nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {
  1743. return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );
  1744. } );
  1745. var node = { name: nodeName };
  1746. var attrs = this.parseNodeAttr( nodeAttrs );
  1747. var currentNode = this.getCurrentNode();
  1748. // a top node
  1749. if ( this.currentIndent === 0 ) {
  1750. this.allNodes.add( nodeName, node );
  1751. } else { // a subnode
  1752. // if the subnode already exists, append it
  1753. if ( nodeName in currentNode ) {
  1754. // special case Pose needs PoseNodes as an array
  1755. if ( nodeName === 'PoseNode' ) {
  1756. currentNode.PoseNode.push( node );
  1757. } else if ( currentNode[ nodeName ].id !== undefined ) {
  1758. currentNode[ nodeName ] = {};
  1759. currentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];
  1760. }
  1761. if ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;
  1762. } else if ( typeof attrs.id === 'number' ) {
  1763. currentNode[ nodeName ] = {};
  1764. currentNode[ nodeName ][ attrs.id ] = node;
  1765. } else if ( nodeName !== 'Properties70' ) {
  1766. if ( nodeName === 'PoseNode' ) currentNode[ nodeName ] = [ node ];
  1767. else currentNode[ nodeName ] = node;
  1768. }
  1769. }
  1770. if ( typeof attrs.id === 'number' ) node.id = attrs.id;
  1771. if ( attrs.name !== '' ) node.attrName = attrs.name;
  1772. if ( attrs.type !== '' ) node.attrType = attrs.type;
  1773. this.pushStack( node );
  1774. },
  1775. parseNodeAttr: function ( attrs ) {
  1776. var id = attrs[ 0 ];
  1777. if ( attrs[ 0 ] !== '' ) {
  1778. id = parseInt( attrs[ 0 ] );
  1779. if ( isNaN( id ) ) {
  1780. id = attrs[ 0 ];
  1781. }
  1782. }
  1783. var name = '', type = '';
  1784. if ( attrs.length > 1 ) {
  1785. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  1786. type = attrs[ 2 ];
  1787. }
  1788. return { id: id, name: name, type: type };
  1789. },
  1790. parseNodeProperty: function ( line, property, contentLine ) {
  1791. var propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1792. var propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1793. // for special case: base64 image data follows "Content: ," line
  1794. // Content: ,
  1795. // "/9j/4RDaRXhpZgAATU0A..."
  1796. if ( propName === 'Content' && propValue === ',' ) {
  1797. propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();
  1798. }
  1799. var currentNode = this.getCurrentNode();
  1800. var parentName = currentNode.name;
  1801. if ( parentName === 'Properties70' ) {
  1802. this.parseNodeSpecialProperty( line, propName, propValue );
  1803. return;
  1804. }
  1805. // Connections
  1806. if ( propName === 'C' ) {
  1807. var connProps = propValue.split( ',' ).slice( 1 );
  1808. var from = parseInt( connProps[ 0 ] );
  1809. var to = parseInt( connProps[ 1 ] );
  1810. var rest = propValue.split( ',' ).slice( 3 );
  1811. rest = rest.map( function ( elem ) {
  1812. return elem.trim().replace( /^"/, '' );
  1813. } );
  1814. propName = 'connections';
  1815. propValue = [ from, to ];
  1816. append( propValue, rest );
  1817. if ( currentNode[ propName ] === undefined ) {
  1818. currentNode[ propName ] = [];
  1819. }
  1820. }
  1821. // Node
  1822. if ( propName === 'Node' ) currentNode.id = propValue;
  1823. // connections
  1824. if ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {
  1825. currentNode[ propName ].push( propValue );
  1826. } else {
  1827. if ( propName !== 'a' ) currentNode[ propName ] = propValue;
  1828. else currentNode.a = propValue;
  1829. }
  1830. this.setCurrentProp( currentNode, propName );
  1831. // convert string to array, unless it ends in ',' in which case more will be added to it
  1832. if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
  1833. currentNode.a = parseNumberArray( propValue );
  1834. }
  1835. },
  1836. parseNodePropertyContinued: function ( line ) {
  1837. var currentNode = this.getCurrentNode();
  1838. currentNode.a += line;
  1839. // if the line doesn't end in ',' we have reached the end of the property value
  1840. // so convert the string to an array
  1841. if ( line.slice( - 1 ) !== ',' ) {
  1842. currentNode.a = parseNumberArray( currentNode.a );
  1843. }
  1844. },
  1845. // parse "Property70"
  1846. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  1847. // split this
  1848. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  1849. // into array like below
  1850. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  1851. var props = propValue.split( '",' ).map( function ( prop ) {
  1852. return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  1853. } );
  1854. var innerPropName = props[ 0 ];
  1855. var innerPropType1 = props[ 1 ];
  1856. var innerPropType2 = props[ 2 ];
  1857. var innerPropFlag = props[ 3 ];
  1858. var innerPropValue = props[ 4 ];
  1859. // cast values where needed, otherwise leave as strings
  1860. switch ( innerPropType1 ) {
  1861. case 'int':
  1862. case 'enum':
  1863. case 'bool':
  1864. case 'ULongLong':
  1865. case 'double':
  1866. case 'Number':
  1867. case 'FieldOfView':
  1868. innerPropValue = parseFloat( innerPropValue );
  1869. break;
  1870. case 'Color':
  1871. case 'ColorRGB':
  1872. case 'Vector3D':
  1873. case 'Lcl_Translation':
  1874. case 'Lcl_Rotation':
  1875. case 'Lcl_Scaling':
  1876. innerPropValue = parseNumberArray( innerPropValue );
  1877. break;
  1878. }
  1879. // CAUTION: these props must append to parent's parent
  1880. this.getPrevNode()[ innerPropName ] = {
  1881. 'type': innerPropType1,
  1882. 'type2': innerPropType2,
  1883. 'flag': innerPropFlag,
  1884. 'value': innerPropValue
  1885. };
  1886. this.setCurrentProp( this.getPrevNode(), innerPropName );
  1887. },
  1888. };
  1889. // Parse an FBX file in Binary format
  1890. function BinaryParser() {}
  1891. BinaryParser.prototype = {
  1892. constructor: BinaryParser,
  1893. parse: function ( buffer ) {
  1894. var reader = new BinaryReader( buffer );
  1895. reader.skip( 23 ); // skip magic 23 bytes
  1896. var version = reader.getUint32();
  1897. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  1898. var allNodes = new FBXTree();
  1899. while ( ! this.endOfContent( reader ) ) {
  1900. var node = this.parseNode( reader, version );
  1901. if ( node !== null ) allNodes.add( node.name, node );
  1902. }
  1903. return allNodes;
  1904. },
  1905. // Check if reader has reached the end of content.
  1906. endOfContent: function ( reader ) {
  1907. // footer size: 160bytes + 16-byte alignment padding
  1908. // - 16bytes: magic
  1909. // - padding til 16-byte alignment (at least 1byte?)
  1910. // (seems like some exporters embed fixed 15 or 16bytes?)
  1911. // - 4bytes: magic
  1912. // - 4bytes: version
  1913. // - 120bytes: zero
  1914. // - 16bytes: magic
  1915. if ( reader.size() % 16 === 0 ) {
  1916. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  1917. } else {
  1918. return reader.getOffset() + 160 + 16 >= reader.size();
  1919. }
  1920. },
  1921. // recursively parse nodes until the end of the file is reached
  1922. parseNode: function ( reader, version ) {
  1923. var node = {};
  1924. // The first three data sizes depends on version.
  1925. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1926. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1927. // note: do not remove this even if you get a linter warning as it moves the buffer forward
  1928. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1929. var nameLen = reader.getUint8();
  1930. var name = reader.getString( nameLen );
  1931. // Regards this node as NULL-record if endOffset is zero
  1932. if ( endOffset === 0 ) return null;
  1933. var propertyList = [];
  1934. for ( var i = 0; i < numProperties; i ++ ) {
  1935. propertyList.push( this.parseProperty( reader ) );
  1936. }
  1937. // Regards the first three elements in propertyList as id, attrName, and attrType
  1938. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  1939. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  1940. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  1941. // check if this node represents just a single property
  1942. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  1943. node.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;
  1944. while ( endOffset > reader.getOffset() ) {
  1945. var subNode = this.parseNode( reader, version );
  1946. if ( subNode !== null ) this.parseSubNode( name, node, subNode );
  1947. }
  1948. node.propertyList = propertyList; // raw property list used by parent
  1949. if ( typeof id === 'number' ) node.id = id;
  1950. if ( attrName !== '' ) node.attrName = attrName;
  1951. if ( attrType !== '' ) node.attrType = attrType;
  1952. if ( name !== '' ) node.name = name;
  1953. return node;
  1954. },
  1955. parseSubNode: function ( name, node, subNode ) {
  1956. // special case: child node is single property
  1957. if ( subNode.singleProperty === true ) {
  1958. var value = subNode.propertyList[ 0 ];
  1959. if ( Array.isArray( value ) ) {
  1960. node[ subNode.name ] = subNode;
  1961. subNode.a = value;
  1962. } else {
  1963. node[ subNode.name ] = value;
  1964. }
  1965. } else if ( name === 'Connections' && subNode.name === 'C' ) {
  1966. var array = [];
  1967. subNode.propertyList.forEach( function ( property, i ) {
  1968. // first Connection is FBX type (OO, OP, etc.). We'll discard these
  1969. if ( i !== 0 ) array.push( property );
  1970. } );
  1971. if ( node.connections === undefined ) {
  1972. node.connections = [];
  1973. }
  1974. node.connections.push( array );
  1975. } else if ( subNode.name === 'Properties70' ) {
  1976. var keys = Object.keys( subNode );
  1977. keys.forEach( function ( key ) {
  1978. node[ key ] = subNode[ key ];
  1979. } );
  1980. } else if ( name === 'Properties70' && subNode.name === 'P' ) {
  1981. var innerPropName = subNode.propertyList[ 0 ];
  1982. var innerPropType1 = subNode.propertyList[ 1 ];
  1983. var innerPropType2 = subNode.propertyList[ 2 ];
  1984. var innerPropFlag = subNode.propertyList[ 3 ];
  1985. var innerPropValue;
  1986. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  1987. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  1988. if ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  1989. innerPropValue = [
  1990. subNode.propertyList[ 4 ],
  1991. subNode.propertyList[ 5 ],
  1992. subNode.propertyList[ 6 ]
  1993. ];
  1994. } else {
  1995. innerPropValue = subNode.propertyList[ 4 ];
  1996. }
  1997. // this will be copied to parent, see above
  1998. node[ innerPropName ] = {
  1999. 'type': innerPropType1,
  2000. 'type2': innerPropType2,
  2001. 'flag': innerPropFlag,
  2002. 'value': innerPropValue
  2003. };
  2004. } else if ( node[ subNode.name ] === undefined ) {
  2005. if ( typeof subNode.id === 'number' ) {
  2006. node[ subNode.name ] = {};
  2007. node[ subNode.name ][ subNode.id ] = subNode;
  2008. } else {
  2009. node[ subNode.name ] = subNode;
  2010. }
  2011. } else {
  2012. if ( subNode.name === 'PoseNode' ) {
  2013. if ( ! Array.isArray( node[ subNode.name ] ) ) {
  2014. node[ subNode.name ] = [ node[ subNode.name ] ];
  2015. }
  2016. node[ subNode.name ].push( subNode );
  2017. } else if ( node[ subNode.name ][ subNode.id ] === undefined ) {
  2018. node[ subNode.name ][ subNode.id ] = subNode;
  2019. }
  2020. }
  2021. },
  2022. parseProperty: function ( reader ) {
  2023. var type = reader.getString( 1 );
  2024. switch ( type ) {
  2025. case 'C':
  2026. return reader.getBoolean();
  2027. case 'D':
  2028. return reader.getFloat64();
  2029. case 'F':
  2030. return reader.getFloat32();
  2031. case 'I':
  2032. return reader.getInt32();
  2033. case 'L':
  2034. return reader.getInt64();
  2035. case 'R':
  2036. var length = reader.getUint32();
  2037. return reader.getArrayBuffer( length );
  2038. case 'S':
  2039. var length = reader.getUint32();
  2040. return reader.getString( length );
  2041. case 'Y':
  2042. return reader.getInt16();
  2043. case 'b':
  2044. case 'c':
  2045. case 'd':
  2046. case 'f':
  2047. case 'i':
  2048. case 'l':
  2049. var arrayLength = reader.getUint32();
  2050. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  2051. var compressedLength = reader.getUint32();
  2052. if ( encoding === 0 ) {
  2053. switch ( type ) {
  2054. case 'b':
  2055. case 'c':
  2056. return reader.getBooleanArray( arrayLength );
  2057. case 'd':
  2058. return reader.getFloat64Array( arrayLength );
  2059. case 'f':
  2060. return reader.getFloat32Array( arrayLength );
  2061. case 'i':
  2062. return reader.getInt32Array( arrayLength );
  2063. case 'l':
  2064. return reader.getInt64Array( arrayLength );
  2065. }
  2066. }
  2067. if ( typeof Zlib === 'undefined' ) {
  2068. console.error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  2069. }
  2070. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  2071. var reader2 = new BinaryReader( inflate.decompress().buffer );
  2072. switch ( type ) {
  2073. case 'b':
  2074. case 'c':
  2075. return reader2.getBooleanArray( arrayLength );
  2076. case 'd':
  2077. return reader2.getFloat64Array( arrayLength );
  2078. case 'f':
  2079. return reader2.getFloat32Array( arrayLength );
  2080. case 'i':
  2081. return reader2.getInt32Array( arrayLength );
  2082. case 'l':
  2083. return reader2.getInt64Array( arrayLength );
  2084. }
  2085. default:
  2086. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  2087. }
  2088. }
  2089. };
  2090. function BinaryReader( buffer, littleEndian ) {
  2091. this.dv = new DataView( buffer );
  2092. this.offset = 0;
  2093. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  2094. }
  2095. BinaryReader.prototype = {
  2096. constructor: BinaryReader,
  2097. getOffset: function () {
  2098. return this.offset;
  2099. },
  2100. size: function () {
  2101. return this.dv.buffer.byteLength;
  2102. },
  2103. skip: function ( length ) {
  2104. this.offset += length;
  2105. },
  2106. // seems like true/false representation depends on exporter.
  2107. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  2108. // then sees LSB.
  2109. getBoolean: function () {
  2110. return ( this.getUint8() & 1 ) === 1;
  2111. },
  2112. getBooleanArray: function ( size ) {
  2113. var a = [];
  2114. for ( var i = 0; i < size; i ++ ) {
  2115. a.push( this.getBoolean() );
  2116. }
  2117. return a;
  2118. },
  2119. getUint8: function () {
  2120. var value = this.dv.getUint8( this.offset );
  2121. this.offset += 1;
  2122. return value;
  2123. },
  2124. getInt16: function () {
  2125. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2126. this.offset += 2;
  2127. return value;
  2128. },
  2129. getInt32: function () {
  2130. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2131. this.offset += 4;
  2132. return value;
  2133. },
  2134. getInt32Array: function ( size ) {
  2135. var a = [];
  2136. for ( var i = 0; i < size; i ++ ) {
  2137. a.push( this.getInt32() );
  2138. }
  2139. return a;
  2140. },
  2141. getUint32: function () {
  2142. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2143. this.offset += 4;
  2144. return value;
  2145. },
  2146. // JavaScript doesn't support 64-bit integer so calculate this here
  2147. // 1 << 32 will return 1 so using multiply operation instead here.
  2148. // There's a possibility that this method returns wrong value if the value
  2149. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  2150. // TODO: safely handle 64-bit integer
  2151. getInt64: function () {
  2152. var low, high;
  2153. if ( this.littleEndian ) {
  2154. low = this.getUint32();
  2155. high = this.getUint32();
  2156. } else {
  2157. high = this.getUint32();
  2158. low = this.getUint32();
  2159. }
  2160. // calculate negative value
  2161. if ( high & 0x80000000 ) {
  2162. high = ~ high & 0xFFFFFFFF;
  2163. low = ~ low & 0xFFFFFFFF;
  2164. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  2165. low = ( low + 1 ) & 0xFFFFFFFF;
  2166. return - ( high * 0x100000000 + low );
  2167. }
  2168. return high * 0x100000000 + low;
  2169. },
  2170. getInt64Array: function ( size ) {
  2171. var a = [];
  2172. for ( var i = 0; i < size; i ++ ) {
  2173. a.push( this.getInt64() );
  2174. }
  2175. return a;
  2176. },
  2177. // Note: see getInt64() comment
  2178. getUint64: function () {
  2179. var low, high;
  2180. if ( this.littleEndian ) {
  2181. low = this.getUint32();
  2182. high = this.getUint32();
  2183. } else {
  2184. high = this.getUint32();
  2185. low = this.getUint32();
  2186. }
  2187. return high * 0x100000000 + low;
  2188. },
  2189. getFloat32: function () {
  2190. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2191. this.offset += 4;
  2192. return value;
  2193. },
  2194. getFloat32Array: function ( size ) {
  2195. var a = [];
  2196. for ( var i = 0; i < size; i ++ ) {
  2197. a.push( this.getFloat32() );
  2198. }
  2199. return a;
  2200. },
  2201. getFloat64: function () {
  2202. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2203. this.offset += 8;
  2204. return value;
  2205. },
  2206. getFloat64Array: function ( size ) {
  2207. var a = [];
  2208. for ( var i = 0; i < size; i ++ ) {
  2209. a.push( this.getFloat64() );
  2210. }
  2211. return a;
  2212. },
  2213. getArrayBuffer: function ( size ) {
  2214. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  2215. this.offset += size;
  2216. return value;
  2217. },
  2218. getString: function ( size ) {
  2219. // note: safari 9 doesn't support Uint8Array.indexOf; create intermediate array instead
  2220. var a = [];
  2221. for ( var i = 0; i < size; i ++ ) {
  2222. a[ i ] = this.getUint8();
  2223. }
  2224. var nullByte = a.indexOf( 0 );
  2225. if ( nullByte >= 0 ) a = a.slice( 0, nullByte );
  2226. return THREE.LoaderUtils.decodeText( new Uint8Array( a ) );
  2227. }
  2228. };
  2229. // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
  2230. // and BinaryParser( FBX Binary format)
  2231. function FBXTree() {}
  2232. FBXTree.prototype = {
  2233. constructor: FBXTree,
  2234. add: function ( key, val ) {
  2235. this[ key ] = val;
  2236. },
  2237. };
  2238. // ************** UTILITY FUNCTIONS **************
  2239. function isFbxFormatBinary( buffer ) {
  2240. var CORRECT = 'Kaydara FBX Binary \0';
  2241. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  2242. }
  2243. function isFbxFormatASCII( text ) {
  2244. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2245. var cursor = 0;
  2246. function read( offset ) {
  2247. var result = text[ offset - 1 ];
  2248. text = text.slice( cursor + offset );
  2249. cursor ++;
  2250. return result;
  2251. }
  2252. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2253. var num = read( 1 );
  2254. if ( num === CORRECT[ i ] ) {
  2255. return false;
  2256. }
  2257. }
  2258. return true;
  2259. }
  2260. function getFbxVersion( text ) {
  2261. var versionRegExp = /FBXVersion: (\d+)/;
  2262. var match = text.match( versionRegExp );
  2263. if ( match ) {
  2264. var version = parseInt( match[ 1 ] );
  2265. return version;
  2266. }
  2267. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  2268. }
  2269. // Converts FBX ticks into real time seconds.
  2270. function convertFBXTimeToSeconds( time ) {
  2271. return time / 46186158000;
  2272. }
  2273. var dataArray = [];
  2274. // extracts the data from the correct position in the FBX array based on indexing type
  2275. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  2276. var index;
  2277. switch ( infoObject.mappingType ) {
  2278. case 'ByPolygonVertex' :
  2279. index = polygonVertexIndex;
  2280. break;
  2281. case 'ByPolygon' :
  2282. index = polygonIndex;
  2283. break;
  2284. case 'ByVertice' :
  2285. index = vertexIndex;
  2286. break;
  2287. case 'AllSame' :
  2288. index = infoObject.indices[ 0 ];
  2289. break;
  2290. default :
  2291. console.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );
  2292. }
  2293. if ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];
  2294. var from = index * infoObject.dataSize;
  2295. var to = from + infoObject.dataSize;
  2296. return slice( dataArray, infoObject.buffer, from, to );
  2297. }
  2298. var tempMat = new THREE.Matrix4();
  2299. var tempEuler = new THREE.Euler();
  2300. var tempVec = new THREE.Vector3();
  2301. var translation = new THREE.Vector3();
  2302. var rotation = new THREE.Matrix4();
  2303. // generate transformation from FBX transform data
  2304. // ref: https://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_10CDD63C_79C1_4F2D_BB28_AD2BE65A02ED_htm
  2305. // transformData = {
  2306. // eulerOrder: int,
  2307. // translation: [],
  2308. // rotationOffset: [],
  2309. // preRotation
  2310. // rotation
  2311. // postRotation
  2312. // scale
  2313. // }
  2314. // all entries are optional
  2315. function generateTransform( transformData ) {
  2316. var transform = new THREE.Matrix4();
  2317. translation.set( 0, 0, 0 );
  2318. rotation.identity();
  2319. var order = ( transformData.eulerOrder ) ? getEulerOrder( transformData.eulerOrder ) : getEulerOrder( 0 );
  2320. if ( transformData.translation ) translation.fromArray( transformData.translation );
  2321. if ( transformData.rotationOffset ) translation.add( tempVec.fromArray( transformData.rotationOffset ) );
  2322. if ( transformData.rotation ) {
  2323. var array = transformData.rotation.map( THREE.Math.degToRad );
  2324. array.push( order );
  2325. rotation.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2326. }
  2327. if ( transformData.preRotation ) {
  2328. var array = transformData.preRotation.map( THREE.Math.degToRad );
  2329. array.push( order );
  2330. tempMat.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2331. rotation.premultiply( tempMat );
  2332. }
  2333. if ( transformData.postRotation ) {
  2334. var array = transformData.postRotation.map( THREE.Math.degToRad );
  2335. array.push( order );
  2336. tempMat.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2337. tempMat.getInverse( tempMat );
  2338. rotation.multiply( tempMat );
  2339. }
  2340. if ( transformData.scale ) transform.scale( tempVec.fromArray( transformData.scale ) );
  2341. transform.setPosition( translation );
  2342. transform.multiply( rotation );
  2343. return transform;
  2344. }
  2345. // Returns the three.js intrinsic Euler order corresponding to FBX extrinsic Euler order
  2346. // ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
  2347. function getEulerOrder( order ) {
  2348. var enums = [
  2349. 'ZYX', // -> XYZ extrinsic
  2350. 'YZX', // -> XZY extrinsic
  2351. 'XZY', // -> YZX extrinsic
  2352. 'ZXY', // -> YXZ extrinsic
  2353. 'YXZ', // -> ZXY extrinsic
  2354. 'XYZ', // -> ZYX extrinsic
  2355. //'SphericXYZ', // not possible to support
  2356. ];
  2357. if ( order === 6 ) {
  2358. console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
  2359. return enums[ 0 ];
  2360. }
  2361. return enums[ order ];
  2362. }
  2363. // Parses comma separated list of numbers and returns them an array.
  2364. // Used internally by the TextParser
  2365. function parseNumberArray( value ) {
  2366. var array = value.split( ',' ).map( function ( val ) {
  2367. return parseFloat( val );
  2368. } );
  2369. return array;
  2370. }
  2371. function convertArrayBufferToString( buffer, from, to ) {
  2372. if ( from === undefined ) from = 0;
  2373. if ( to === undefined ) to = buffer.byteLength;
  2374. return THREE.LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );
  2375. }
  2376. function append( a, b ) {
  2377. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  2378. a[ j ] = b[ i ];
  2379. }
  2380. }
  2381. function slice( a, b, from, to ) {
  2382. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  2383. a[ j ] = b[ i ];
  2384. }
  2385. return a;
  2386. }
  2387. // inject array a2 into array a1 at index
  2388. function inject( a1, index, a2 ) {
  2389. return a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );
  2390. }
  2391. return FBXLoader;
  2392. } )();