FBXLoader.js 90 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. * @author Takahiro https://github.com/takahirox
  4. *
  5. * Loader loads FBX file and generates Group representing FBX scene.
  6. * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
  7. *
  8. * Supports:
  9. * Mesh Generation (Positional Data)
  10. * Normal Data (Per Vertex Drawing Instance)
  11. * UV Data (Per Vertex Drawing Instance)
  12. * Skinning
  13. * Animation
  14. * - Separated Animations based on stacks.
  15. * - Skeletal & Non-Skeletal Animations
  16. * NURBS (Open, Closed and Periodic forms)
  17. *
  18. * Needs Support:
  19. * Indexed Buffers
  20. * PreRotation support.
  21. * Euler rotation order
  22. *
  23. * FBX format references:
  24. * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
  25. *
  26. * Binary format specification:
  27. * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  28. * https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
  29. */
  30. ( function () {
  31. THREE.FBXLoader = function ( manager ) {
  32. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  33. };
  34. Object.assign( THREE.FBXLoader.prototype, {
  35. load: function ( url, onLoad, onProgress, onError ) {
  36. var self = this;
  37. var resourceDirectory = THREE.Loader.prototype.extractUrlBase( url );
  38. var loader = new THREE.FileLoader( this.manager );
  39. loader.setResponseType( 'arraybuffer' );
  40. loader.load( url, function ( buffer ) {
  41. try {
  42. var scene = self.parse( buffer, resourceDirectory );
  43. onLoad( scene );
  44. } catch ( error ) {
  45. window.setTimeout( function () {
  46. if ( onError ) onError( error );
  47. self.manager.itemError( url );
  48. }, 0 );
  49. }
  50. }, onProgress, onError );
  51. },
  52. parse: function ( FBXBuffer, resourceDirectory ) {
  53. var FBXTree;
  54. if ( isFbxFormatBinary( FBXBuffer ) ) {
  55. FBXTree = new BinaryParser().parse( FBXBuffer );
  56. } else {
  57. var FBXText = convertArrayBufferToString( FBXBuffer );
  58. if ( ! isFbxFormatASCII( FBXText ) ) {
  59. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  60. }
  61. if ( getFbxVersion( FBXText ) < 7000 ) {
  62. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  63. }
  64. FBXTree = new TextParser().parse( FBXText );
  65. }
  66. // console.log( FBXTree );
  67. var connections = parseConnections( FBXTree );
  68. var images = parseImages( FBXTree );
  69. var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
  70. var materials = parseMaterials( FBXTree, textures, connections );
  71. var deformers = parseDeformers( FBXTree, connections );
  72. var geometryMap = parseGeometries( FBXTree, connections, deformers );
  73. var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
  74. return sceneGraph;
  75. }
  76. } );
  77. // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
  78. // and details the connection type
  79. function parseConnections( FBXTree ) {
  80. var connectionMap = new Map();
  81. if ( 'Connections' in FBXTree ) {
  82. var connectionArray = FBXTree.Connections.properties.connections;
  83. for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
  84. var connection = connectionArray[ connectionArrayIndex ];
  85. if ( ! connectionMap.has( connection[ 0 ] ) ) {
  86. connectionMap.set( connection[ 0 ], {
  87. parents: [],
  88. children: []
  89. } );
  90. }
  91. var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
  92. connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
  93. if ( ! connectionMap.has( connection[ 1 ] ) ) {
  94. connectionMap.set( connection[ 1 ], {
  95. parents: [],
  96. children: []
  97. } );
  98. }
  99. var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
  100. connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
  101. }
  102. }
  103. return connectionMap;
  104. }
  105. // Parses map of images referenced in FBXTree.Objects.subNodes.Video
  106. // Images can either be referenced externally or embedded in the file
  107. // These images are connected to textures in FBXTree.Objects.subNodes.Textures
  108. // via FBXTree.Connections. Note that images can be duplicated here, in which case only one
  109. // will will have a .Content field
  110. function parseImages( FBXTree ) {
  111. var imageMap = new Map();
  112. if ( 'Video' in FBXTree.Objects.subNodes ) {
  113. var videoNodes = FBXTree.Objects.subNodes.Video;
  114. for ( var nodeID in videoNodes ) {
  115. var videoNode = videoNodes[ nodeID ];
  116. // raw image data is in videoNode.properties.Content
  117. if ( 'Content' in videoNode.properties ) {
  118. var image = parseImage( videoNodes[ nodeID ] );
  119. imageMap.set( parseInt( nodeID ), image );
  120. }
  121. }
  122. }
  123. return imageMap;
  124. }
  125. // Parse embedded image data in FBXTree.Video.properties.Content
  126. function parseImage( videoNode ) {
  127. var content = videoNode.properties.Content;
  128. var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
  129. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  130. var type;
  131. switch ( extension ) {
  132. case 'bmp':
  133. type = 'image/bmp';
  134. break;
  135. case 'jpg':
  136. case 'jpeg':
  137. type = 'image/jpeg';
  138. break;
  139. case 'png':
  140. type = 'image/png';
  141. break;
  142. case 'tif':
  143. type = 'image/tiff';
  144. break;
  145. default:
  146. console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  147. return;
  148. }
  149. if ( typeof content === 'string' ) {
  150. return 'data:' + type + ';base64,' + content;
  151. } else {
  152. var array = new Uint8Array( content );
  153. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  154. }
  155. }
  156. // Parse nodes in FBXTree.Objects.subNodes.Texture
  157. // These contain details such as UV scaling, cropping, rotation etc and are connected
  158. // to images in FBXTree.Objects.subNodes.Video
  159. function parseTextures( FBXTree, loader, imageMap, connections ) {
  160. var textureMap = new Map();
  161. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  162. var textureNodes = FBXTree.Objects.subNodes.Texture;
  163. for ( var nodeID in textureNodes ) {
  164. var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
  165. textureMap.set( parseInt( nodeID ), texture );
  166. }
  167. }
  168. return textureMap;
  169. }
  170. // Parse individual node in FBXTree.Objects.subNodes.Texture
  171. function parseTexture( textureNode, loader, imageMap, connections ) {
  172. var texture = loadTexture( textureNode, loader, imageMap, connections );
  173. texture.FBX_ID = textureNode.id;
  174. texture.name = textureNode.attrName;
  175. var wrapModeU = textureNode.properties.WrapModeU;
  176. var wrapModeV = textureNode.properties.WrapModeV;
  177. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  178. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  179. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  180. // 0: repeat(default), 1: clamp
  181. texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  182. texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  183. if ( 'Scaling' in textureNode.properties ) {
  184. var values = textureNode.properties.Scaling.value;
  185. texture.repeat.x = values[ 0 ];
  186. texture.repeat.y = values[ 1 ];
  187. }
  188. return texture;
  189. }
  190. // load a texture specified as a blob or data URI, or via an external URL using THREE.TextureLoader
  191. function loadTexture( textureNode, loader, imageMap, connections ) {
  192. var fileName;
  193. var filePath = textureNode.properties.FileName;
  194. var relativeFilePath = textureNode.properties.RelativeFilename;
  195. var children = connections.get( textureNode.id ).children;
  196. // embedded texture
  197. if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
  198. fileName = imageMap.get( children[ 0 ].ID );
  199. }
  200. // check that relative path is not an actually an absolute path and if so use it to load texture
  201. else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' && relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
  202. fileName = relativeFilePath;
  203. }
  204. // texture specified by absolute path
  205. else {
  206. var split = filePath.split( /[\\\/]/ );
  207. if ( split.length > 0 ) {
  208. fileName = split[ split.length - 1 ];
  209. } else {
  210. fileName = filePath;
  211. }
  212. }
  213. var currentPath = loader.path;
  214. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  215. loader.setPath( undefined );
  216. }
  217. var texture = loader.load( fileName );
  218. loader.setPath( currentPath );
  219. return texture;
  220. }
  221. // Parse nodes in FBXTree.Objects.subNodes.Material
  222. function parseMaterials( FBXTree, textureMap, connections ) {
  223. var materialMap = new Map();
  224. if ( 'Material' in FBXTree.Objects.subNodes ) {
  225. var materialNodes = FBXTree.Objects.subNodes.Material;
  226. for ( var nodeID in materialNodes ) {
  227. var material = parseMaterial( FBXTree, materialNodes[ nodeID ], textureMap, connections );
  228. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  229. }
  230. }
  231. return materialMap;
  232. }
  233. // Parse single node in FBXTree.Objects.subNodes.Material
  234. // Materials are connected to texture maps in FBXTree.Objects.subNodes.Textures
  235. // FBX format currently only supports Lambert and Phong shading models
  236. function parseMaterial( FBXTree, materialNode, textureMap, connections ) {
  237. var FBX_ID = materialNode.id;
  238. var name = materialNode.attrName;
  239. var type = materialNode.properties.ShadingModel;
  240. //Case where FBX wraps shading model in property object.
  241. if ( typeof type === 'object' ) {
  242. type = type.value;
  243. }
  244. // Ignore unused materials which don't have any connections.
  245. if ( ! connections.has( FBX_ID ) ) return null;
  246. var children = connections.get( FBX_ID ).children;
  247. var parameters = parseParameters( FBXTree, materialNode.properties, textureMap, children, connections );
  248. var material;
  249. switch ( type.toLowerCase() ) {
  250. case 'phong':
  251. material = new THREE.MeshPhongMaterial();
  252. break;
  253. case 'lambert':
  254. material = new THREE.MeshLambertMaterial();
  255. break;
  256. default:
  257. console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  258. material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
  259. break;
  260. }
  261. material.setValues( parameters );
  262. material.name = name;
  263. return material;
  264. }
  265. // Parse FBX material and return parameters suitable for a three.js material
  266. // Also parse the texture map and return any textures associated with the material
  267. function parseParameters( FBXTree, properties, textureMap, childrenRelationships, connections ) {
  268. var parameters = {};
  269. if ( properties.BumpFactor ) {
  270. parameters.bumpScale = properties.BumpFactor.value;
  271. }
  272. if ( properties.Diffuse ) {
  273. parameters.color = parseColor( properties.Diffuse );
  274. }
  275. if ( properties.DisplacementFactor ) {
  276. parameters.displacementScale = properties.DisplacementFactor.value;
  277. }
  278. if ( properties.ReflectionFactor ) {
  279. parameters.reflectivity = properties.ReflectionFactor.value;
  280. }
  281. if ( properties.Specular ) {
  282. parameters.specular = parseColor( properties.Specular );
  283. }
  284. if ( properties.Shininess ) {
  285. parameters.shininess = properties.Shininess.value;
  286. }
  287. if ( properties.Emissive ) {
  288. parameters.emissive = parseColor( properties.Emissive );
  289. }
  290. if ( properties.EmissiveFactor ) {
  291. parameters.emissiveIntensity = parseFloat( properties.EmissiveFactor.value );
  292. }
  293. if ( properties.Opacity ) {
  294. parameters.opacity = parseFloat( properties.Opacity.value );
  295. }
  296. if ( parameters.opacity < 1.0 ) {
  297. parameters.transparent = true;
  298. }
  299. for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
  300. var relationship = childrenRelationships[ childrenRelationshipsIndex ];
  301. var type = relationship.relationship;
  302. switch ( type ) {
  303. case 'Bump':
  304. parameters.bumpMap = textureMap.get( relationship.ID );
  305. break;
  306. case 'DiffuseColor':
  307. parameters.map = getTexture( FBXTree, textureMap, relationship.ID, connections );
  308. break;
  309. case 'DisplacementColor':
  310. parameters.displacementMap = getTexture( FBXTree, textureMap, relationship.ID, connections );
  311. break;
  312. case 'EmissiveColor':
  313. parameters.emissiveMap = getTexture( FBXTree, textureMap, relationship.ID, connections );
  314. break;
  315. case 'NormalMap':
  316. parameters.normalMap = getTexture( FBXTree, textureMap, relationship.ID, connections );
  317. break;
  318. case 'ReflectionColor':
  319. parameters.envMap = getTexture( FBXTree, textureMap, relationship.ID, connections );
  320. parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
  321. break;
  322. case 'SpecularColor':
  323. parameters.specularMap = getTexture( FBXTree, textureMap, relationship.ID, connections );
  324. break;
  325. case 'TransparentColor':
  326. parameters.alphaMap = getTexture( FBXTree, textureMap, relationship.ID, connections );
  327. parameters.transparent = true;
  328. break;
  329. case 'AmbientColor':
  330. case 'ShininessExponent': // AKA glossiness map
  331. case 'SpecularFactor': // AKA specularLevel
  332. case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  333. default:
  334. console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  335. break;
  336. }
  337. }
  338. return parameters;
  339. }
  340. // get a texture from the textureMap for use by a material.
  341. function getTexture( FBXTree, textureMap, id, connections ) {
  342. // if the texture is a layered texture, just use the first layer and issue a warning
  343. if ( 'LayeredTexture' in FBXTree.Objects.subNodes && id in FBXTree.Objects.subNodes.LayeredTexture ) {
  344. console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
  345. id = connections.get( id ).children[ 0 ].ID;
  346. }
  347. return textureMap.get( id );
  348. }
  349. // Parse nodes in FBXTree.Objects.subNodes.Deformer
  350. // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
  351. // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  352. function parseDeformers( FBXTree, connections ) {
  353. var deformers = {};
  354. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  355. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  356. for ( var nodeID in DeformerNodes ) {
  357. var deformerNode = DeformerNodes[ nodeID ];
  358. if ( deformerNode.attrType === 'Skin' ) {
  359. var conns = connections.get( parseInt( nodeID ) );
  360. var skeleton = parseSkeleton( conns, DeformerNodes );
  361. skeleton.FBX_ID = parseInt( nodeID );
  362. deformers[ nodeID ] = skeleton;
  363. }
  364. }
  365. }
  366. return deformers;
  367. }
  368. // Parse single nodes in FBXTree.Objects.subNodes.Deformer
  369. // Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections
  370. // and an object containing SubDeformer nodes.
  371. function parseSkeleton( connections, DeformerNodes ) {
  372. var subDeformers = {};
  373. var children = connections.children;
  374. for ( var i = 0, l = children.length; i < l; ++ i ) {
  375. var child = children[ i ];
  376. var subDeformerNode = DeformerNodes[ child.ID ];
  377. var subDeformer = {
  378. FBX_ID: child.ID,
  379. index: i,
  380. indices: [],
  381. weights: [],
  382. transform: new THREE.Matrix4().fromArray( subDeformerNode.subNodes.Transform.properties.a ),
  383. transformLink: new THREE.Matrix4().fromArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  384. linkMode: subDeformerNode.properties.Mode
  385. };
  386. if ( 'Indexes' in subDeformerNode.subNodes ) {
  387. subDeformer.indices = subDeformerNode.subNodes.Indexes.properties.a;
  388. subDeformer.weights = subDeformerNode.subNodes.Weights.properties.a;
  389. }
  390. subDeformers[ child.ID ] = subDeformer;
  391. }
  392. return {
  393. map: subDeformers,
  394. bones: []
  395. };
  396. }
  397. // Parse nodes in FBXTree.Objects.subNodes.Geometry
  398. function parseGeometries( FBXTree, connections, deformers ) {
  399. var geometryMap = new Map();
  400. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  401. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  402. for ( var nodeID in geometryNodes ) {
  403. var relationships = connections.get( parseInt( nodeID ) );
  404. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers );
  405. geometryMap.set( parseInt( nodeID ), geo );
  406. }
  407. }
  408. return geometryMap;
  409. }
  410. // Parse single node in FBXTree.Objects.subNodes.Geometry
  411. function parseGeometry( geometryNode, relationships, deformers ) {
  412. switch ( geometryNode.attrType ) {
  413. case 'Mesh':
  414. return parseMeshGeometry( geometryNode, relationships, deformers );
  415. break;
  416. case 'NurbsCurve':
  417. return parseNurbsGeometry( geometryNode );
  418. break;
  419. }
  420. }
  421. // Parse single node mesh geometry in FBXTree.Objects.subNodes.Geometry
  422. function parseMeshGeometry( geometryNode, relationships, deformers ) {
  423. for ( var i = 0; i < relationships.children.length; ++ i ) {
  424. var deformer = deformers[ relationships.children[ i ].ID ];
  425. if ( deformer !== undefined ) break;
  426. }
  427. return genGeometry( geometryNode, deformer );
  428. }
  429. // Generate a THREE.BufferGeometry from a node in FBXTree.Objects.subNodes.Geometry
  430. function genGeometry( geometryNode, deformer ) {
  431. var subNodes = geometryNode.subNodes;
  432. var vertexPositions = subNodes.Vertices.properties.a;
  433. var vertexIndices = subNodes.PolygonVertexIndex.properties.a;
  434. // create arrays to hold the final data used to build the buffergeometry
  435. var vertexBuffer = [];
  436. var normalBuffer = [];
  437. var colorsBuffer = [];
  438. var uvsBuffer = [];
  439. var materialIndexBuffer = [];
  440. var vertexWeightsBuffer = [];
  441. var weightsIndicesBuffer = [];
  442. if ( subNodes.LayerElementColor ) {
  443. var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
  444. }
  445. if ( subNodes.LayerElementMaterial ) {
  446. var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
  447. }
  448. if ( subNodes.LayerElementNormal ) {
  449. var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
  450. }
  451. if ( subNodes.LayerElementUV ) {
  452. var uvInfo = [];
  453. var i = 0;
  454. while ( subNodes.LayerElementUV[ i ] ) {
  455. uvInfo.push( getUVs( subNodes.LayerElementUV[ i ] ) );
  456. i ++;
  457. }
  458. }
  459. var weightTable = {};
  460. if ( deformer ) {
  461. var subDeformers = deformer.map;
  462. for ( var key in subDeformers ) {
  463. var subDeformer = subDeformers[ key ];
  464. var indices = subDeformer.indices;
  465. for ( var j = 0; j < indices.length; j ++ ) {
  466. var index = indices[ j ];
  467. var weight = subDeformer.weights[ j ];
  468. if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
  469. weightTable[ index ].push( {
  470. id: subDeformer.index,
  471. weight: weight
  472. } );
  473. }
  474. }
  475. }
  476. var polygonIndex = 0;
  477. var faceLength = 0;
  478. var displayedWeightsWarning = false;
  479. // these will hold data for a single face
  480. var vertexPositionIndexes = [];
  481. var faceNormals = [];
  482. var faceColors = [];
  483. var faceUVs = [];
  484. var faceWeights = [];
  485. var faceWeightIndices = [];
  486. for ( var polygonVertexIndex = 0; polygonVertexIndex < vertexIndices.length; polygonVertexIndex ++ ) {
  487. var vertexIndex = vertexIndices[ polygonVertexIndex ];
  488. var endOfFace = false;
  489. // Face index and vertex index arrays are combined in a single array
  490. // A cube with quad faces looks like this:
  491. // PolygonVertexIndex: *24 {
  492. // 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
  493. // }
  494. // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
  495. // to find index of last vertex multiply by -1 and subtract 1: -3 * - 1 - 1 = 2
  496. if ( vertexIndex < 0 ) {
  497. vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
  498. vertexIndices[ polygonVertexIndex ] = vertexIndex;
  499. endOfFace = true;
  500. }
  501. var weightIndices = [];
  502. var weights = [];
  503. vertexPositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
  504. if ( colorInfo ) {
  505. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo );
  506. faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  507. }
  508. if ( deformer ) {
  509. if ( weightTable[ vertexIndex ] !== undefined ) {
  510. var array = weightTable[ vertexIndex ];
  511. for ( var j = 0, jl = array.length; j < jl; j ++ ) {
  512. weights.push( array[ j ].weight );
  513. weightIndices.push( array[ j ].id );
  514. }
  515. }
  516. if ( weights.length > 4 ) {
  517. if ( ! displayedWeightsWarning ) {
  518. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  519. displayedWeightsWarning = true;
  520. }
  521. var WIndex = [ 0, 0, 0, 0 ];
  522. var Weight = [ 0, 0, 0, 0 ];
  523. weights.forEach( function ( weight, weightIndex ) {
  524. var currentWeight = weight;
  525. var currentIndex = weightIndices[ weightIndex ];
  526. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  527. if ( currentWeight > comparedWeight ) {
  528. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  529. currentWeight = comparedWeight;
  530. var tmp = WIndex[ comparedWeightIndex ];
  531. WIndex[ comparedWeightIndex ] = currentIndex;
  532. currentIndex = tmp;
  533. }
  534. } );
  535. } );
  536. weightIndices = WIndex;
  537. weights = Weight;
  538. }
  539. // if the weight array is shorter than 4 pad with 0s
  540. for ( var i = weights.length; i < 4; ++ i ) {
  541. weights[ i ] = 0;
  542. weightIndices[ i ] = 0;
  543. }
  544. for ( var i = 0; i < 4; ++ i ) {
  545. faceWeights.push( weights[ i ] );
  546. faceWeightIndices.push( weightIndices[ i ] );
  547. }
  548. }
  549. if ( normalInfo ) {
  550. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo );
  551. faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  552. }
  553. if ( uvInfo ) {
  554. for ( var i = 0; i < uvInfo.length; i ++ ) {
  555. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo[ i ] );
  556. if ( faceUVs[ i ] === undefined ) {
  557. faceUVs[ i ] = [];
  558. }
  559. faceUVs[ i ].push(
  560. data[ 0 ],
  561. data[ 1 ]
  562. );
  563. }
  564. }
  565. faceLength ++;
  566. // we have reached the end of a face - it may have 4 sides though
  567. // in which case the data is split into to represent 3 sides faces
  568. if ( endOfFace ) {
  569. for ( var i = 2; i < faceLength; i ++ ) {
  570. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 0 ] ] );
  571. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 1 ] ] );
  572. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 2 ] ] );
  573. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 ] ] );
  574. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
  575. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
  576. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 ] ] );
  577. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 1 ] ] );
  578. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 2 ] ] );
  579. }
  580. if ( deformer ) {
  581. for ( var i = 2; i < faceLength; i ++ ) {
  582. vertexWeightsBuffer.push( faceWeights[ 0 ] );
  583. vertexWeightsBuffer.push( faceWeights[ 1 ] );
  584. vertexWeightsBuffer.push( faceWeights[ 2 ] );
  585. vertexWeightsBuffer.push( faceWeights[ 3 ] );
  586. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 ] );
  587. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
  588. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
  589. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
  590. vertexWeightsBuffer.push( faceWeights[ i * 4 ] );
  591. vertexWeightsBuffer.push( faceWeights[ i * 4 + 1 ] );
  592. vertexWeightsBuffer.push( faceWeights[ i * 4 + 2 ] );
  593. vertexWeightsBuffer.push( faceWeights[ i * 4 + 3 ] );
  594. weightsIndicesBuffer.push( faceWeightIndices[ 0 ] );
  595. weightsIndicesBuffer.push( faceWeightIndices[ 1 ] );
  596. weightsIndicesBuffer.push( faceWeightIndices[ 2 ] );
  597. weightsIndicesBuffer.push( faceWeightIndices[ 3 ] );
  598. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
  599. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
  600. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
  601. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
  602. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 ] );
  603. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 1 ] );
  604. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 2 ] );
  605. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 3 ] );
  606. }
  607. }
  608. if ( normalInfo ) {
  609. for ( var i = 2; i < faceLength; i ++ ) {
  610. normalBuffer.push( faceNormals[ 0 ] );
  611. normalBuffer.push( faceNormals[ 1 ] );
  612. normalBuffer.push( faceNormals[ 2 ] );
  613. normalBuffer.push( faceNormals[ ( i - 1 ) * 3 ] );
  614. normalBuffer.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
  615. normalBuffer.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
  616. normalBuffer.push( faceNormals[ i * 3 ] );
  617. normalBuffer.push( faceNormals[ i * 3 + 1 ] );
  618. normalBuffer.push( faceNormals[ i * 3 + 2 ] );
  619. }
  620. }
  621. if ( uvInfo ) {
  622. for ( var j = 0; j < uvInfo.length; j ++ ) {
  623. if ( uvsBuffer[ j ] === undefined ) uvsBuffer[ j ] = [];
  624. for ( var i = 2; i < faceLength; i ++ ) {
  625. uvsBuffer[ j ].push( faceUVs[ j ][ 0 ] );
  626. uvsBuffer[ j ].push( faceUVs[ j ][ 1 ] );
  627. uvsBuffer[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
  628. uvsBuffer[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
  629. uvsBuffer[ j ].push( faceUVs[ j ][ i * 2 ] );
  630. uvsBuffer[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
  631. }
  632. }
  633. }
  634. if ( colorInfo ) {
  635. for ( var i = 2; i < faceLength; i ++ ) {
  636. colorsBuffer.push( faceColors[ 0 ] );
  637. colorsBuffer.push( faceColors[ 1 ] );
  638. colorsBuffer.push( faceColors[ 2 ] );
  639. colorsBuffer.push( faceColors[ ( i - 1 ) * 3 ] );
  640. colorsBuffer.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
  641. colorsBuffer.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
  642. colorsBuffer.push( faceColors[ i * 3 ] );
  643. colorsBuffer.push( faceColors[ i * 3 + 1 ] );
  644. colorsBuffer.push( faceColors[ i * 3 + 2 ] );
  645. }
  646. }
  647. if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  648. var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo )[ 0 ];
  649. for ( var i = 2; i < faceLength; i ++ ) {
  650. materialIndexBuffer.push( materialIndex );
  651. materialIndexBuffer.push( materialIndex );
  652. materialIndexBuffer.push( materialIndex );
  653. }
  654. }
  655. polygonIndex ++;
  656. endOfFace = false;
  657. faceLength = 0;
  658. // reset arrays for the next face
  659. vertexPositionIndexes = [];
  660. faceNormals = [];
  661. faceColors = [];
  662. faceUVs = [];
  663. faceWeights = [];
  664. faceWeightIndices = [];
  665. }
  666. }
  667. var geo = new THREE.BufferGeometry();
  668. geo.name = geometryNode.name;
  669. geo.addAttribute( 'position', new THREE.Float32BufferAttribute( vertexBuffer, 3 ) );
  670. if ( colorsBuffer.length > 0 ) {
  671. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( colorsBuffer, 3 ) );
  672. }
  673. if ( deformer ) {
  674. geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( weightsIndicesBuffer, 4 ) );
  675. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( vertexWeightsBuffer, 4 ) );
  676. // used later to bind the skeleton to the model
  677. geo.FBX_Deformer = deformer;
  678. }
  679. if ( normalBuffer.length > 0 ) {
  680. geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( normalBuffer, 3 ) );
  681. }
  682. if ( uvsBuffer.length > 0 ) {
  683. for ( var i = 0; i < uvsBuffer.length; i ++ ) {
  684. var name = 'uv' + ( i + 1 ).toString();
  685. if ( i == 0 ) {
  686. name = 'uv';
  687. }
  688. geo.addAttribute( name, new THREE.Float32BufferAttribute( uvsBuffer[ i ], 2 ) );
  689. }
  690. }
  691. if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  692. // Convert the material indices of each vertex into rendering groups on the geometry.
  693. var prevMaterialIndex = materialIndexBuffer[ 0 ];
  694. var startIndex = 0;
  695. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  696. if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) {
  697. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  698. prevMaterialIndex = materialIndexBuffer[ i ];
  699. startIndex = i;
  700. }
  701. }
  702. // the loop above doesn't add the last group, do that here.
  703. if ( geo.groups.length > 0 ) {
  704. var lastGroup = geo.groups[ geo.groups.length - 1 ];
  705. var lastIndex = lastGroup.start + lastGroup.count;
  706. if ( lastIndex !== materialIndexBuffer.length ) {
  707. geo.addGroup( lastIndex, materialIndexBuffer.length - lastIndex, prevMaterialIndex );
  708. }
  709. }
  710. // case where there are multiple materials but the whole geometry is only
  711. // using one of them
  712. if ( geo.groups.length === 0 ) {
  713. geo.addGroup( 0, materialIndexBuffer.length, materialIndexBuffer[ 0 ] );
  714. }
  715. }
  716. return geo;
  717. }
  718. // Parse normal from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementNormal if it exists
  719. function getNormals( NormalNode ) {
  720. var mappingType = NormalNode.properties.MappingInformationType;
  721. var referenceType = NormalNode.properties.ReferenceInformationType;
  722. var buffer = NormalNode.subNodes.Normals.properties.a;
  723. var indexBuffer = [];
  724. if ( referenceType === 'IndexToDirect' ) {
  725. if ( 'NormalIndex' in NormalNode.subNodes ) {
  726. indexBuffer = NormalNode.subNodes.NormalIndex.properties.a;
  727. } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
  728. indexBuffer = NormalNode.subNodes.NormalsIndex.properties.a;
  729. }
  730. }
  731. return {
  732. dataSize: 3,
  733. buffer: buffer,
  734. indices: indexBuffer,
  735. mappingType: mappingType,
  736. referenceType: referenceType
  737. };
  738. }
  739. // Parse UVs from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementUV if it exists
  740. function getUVs( UVNode ) {
  741. var mappingType = UVNode.properties.MappingInformationType;
  742. var referenceType = UVNode.properties.ReferenceInformationType;
  743. var buffer = UVNode.subNodes.UV.properties.a;
  744. var indexBuffer = [];
  745. if ( referenceType === 'IndexToDirect' ) {
  746. indexBuffer = UVNode.subNodes.UVIndex.properties.a;
  747. }
  748. return {
  749. dataSize: 2,
  750. buffer: buffer,
  751. indices: indexBuffer,
  752. mappingType: mappingType,
  753. referenceType: referenceType
  754. };
  755. }
  756. // Parse Vertex Colors from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementColor if it exists
  757. function getColors( ColorNode ) {
  758. var mappingType = ColorNode.properties.MappingInformationType;
  759. var referenceType = ColorNode.properties.ReferenceInformationType;
  760. var buffer = ColorNode.subNodes.Colors.properties.a;
  761. var indexBuffer = [];
  762. if ( referenceType === 'IndexToDirect' ) {
  763. indexBuffer = ColorNode.subNodes.ColorIndex.properties.a;
  764. }
  765. return {
  766. dataSize: 4,
  767. buffer: buffer,
  768. indices: indexBuffer,
  769. mappingType: mappingType,
  770. referenceType: referenceType
  771. };
  772. }
  773. // Parse mapping and material data in FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementMaterial if it exists
  774. function getMaterials( MaterialNode ) {
  775. var mappingType = MaterialNode.properties.MappingInformationType;
  776. var referenceType = MaterialNode.properties.ReferenceInformationType;
  777. if ( mappingType === 'NoMappingInformation' ) {
  778. return {
  779. dataSize: 1,
  780. buffer: [ 0 ],
  781. indices: [ 0 ],
  782. mappingType: 'AllSame',
  783. referenceType: referenceType
  784. };
  785. }
  786. var materialIndexBuffer = MaterialNode.subNodes.Materials.properties.a;
  787. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  788. // we expect.So we create an intermediate buffer that points to the index in the buffer,
  789. // for conforming with the other functions we've written for other data.
  790. var materialIndices = [];
  791. for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
  792. materialIndices.push( materialIndexBufferIndex );
  793. }
  794. return {
  795. dataSize: 1,
  796. buffer: materialIndexBuffer,
  797. indices: materialIndices,
  798. mappingType: mappingType,
  799. referenceType: referenceType
  800. };
  801. }
  802. // Functions use the infoObject and given indices to return value array of geometry.
  803. // infoObject can be materialInfo, normalInfo, UVInfo or colorInfo
  804. // polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  805. // polygonIndex - Index of polygon in geometry.
  806. // vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  807. var dataArray = [];
  808. var GetData = {
  809. ByPolygonVertex: {
  810. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  811. var from = ( polygonVertexIndex * infoObject.dataSize );
  812. var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  813. // return infoObject.buffer.slice( from, to );
  814. return slice( dataArray, infoObject.buffer, from, to );
  815. },
  816. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  817. var index = infoObject.indices[ polygonVertexIndex ];
  818. var from = ( index * infoObject.dataSize );
  819. var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
  820. // return infoObject.buffer.slice( from, to );
  821. return slice( dataArray, infoObject.buffer, from, to );
  822. }
  823. },
  824. ByPolygon: {
  825. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  826. var from = polygonIndex * infoObject.dataSize;
  827. var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
  828. // return infoObject.buffer.slice( from, to );
  829. return slice( dataArray, infoObject.buffer, from, to );
  830. },
  831. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  832. var index = infoObject.indices[ polygonIndex ];
  833. var from = index * infoObject.dataSize;
  834. var to = index * infoObject.dataSize + infoObject.dataSize;
  835. // return infoObject.buffer.slice( from, to );
  836. return slice( dataArray, infoObject.buffer, from, to );
  837. }
  838. },
  839. ByVertice: {
  840. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  841. var from = ( vertexIndex * infoObject.dataSize );
  842. var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  843. // return infoObject.buffer.slice( from, to );
  844. return slice( dataArray, infoObject.buffer, from, to );
  845. }
  846. },
  847. AllSame: {
  848. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  849. var from = infoObject.indices[ 0 ] * infoObject.dataSize;
  850. var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
  851. // return infoObject.buffer.slice( from, to );
  852. return slice( dataArray, infoObject.buffer, from, to );
  853. }
  854. }
  855. };
  856. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  857. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  858. }
  859. // Generate a NurbGeometry from a node in FBXTree.Objects.subNodes.Geometry
  860. function parseNurbsGeometry( geometryNode ) {
  861. if ( THREE.NURBSCurve === undefined ) {
  862. console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  863. return new THREE.BufferGeometry();
  864. }
  865. var order = parseInt( geometryNode.properties.Order );
  866. if ( isNaN( order ) ) {
  867. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.properties.Order, geometryNode.id );
  868. return new THREE.BufferGeometry();
  869. }
  870. var degree = order - 1;
  871. var knots = geometryNode.subNodes.KnotVector.properties.a;
  872. var controlPoints = [];
  873. var pointsValues = geometryNode.subNodes.Points.properties.a;
  874. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  875. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  876. }
  877. var startKnot, endKnot;
  878. if ( geometryNode.properties.Form === 'Closed' ) {
  879. controlPoints.push( controlPoints[ 0 ] );
  880. } else if ( geometryNode.properties.Form === 'Periodic' ) {
  881. startKnot = degree;
  882. endKnot = knots.length - 1 - startKnot;
  883. for ( var i = 0; i < degree; ++ i ) {
  884. controlPoints.push( controlPoints[ i ] );
  885. }
  886. }
  887. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  888. var vertices = curve.getPoints( controlPoints.length * 7 );
  889. var positions = new Float32Array( vertices.length * 3 );
  890. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  891. vertices[ i ].toArray( positions, i * 3 );
  892. }
  893. var geometry = new THREE.BufferGeometry();
  894. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  895. return geometry;
  896. }
  897. // parse nodes in FBXTree.Objects.subNodes.Model and generate a THREE.Group
  898. function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
  899. var sceneGraph = new THREE.Group();
  900. var ModelNode = FBXTree.Objects.subNodes.Model;
  901. var modelArray = [];
  902. var modelMap = new Map();
  903. for ( var nodeID in ModelNode ) {
  904. var id = parseInt( nodeID );
  905. var node = ModelNode[ nodeID ];
  906. var conns = connections.get( id );
  907. var model = null;
  908. for ( var i = 0; i < conns.parents.length; ++ i ) {
  909. for ( var FBX_ID in deformers ) {
  910. var deformer = deformers[ FBX_ID ];
  911. var subDeformers = deformer.map;
  912. var subDeformer = subDeformers[ conns.parents[ i ].ID ];
  913. if ( subDeformer ) {
  914. var model2 = model;
  915. model = new THREE.Bone();
  916. deformer.bones[ subDeformer.index ] = model;
  917. // seems like we need this not to make non-connected bone, maybe?
  918. // TODO: confirm
  919. if ( model2 !== null ) model.add( model2 );
  920. }
  921. }
  922. }
  923. if ( ! model ) {
  924. switch ( node.attrType ) {
  925. // create a THREE.PerspectiveCamera or THREE.OrthographicCamera
  926. case 'Camera':
  927. var cameraAttribute;
  928. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  929. var childID = conns.children[ childrenIndex ].ID;
  930. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  931. if ( attr !== undefined && attr.properties !== undefined ) {
  932. cameraAttribute = attr.properties;
  933. }
  934. }
  935. if ( cameraAttribute === undefined ) {
  936. model = new THREE.Object3D();
  937. } else {
  938. var type = 0;
  939. if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  940. type = 1;
  941. }
  942. var nearClippingPlane = 1;
  943. if ( cameraAttribute.NearPlane !== undefined ) {
  944. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  945. }
  946. var farClippingPlane = 1000;
  947. if ( cameraAttribute.FarPlane !== undefined ) {
  948. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  949. }
  950. var width = window.innerWidth;
  951. var height = window.innerHeight;
  952. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  953. width = cameraAttribute.AspectWidth.value;
  954. height = cameraAttribute.AspectHeight.value;
  955. }
  956. var aspect = width / height;
  957. var fov = 45;
  958. if ( cameraAttribute.FieldOfView !== undefined ) {
  959. fov = cameraAttribute.FieldOfView.value;
  960. }
  961. switch ( type ) {
  962. case 0: // Perspective
  963. model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  964. break;
  965. case 1: // Orthographic
  966. model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  967. break;
  968. default:
  969. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  970. model = new THREE.Object3D();
  971. break;
  972. }
  973. }
  974. break;
  975. // Create a THREE.DirectionalLight, THREE.PointLight or THREE.SpotLight
  976. case 'Light':
  977. var lightAttribute;
  978. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  979. var childID = conns.children[ childrenIndex ].ID;
  980. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  981. if ( attr !== undefined && attr.properties !== undefined ) {
  982. lightAttribute = attr.properties;
  983. }
  984. }
  985. if ( lightAttribute === undefined ) {
  986. model = new THREE.Object3D();
  987. } else {
  988. var type;
  989. // LightType can be undefined for Point lights
  990. if ( lightAttribute.LightType === undefined ) {
  991. type = 0;
  992. } else {
  993. type = lightAttribute.LightType.value;
  994. }
  995. var color = 0xffffff;
  996. if ( lightAttribute.Color !== undefined ) {
  997. color = parseColor( lightAttribute.Color );
  998. }
  999. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  1000. // light disabled
  1001. if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  1002. intensity = 0;
  1003. }
  1004. var distance = 0;
  1005. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  1006. if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
  1007. distance = 0;
  1008. } else {
  1009. distance = lightAttribute.FarAttenuationEnd.value / 1000;
  1010. }
  1011. }
  1012. // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  1013. var decay = 1;
  1014. switch ( type ) {
  1015. case 0: // Point
  1016. model = new THREE.PointLight( color, intensity, distance, decay );
  1017. break;
  1018. case 1: // Directional
  1019. model = new THREE.DirectionalLight( color, intensity );
  1020. break;
  1021. case 2: // Spot
  1022. var angle = Math.PI / 3;
  1023. if ( lightAttribute.InnerAngle !== undefined ) {
  1024. angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  1025. }
  1026. var penumbra = 0;
  1027. if ( lightAttribute.OuterAngle !== undefined ) {
  1028. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  1029. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  1030. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  1031. penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  1032. penumbra = Math.max( penumbra, 1 );
  1033. }
  1034. model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  1035. break;
  1036. default:
  1037. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  1038. model = new THREE.PointLight( color, intensity );
  1039. break;
  1040. }
  1041. if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  1042. model.castShadow = true;
  1043. }
  1044. }
  1045. break;
  1046. case 'Mesh':
  1047. var geometry = null;
  1048. var material = null;
  1049. var materials = [];
  1050. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1051. var child = conns.children[ childrenIndex ];
  1052. if ( geometryMap.has( child.ID ) ) {
  1053. geometry = geometryMap.get( child.ID );
  1054. }
  1055. if ( materialMap.has( child.ID ) ) {
  1056. materials.push( materialMap.get( child.ID ) );
  1057. }
  1058. }
  1059. if ( materials.length > 1 ) {
  1060. material = materials;
  1061. } else if ( materials.length > 0 ) {
  1062. material = materials[ 0 ];
  1063. } else {
  1064. material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
  1065. materials.push( material );
  1066. }
  1067. if ( 'color' in geometry.attributes ) {
  1068. for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++ materialIndex ) {
  1069. materials[ materialIndex ].vertexColors = THREE.VertexColors;
  1070. }
  1071. }
  1072. if ( geometry.FBX_Deformer ) {
  1073. for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
  1074. materials[ materialsIndex ].skinning = true;
  1075. }
  1076. model = new THREE.SkinnedMesh( geometry, material );
  1077. } else {
  1078. model = new THREE.Mesh( geometry, material );
  1079. }
  1080. break;
  1081. case 'NurbsCurve':
  1082. var geometry = null;
  1083. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1084. var child = conns.children[ childrenIndex ];
  1085. if ( geometryMap.has( child.ID ) ) {
  1086. geometry = geometryMap.get( child.ID );
  1087. }
  1088. }
  1089. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  1090. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  1091. model = new THREE.Line( geometry, material );
  1092. break;
  1093. default:
  1094. model = new THREE.Group();
  1095. break;
  1096. }
  1097. }
  1098. model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
  1099. model.FBX_ID = id;
  1100. modelArray.push( model );
  1101. modelMap.set( id, model );
  1102. }
  1103. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  1104. var model = modelArray[ modelArrayIndex ];
  1105. var node = ModelNode[ model.FBX_ID ];
  1106. if ( 'Lcl_Translation' in node.properties ) {
  1107. model.position.fromArray( node.properties.Lcl_Translation.value );
  1108. }
  1109. if ( 'Lcl_Rotation' in node.properties ) {
  1110. var rotation = node.properties.Lcl_Rotation.value.map( THREE.Math.degToRad );
  1111. rotation.push( 'ZYX' );
  1112. model.rotation.fromArray( rotation );
  1113. }
  1114. if ( 'Lcl_Scaling' in node.properties ) {
  1115. model.scale.fromArray( node.properties.Lcl_Scaling.value );
  1116. }
  1117. if ( 'PreRotation' in node.properties ) {
  1118. var array = node.properties.PreRotation.value.map( THREE.Math.degToRad );
  1119. array[ 3 ] = 'ZYX';
  1120. var preRotations = new THREE.Euler().fromArray( array );
  1121. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1122. var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
  1123. preRotations.multiply( currentRotation );
  1124. model.rotation.setFromQuaternion( preRotations, 'ZYX' );
  1125. }
  1126. // allow transformed pivots - see https://github.com/mrdoob/three.js/issues/11895
  1127. if ( 'GeometricTranslation' in node.properties ) {
  1128. var array = node.properties.GeometricTranslation.value;
  1129. model.traverse( function ( child ) {
  1130. if ( child.geometry ) {
  1131. child.geometry.translate( array[ 0 ], array[ 1 ], array[ 2 ] );
  1132. }
  1133. } );
  1134. }
  1135. if ( 'LookAtProperty' in node.properties ) {
  1136. var conns = connections.get( model.FBX_ID );
  1137. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1138. var child = conns.children[ childrenIndex ];
  1139. if ( child.relationship === 'LookAtProperty' ) {
  1140. var lookAtTarget = FBXTree.Objects.subNodes.Model[ child.ID ];
  1141. if ( 'Lcl_Translation' in lookAtTarget.properties ) {
  1142. var pos = lookAtTarget.properties.Lcl_Translation.value;
  1143. // DirectionalLight, SpotLight
  1144. if ( model.target !== undefined ) {
  1145. model.target.position.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  1146. sceneGraph.add( model.target );
  1147. } else { // Cameras and other Object3Ds
  1148. model.lookAt( new THREE.Vector3( pos[ 0 ], pos[ 1 ], pos[ 2 ] ) );
  1149. }
  1150. }
  1151. }
  1152. }
  1153. }
  1154. var conns = connections.get( model.FBX_ID );
  1155. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  1156. var pIndex = findIndex( modelArray, function ( mod ) {
  1157. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  1158. } );
  1159. if ( pIndex > - 1 ) {
  1160. modelArray[ pIndex ].add( model );
  1161. break;
  1162. }
  1163. }
  1164. if ( model.parent === null ) {
  1165. sceneGraph.add( model );
  1166. }
  1167. }
  1168. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  1169. sceneGraph.updateMatrixWorld( true );
  1170. var worldMatrices = new Map();
  1171. // Put skeleton into bind pose.
  1172. if ( 'Pose' in FBXTree.Objects.subNodes ) {
  1173. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  1174. for ( var nodeID in BindPoseNode ) {
  1175. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  1176. BindPoseNode = BindPoseNode[ nodeID ];
  1177. break;
  1178. }
  1179. }
  1180. var PoseNode = BindPoseNode.subNodes.PoseNode;
  1181. for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
  1182. var node = PoseNode[ PoseNodeIndex ];
  1183. var rawMatWrd = new THREE.Matrix4().fromArray( node.subNodes.Matrix.properties.a );
  1184. worldMatrices.set( parseInt( node.properties.Node ), rawMatWrd );
  1185. }
  1186. }
  1187. for ( var FBX_ID in deformers ) {
  1188. var deformer = deformers[ FBX_ID ];
  1189. var subDeformers = deformer.map;
  1190. for ( var key in subDeformers ) {
  1191. var subDeformer = subDeformers[ key ];
  1192. var subDeformerIndex = subDeformer.index;
  1193. var bone = deformer.bones[ subDeformerIndex ];
  1194. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  1195. break;
  1196. }
  1197. var mat = worldMatrices.get( bone.FBX_ID );
  1198. bone.matrixWorld.copy( mat );
  1199. }
  1200. // Now that skeleton is in bind pose, bind to model.
  1201. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  1202. var conns = connections.get( deformer.FBX_ID );
  1203. var parents = conns.parents;
  1204. for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
  1205. var parent = parents[ parentsIndex ];
  1206. if ( geometryMap.has( parent.ID ) ) {
  1207. var geoID = parent.ID;
  1208. var geoConns = connections.get( geoID );
  1209. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  1210. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  1211. var model = modelMap.get( geoConns.parents[ i ].ID );
  1212. model.bind( deformer.skeleton, model.matrixWorld );
  1213. break;
  1214. }
  1215. }
  1216. }
  1217. }
  1218. }
  1219. //Skeleton is now bound, return objects to starting world positions.
  1220. sceneGraph.updateMatrixWorld( true );
  1221. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  1222. // to attach animations to, since FBX treats animations as animations for the entire scene,
  1223. // not just for individual objects.
  1224. sceneGraph.skeleton = {
  1225. bones: modelArray
  1226. };
  1227. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  1228. addAnimations( sceneGraph, animations );
  1229. // Parse ambient color - if it's not set to black (default), create an ambient light
  1230. if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings.properties ) {
  1231. var ambientColor = FBXTree.GlobalSettings.properties.AmbientColor.value;
  1232. var r = ambientColor[ 0 ];
  1233. var g = ambientColor[ 1 ];
  1234. var b = ambientColor[ 2 ];
  1235. if ( r !== 0 || g !== 0 || b !== 0 ) {
  1236. var color = new THREE.Color( r, g, b );
  1237. sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  1238. }
  1239. }
  1240. return sceneGraph;
  1241. }
  1242. // Parses animation information from nodes in
  1243. // FBXTree.Objects.subNodes.AnimationCurve ( connected to AnimationCurveNode )
  1244. // FBXTree.Objects.subNodes.AnimationCurveNode ( connected to AnimationLayer and an animated property in some other node )
  1245. // FBXTree.Objects.subNodes.AnimationLayer ( connected to AnimationStack )
  1246. // FBXTree.Objects.subNodes.AnimationStack
  1247. function parseAnimations( FBXTree, connections, sceneGraph ) {
  1248. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  1249. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  1250. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  1251. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  1252. var fps = 30; // default framerate
  1253. if ( 'GlobalSettings' in FBXTree && 'TimeMode' in FBXTree.GlobalSettings.properties ) {
  1254. /* Autodesk time mode documentation can be found here:
  1255. * http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/class_fbx_time.html,topicNumber=cpp_ref_class_fbx_time_html
  1256. */
  1257. var timeModeEnum = [
  1258. 30, // 0: eDefaultMode
  1259. 120, // 1: eFrames120
  1260. 100, // 2: eFrames100
  1261. 60, // 3: eFrames60
  1262. 50, // 4: eFrames50
  1263. 48, // 5: eFrames48
  1264. 30, // 6: eFrames30 (black and white NTSC )
  1265. 30, // 7: eFrames30Drop
  1266. 29.97, // 8: eNTSCDropFrame
  1267. 29.97, // 90: eNTSCFullFrame
  1268. 25, // 10: ePal ( PAL/SECAM )
  1269. 24, // 11: eFrames24 (Film/Cinema)
  1270. 1, // 12: eFrames1000 (use for date time))
  1271. 23.976, // 13: eFilmFullFrame
  1272. 30, // 14: eCustom: use GlobalSettings.properties.CustomFrameRate.value
  1273. 96, // 15: eFrames96
  1274. 72, // 16: eFrames72
  1275. 59.94, // 17: eFrames59dot94
  1276. ];
  1277. var eMode = FBXTree.GlobalSettings.properties.TimeMode.value;
  1278. if ( eMode === 14 ) {
  1279. if ( 'CustomFrameRate' in FBXTree.GlobalSettings.properties ) {
  1280. fps = FBXTree.GlobalSettings.properties.CustomFrameRate.value;
  1281. fps = ( fps === - 1 ) ? 30 : fps;
  1282. }
  1283. } else if ( eMode <= 17 ) { // for future proofing - if more eModes get added, they will default to 30fps
  1284. fps = timeModeEnum[ eMode ];
  1285. }
  1286. }
  1287. var returnObject = {
  1288. curves: new Map(),
  1289. layers: {},
  1290. stacks: {},
  1291. length: 0,
  1292. fps: fps,
  1293. frames: 0
  1294. };
  1295. var animationCurveNodes = [];
  1296. for ( var nodeID in rawNodes ) {
  1297. if ( nodeID.match( /\d+/ ) ) {
  1298. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1299. animationCurveNodes.push( animationNode );
  1300. }
  1301. }
  1302. var tmpMap = new Map();
  1303. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1304. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1305. continue;
  1306. }
  1307. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1308. }
  1309. var animationCurves = [];
  1310. for ( nodeID in rawCurves ) {
  1311. if ( nodeID.match( /\d+/ ) ) {
  1312. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1313. // seems like this check would be necessary?
  1314. if ( ! connections.has( animationCurve.id ) ) continue;
  1315. animationCurves.push( animationCurve );
  1316. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1317. var firstParentID = firstParentConn.ID;
  1318. var firstParentRelationship = firstParentConn.relationship;
  1319. var axis = '';
  1320. if ( firstParentRelationship.match( /X/ ) ) {
  1321. axis = 'x';
  1322. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1323. axis = 'y';
  1324. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1325. axis = 'z';
  1326. } else {
  1327. continue;
  1328. }
  1329. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1330. }
  1331. }
  1332. tmpMap.forEach( function ( curveNode ) {
  1333. var id = curveNode.containerBoneID;
  1334. if ( ! returnObject.curves.has( id ) ) {
  1335. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1336. }
  1337. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1338. if ( curveNode.attr === 'R' ) {
  1339. var curves = curveNode.curves;
  1340. // Some FBX files have an AnimationCurveNode
  1341. // which isn't any connected to any AnimationCurve.
  1342. // Setting animation parameter for them here.
  1343. if ( curves.x === null ) {
  1344. curves.x = {
  1345. version: null,
  1346. times: [ 0.0 ],
  1347. values: [ 0.0 ]
  1348. };
  1349. }
  1350. if ( curves.y === null ) {
  1351. curves.y = {
  1352. version: null,
  1353. times: [ 0.0 ],
  1354. values: [ 0.0 ]
  1355. };
  1356. }
  1357. if ( curves.z === null ) {
  1358. curves.z = {
  1359. version: null,
  1360. times: [ 0.0 ],
  1361. values: [ 0.0 ]
  1362. };
  1363. }
  1364. curves.x.values = curves.x.values.map( THREE.Math.degToRad );
  1365. curves.y.values = curves.y.values.map( THREE.Math.degToRad );
  1366. curves.z.values = curves.z.values.map( THREE.Math.degToRad );
  1367. if ( curveNode.preRotations !== null ) {
  1368. var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
  1369. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1370. var frameRotation = new THREE.Euler();
  1371. var frameRotationQuaternion = new THREE.Quaternion();
  1372. for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {
  1373. frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
  1374. frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
  1375. frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
  1376. curves.x.values[ frame ] = frameRotation.x;
  1377. curves.y.values[ frame ] = frameRotation.y;
  1378. curves.z.values[ frame ] = frameRotation.z;
  1379. }
  1380. }
  1381. }
  1382. } );
  1383. for ( var nodeID in rawLayers ) {
  1384. var layer = [];
  1385. var connection = connections.get( parseInt( nodeID ) );
  1386. if ( connection !== undefined ) {
  1387. var children = connection.children;
  1388. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  1389. // Skip lockInfluenceWeights
  1390. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  1391. var curveNode = tmpMap.get( children[ childIndex ].ID );
  1392. var boneID = curveNode.containerBoneID;
  1393. if ( layer[ boneID ] === undefined ) {
  1394. layer[ boneID ] = {
  1395. T: null,
  1396. R: null,
  1397. S: null
  1398. };
  1399. }
  1400. layer[ boneID ][ curveNode.attr ] = curveNode;
  1401. }
  1402. }
  1403. returnObject.layers[ nodeID ] = layer;
  1404. }
  1405. }
  1406. for ( var nodeID in rawStacks ) {
  1407. var layers = [];
  1408. var children = connections.get( parseInt( nodeID ) ).children;
  1409. var timestamps = { max: 0, min: Number.MAX_VALUE };
  1410. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  1411. var currentLayer = returnObject.layers[ children[ childIndex ].ID ];
  1412. if ( currentLayer !== undefined ) {
  1413. layers.push( currentLayer );
  1414. for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
  1415. var layer = currentLayer[ currentLayerIndex ];
  1416. if ( layer ) {
  1417. getCurveNodeMaxMinTimeStamps( layer, timestamps );
  1418. }
  1419. }
  1420. }
  1421. }
  1422. // Do we have an animation clip with actual length?
  1423. if ( timestamps.max > timestamps.min ) {
  1424. returnObject.stacks[ nodeID ] = {
  1425. name: rawStacks[ nodeID ].attrName,
  1426. layers: layers,
  1427. length: timestamps.max - timestamps.min,
  1428. frames: ( timestamps.max - timestamps.min ) * returnObject.fps
  1429. };
  1430. }
  1431. }
  1432. return returnObject;
  1433. }
  1434. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  1435. var rawModels = FBXTree.Objects.subNodes.Model;
  1436. var returnObject = {
  1437. id: animationCurveNode.id,
  1438. attr: animationCurveNode.attrName,
  1439. internalID: animationCurveNode.id,
  1440. attrX: false,
  1441. attrY: false,
  1442. attrZ: false,
  1443. containerBoneID: - 1,
  1444. containerID: - 1,
  1445. curves: {
  1446. x: null,
  1447. y: null,
  1448. z: null
  1449. },
  1450. preRotations: null
  1451. };
  1452. if ( returnObject.attr.match( /S|R|T/ ) ) {
  1453. for ( var attributeKey in animationCurveNode.properties ) {
  1454. if ( attributeKey.match( /X/ ) ) {
  1455. returnObject.attrX = true;
  1456. }
  1457. if ( attributeKey.match( /Y/ ) ) {
  1458. returnObject.attrY = true;
  1459. }
  1460. if ( attributeKey.match( /Z/ ) ) {
  1461. returnObject.attrZ = true;
  1462. }
  1463. }
  1464. } else {
  1465. return null;
  1466. }
  1467. var conns = connections.get( returnObject.id );
  1468. var containerIndices = conns.parents;
  1469. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  1470. var boneID = findIndex( sceneGraph.skeleton.bones, function ( bone ) {
  1471. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  1472. } );
  1473. if ( boneID > - 1 ) {
  1474. returnObject.containerBoneID = boneID;
  1475. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  1476. var model = rawModels[ returnObject.containerID.toString() ];
  1477. if ( 'PreRotation' in model.properties ) {
  1478. returnObject.preRotations = new THREE.Vector3().fromArray( model.properties.PreRotation.value ).multiplyScalar( Math.PI / 180 );
  1479. }
  1480. break;
  1481. }
  1482. }
  1483. return returnObject;
  1484. }
  1485. function parseAnimationCurve( animationCurve ) {
  1486. return {
  1487. version: null,
  1488. id: animationCurve.id,
  1489. internalID: animationCurve.id,
  1490. times: animationCurve.subNodes.KeyTime.properties.a.map( convertFBXTimeToSeconds ),
  1491. values: animationCurve.subNodes.KeyValueFloat.properties.a,
  1492. attrFlag: animationCurve.subNodes.KeyAttrFlags.properties.a,
  1493. attrData: animationCurve.subNodes.KeyAttrDataFloat.properties.a,
  1494. };
  1495. }
  1496. // Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  1497. // than the max or min respectively.
  1498. function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
  1499. if ( layer.R ) {
  1500. getCurveMaxMinTimeStamp( layer.R.curves, timestamps );
  1501. }
  1502. if ( layer.S ) {
  1503. getCurveMaxMinTimeStamp( layer.S.curves, timestamps );
  1504. }
  1505. if ( layer.T ) {
  1506. getCurveMaxMinTimeStamp( layer.T.curves, timestamps );
  1507. }
  1508. }
  1509. // Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  1510. // exceeds the maximum or minimum.
  1511. function getCurveMaxMinTimeStamp( curve, timestamps ) {
  1512. if ( curve.x ) {
  1513. getCurveAxisMaxMinTimeStamps( curve.x, timestamps );
  1514. }
  1515. if ( curve.y ) {
  1516. getCurveAxisMaxMinTimeStamps( curve.y, timestamps );
  1517. }
  1518. if ( curve.z ) {
  1519. getCurveAxisMaxMinTimeStamps( curve.z, timestamps );
  1520. }
  1521. }
  1522. // Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  1523. function getCurveAxisMaxMinTimeStamps( axis, timestamps ) {
  1524. timestamps.max = axis.times[ axis.times.length - 1 ] > timestamps.max ? axis.times[ axis.times.length - 1 ] : timestamps.max;
  1525. timestamps.min = axis.times[ 0 ] < timestamps.min ? axis.times[ 0 ] : timestamps.min;
  1526. }
  1527. function addAnimations( group, animations ) {
  1528. if ( group.animations === undefined ) {
  1529. group.animations = [];
  1530. }
  1531. var stacks = animations.stacks;
  1532. for ( var key in stacks ) {
  1533. var stack = stacks[ key ];
  1534. var animationData = {
  1535. name: stack.name,
  1536. fps: animations.fps,
  1537. length: stack.length,
  1538. hierarchy: []
  1539. };
  1540. var bones = group.skeleton.bones;
  1541. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  1542. var bone = bones[ bonesIndex ];
  1543. var name = bone.name.replace( /.*:/, '' );
  1544. var parentIndex = findIndex( bones, function ( parentBone ) {
  1545. return bone.parent === parentBone;
  1546. } );
  1547. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  1548. }
  1549. for ( var frame = 0; frame <= stack.frames; frame ++ ) {
  1550. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  1551. var bone = bones[ bonesIndex ];
  1552. var boneIndex = bonesIndex;
  1553. var animationNode = stack.layers[ 0 ][ boneIndex ];
  1554. for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
  1555. var node = animationData.hierarchy[ hierarchyIndex ];
  1556. if ( node.name === bone.name ) {
  1557. node.keys.push( generateKey( animations, animationNode, bone, frame ) );
  1558. }
  1559. }
  1560. }
  1561. }
  1562. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  1563. }
  1564. }
  1565. var euler = new THREE.Euler();
  1566. var quaternion = new THREE.Quaternion();
  1567. function generateKey( animations, animationNode, bone, frame ) {
  1568. var key = {
  1569. time: frame / animations.fps,
  1570. pos: bone.position.toArray(),
  1571. rot: bone.quaternion.toArray(),
  1572. scl: bone.scale.toArray()
  1573. };
  1574. if ( animationNode === undefined ) return key;
  1575. euler.setFromQuaternion( bone.quaternion, 'ZYX', false );
  1576. try {
  1577. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  1578. if ( animationNode.T.curves.x.values[ frame ] ) {
  1579. key.pos[ 0 ] = animationNode.T.curves.x.values[ frame ];
  1580. }
  1581. if ( animationNode.T.curves.y.values[ frame ] ) {
  1582. key.pos[ 1 ] = animationNode.T.curves.y.values[ frame ];
  1583. }
  1584. if ( animationNode.T.curves.z.values[ frame ] ) {
  1585. key.pos[ 2 ] = animationNode.T.curves.z.values[ frame ];
  1586. }
  1587. }
  1588. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  1589. // Only update the euler's values if rotation is defined for the axis on this frame
  1590. if ( animationNode.R.curves.x.values[ frame ] ) {
  1591. euler.x = animationNode.R.curves.x.values[ frame ];
  1592. }
  1593. if ( animationNode.R.curves.y.values[ frame ] ) {
  1594. euler.y = animationNode.R.curves.y.values[ frame ];
  1595. }
  1596. if ( animationNode.R.curves.z.values[ frame ] ) {
  1597. euler.z = animationNode.R.curves.z.values[ frame ];
  1598. }
  1599. quaternion.setFromEuler( euler );
  1600. key.rot = quaternion.toArray();
  1601. }
  1602. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  1603. if ( animationNode.T.curves.x.values[ frame ] ) {
  1604. key.scl[ 0 ] = animationNode.S.curves.x.values[ frame ];
  1605. }
  1606. if ( animationNode.T.curves.y.values[ frame ] ) {
  1607. key.scl[ 1 ] = animationNode.S.curves.y.values[ frame ];
  1608. }
  1609. if ( animationNode.T.curves.z.values[ frame ] ) {
  1610. key.scl[ 2 ] = animationNode.S.curves.z.values[ frame ];
  1611. }
  1612. }
  1613. } catch ( error ) {
  1614. // Curve is not fully plotted.
  1615. console.log( 'THREE.FBXLoader: ', bone );
  1616. console.log( 'THREE.FBXLoader: ', error );
  1617. }
  1618. return key;
  1619. }
  1620. var AXES = [ 'x', 'y', 'z' ];
  1621. function hasCurve( animationNode, attribute ) {
  1622. if ( animationNode === undefined ) {
  1623. return false;
  1624. }
  1625. var attributeNode = animationNode[ attribute ];
  1626. if ( ! attributeNode ) {
  1627. return false;
  1628. }
  1629. return AXES.every( function ( key ) {
  1630. return attributeNode.curves[ key ] !== null;
  1631. } );
  1632. }
  1633. function hasKeyOnFrame( attributeNode, frame ) {
  1634. return AXES.every( function ( key ) {
  1635. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  1636. } );
  1637. }
  1638. function isKeyExistOnFrame( curve, frame ) {
  1639. return curve.values[ frame ] !== undefined;
  1640. }
  1641. // parse an FBX file in ASCII format
  1642. function TextParser() {}
  1643. Object.assign( TextParser.prototype, {
  1644. getPrevNode: function () {
  1645. return this.nodeStack[ this.currentIndent - 2 ];
  1646. },
  1647. getCurrentNode: function () {
  1648. return this.nodeStack[ this.currentIndent - 1 ];
  1649. },
  1650. getCurrentProp: function () {
  1651. return this.currentProp;
  1652. },
  1653. pushStack: function ( node ) {
  1654. this.nodeStack.push( node );
  1655. this.currentIndent += 1;
  1656. },
  1657. popStack: function () {
  1658. this.nodeStack.pop();
  1659. this.currentIndent -= 1;
  1660. },
  1661. setCurrentProp: function ( val, name ) {
  1662. this.currentProp = val;
  1663. this.currentPropName = name;
  1664. },
  1665. parse: function ( text ) {
  1666. this.currentIndent = 0;
  1667. this.allNodes = new FBXTree();
  1668. this.nodeStack = [];
  1669. this.currentProp = [];
  1670. this.currentPropName = '';
  1671. var split = text.split( '\n' );
  1672. for ( var lineNum = 0, lineLength = split.length; lineNum < lineLength; lineNum ++ ) {
  1673. var l = split[ lineNum ];
  1674. // skip comment line
  1675. if ( l.match( /^[\s\t]*;/ ) ) {
  1676. continue;
  1677. }
  1678. // skip empty line
  1679. if ( l.match( /^[\s\t]*$/ ) ) {
  1680. continue;
  1681. }
  1682. // beginning of node
  1683. var beginningOfNodeExp = new RegExp( '^\\t{' + this.currentIndent + '}(\\w+):(.*){', '' );
  1684. var match = l.match( beginningOfNodeExp );
  1685. if ( match ) {
  1686. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  1687. var nodeAttrs = match[ 2 ].split( ',' );
  1688. for ( var i = 0, l = nodeAttrs.length; i < l; i ++ ) {
  1689. nodeAttrs[ i ] = nodeAttrs[ i ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  1690. }
  1691. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  1692. continue;
  1693. }
  1694. // node's property
  1695. var propExp = new RegExp( '^\\t{' + ( this.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  1696. var match = l.match( propExp );
  1697. if ( match ) {
  1698. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1699. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1700. // for special case: base64 image data follows "Content: ," line
  1701. // Content: ,
  1702. // "iVB..."
  1703. if ( propName === 'Content' && propValue === ',' ) {
  1704. propValue = split[ ++ lineNum ].replace( /"/g, '' ).replace( /,$/, '' ).trim();
  1705. }
  1706. this.parseNodeProperty( l, propName, propValue );
  1707. continue;
  1708. }
  1709. // end of node
  1710. var endOfNodeExp = new RegExp( '^\\t{' + ( this.currentIndent - 1 ) + '}}' );
  1711. if ( l.match( endOfNodeExp ) ) {
  1712. this.nodeEnd();
  1713. continue;
  1714. }
  1715. // large arrays are split over multiple lines terminated with a ',' character
  1716. // if this is encountered the line needs to be joined to the previous line
  1717. if ( l.match( /^[^\s\t}]/ ) ) {
  1718. this.parseNodePropertyContinued( l );
  1719. }
  1720. }
  1721. return this.allNodes;
  1722. },
  1723. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  1724. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  1725. var attrs = this.parseNodeAttr( nodeAttrs );
  1726. var currentNode = this.getCurrentNode();
  1727. // a top node
  1728. if ( this.currentIndent === 0 ) {
  1729. this.allNodes.add( nodeName, node );
  1730. } else { // a subnode
  1731. // if the subnode already exists, append it
  1732. if ( nodeName in currentNode.subNodes ) {
  1733. var tmp = currentNode.subNodes[ nodeName ];
  1734. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  1735. if ( attrs.id === '' ) {
  1736. currentNode.subNodes[ nodeName ] = [];
  1737. currentNode.subNodes[ nodeName ].push( tmp );
  1738. } else {
  1739. currentNode.subNodes[ nodeName ] = {};
  1740. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  1741. }
  1742. }
  1743. if ( attrs.id === '' ) {
  1744. currentNode.subNodes[ nodeName ].push( node );
  1745. } else {
  1746. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  1747. }
  1748. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  1749. currentNode.subNodes[ nodeName ] = {};
  1750. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  1751. } else {
  1752. currentNode.subNodes[ nodeName ] = node;
  1753. }
  1754. }
  1755. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  1756. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  1757. if ( nodeAttrs ) {
  1758. node.id = attrs.id;
  1759. node.attrName = attrs.name;
  1760. node.attrType = attrs.type;
  1761. }
  1762. this.pushStack( node );
  1763. },
  1764. parseNodeAttr: function ( attrs ) {
  1765. var id = attrs[ 0 ];
  1766. if ( attrs[ 0 ] !== '' ) {
  1767. id = parseInt( attrs[ 0 ] );
  1768. if ( isNaN( id ) ) {
  1769. id = attrs[ 0 ];
  1770. }
  1771. }
  1772. var name = '', type = '';
  1773. if ( attrs.length > 1 ) {
  1774. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  1775. type = attrs[ 2 ];
  1776. }
  1777. return { id: id, name: name, type: type };
  1778. },
  1779. parseNodeProperty: function ( line, propName, propValue ) {
  1780. var currentNode = this.getCurrentNode();
  1781. var parentName = currentNode.name;
  1782. // special case where the parent node is something like "Properties70"
  1783. // these children nodes must treated carefully
  1784. if ( parentName !== undefined ) {
  1785. var propMatch = parentName.match( /Properties(\d)+/ );
  1786. if ( propMatch ) {
  1787. this.parseNodeSpecialProperty( line, propName, propValue );
  1788. return;
  1789. }
  1790. }
  1791. // Connections
  1792. if ( propName === 'C' ) {
  1793. var connProps = propValue.split( ',' ).slice( 1 );
  1794. var from = parseInt( connProps[ 0 ] );
  1795. var to = parseInt( connProps[ 1 ] );
  1796. var rest = propValue.split( ',' ).slice( 3 );
  1797. rest = rest.map( function ( elem ) {
  1798. return elem.trim().replace( /^"/, '' );
  1799. } );
  1800. propName = 'connections';
  1801. propValue = [ from, to ];
  1802. append( propValue, rest );
  1803. if ( currentNode.properties[ propName ] === undefined ) {
  1804. currentNode.properties[ propName ] = [];
  1805. }
  1806. }
  1807. // Node
  1808. if ( propName === 'Node' ) {
  1809. var id = parseInt( propValue );
  1810. currentNode.properties.id = id;
  1811. currentNode.id = id;
  1812. }
  1813. // already exists in properties, then append this
  1814. if ( propName in currentNode.properties ) {
  1815. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  1816. currentNode.properties[ propName ].push( propValue );
  1817. } else {
  1818. currentNode.properties[ propName ] += propValue;
  1819. }
  1820. } else {
  1821. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  1822. currentNode.properties[ propName ].push( propValue );
  1823. } else {
  1824. currentNode.properties[ propName ] = propValue;
  1825. }
  1826. }
  1827. this.setCurrentProp( currentNode.properties, propName );
  1828. // convert string to array, unless it ends in ',' in which case more will be added to it
  1829. if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
  1830. currentNode.properties.a = parseNumberArray( propValue );
  1831. }
  1832. },
  1833. parseNodePropertyContinued: function ( line ) {
  1834. this.currentProp[ this.currentPropName ] += line;
  1835. // if the line doesn't end in ',' we have reached the end of the property value
  1836. // so convert the string to an array
  1837. if ( line.slice( - 1 ) !== ',' ) {
  1838. var currentNode = this.getCurrentNode();
  1839. currentNode.properties.a = parseNumberArray( currentNode.properties.a );
  1840. }
  1841. },
  1842. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  1843. // split this
  1844. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  1845. // into array like below
  1846. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  1847. var props = propValue.split( '",' );
  1848. for ( var i = 0, l = props.length; i < l; i ++ ) {
  1849. props[ i ] = props[ i ].trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  1850. }
  1851. var innerPropName = props[ 0 ];
  1852. var innerPropType1 = props[ 1 ];
  1853. var innerPropType2 = props[ 2 ];
  1854. var innerPropFlag = props[ 3 ];
  1855. var innerPropValue = props[ 4 ];
  1856. // cast value to its type
  1857. switch ( innerPropType1 ) {
  1858. case 'int':
  1859. case 'enum':
  1860. case 'bool':
  1861. case 'ULongLong':
  1862. innerPropValue = parseInt( innerPropValue );
  1863. break;
  1864. case 'double':
  1865. case 'Number':
  1866. case 'FieldOfView':
  1867. innerPropValue = parseFloat( innerPropValue );
  1868. break;
  1869. case 'ColorRGB':
  1870. case 'Vector3D':
  1871. case 'Lcl_Translation':
  1872. case 'Lcl_Rotation':
  1873. case 'Lcl_Scaling':
  1874. innerPropValue = parseNumberArray( innerPropValue );
  1875. break;
  1876. }
  1877. // CAUTION: these props must append to parent's parent
  1878. this.getPrevNode().properties[ innerPropName ] = {
  1879. 'type': innerPropType1,
  1880. 'type2': innerPropType2,
  1881. 'flag': innerPropFlag,
  1882. 'value': innerPropValue
  1883. };
  1884. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  1885. },
  1886. nodeEnd: function () {
  1887. this.popStack();
  1888. },
  1889. isFlattenNode: function ( node ) {
  1890. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  1891. }
  1892. } );
  1893. // Parse an FBX file in Binary format
  1894. function BinaryParser() {}
  1895. Object.assign( BinaryParser.prototype, {
  1896. parse: function ( buffer ) {
  1897. var reader = new BinaryReader( buffer );
  1898. reader.skip( 23 ); // skip magic 23 bytes
  1899. var version = reader.getUint32();
  1900. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  1901. var allNodes = new FBXTree();
  1902. while ( ! this.endOfContent( reader ) ) {
  1903. var node = this.parseNode( reader, version );
  1904. if ( node !== null ) allNodes.add( node.name, node );
  1905. }
  1906. return allNodes;
  1907. },
  1908. // Check if reader has reached the end of content.
  1909. endOfContent: function ( reader ) {
  1910. // footer size: 160bytes + 16-byte alignment padding
  1911. // - 16bytes: magic
  1912. // - padding til 16-byte alignment (at least 1byte?)
  1913. // (seems like some exporters embed fixed 15 or 16bytes?)
  1914. // - 4bytes: magic
  1915. // - 4bytes: version
  1916. // - 120bytes: zero
  1917. // - 16bytes: magic
  1918. if ( reader.size() % 16 === 0 ) {
  1919. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  1920. } else {
  1921. return reader.getOffset() + 160 + 16 >= reader.size();
  1922. }
  1923. },
  1924. parseNode: function ( reader, version ) {
  1925. // The first three data sizes depends on version.
  1926. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1927. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1928. // note: do not remove this even if you get a linter warning as it moves the buffer forward
  1929. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1930. var nameLen = reader.getUint8();
  1931. var name = reader.getString( nameLen );
  1932. // Regards this node as NULL-record if endOffset is zero
  1933. if ( endOffset === 0 ) return null;
  1934. var propertyList = [];
  1935. for ( var i = 0; i < numProperties; i ++ ) {
  1936. propertyList.push( this.parseProperty( reader ) );
  1937. }
  1938. // Regards the first three elements in propertyList as id, attrName, and attrType
  1939. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  1940. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  1941. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  1942. var subNodes = {};
  1943. var properties = {};
  1944. var isSingleProperty = false;
  1945. // check if this node represents just a single property
  1946. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  1947. if ( numProperties === 1 && reader.getOffset() === endOffset ) {
  1948. isSingleProperty = true;
  1949. }
  1950. while ( endOffset > reader.getOffset() ) {
  1951. var node = this.parseNode( reader, version );
  1952. if ( node === null ) continue;
  1953. // special case: child node is single property
  1954. if ( node.singleProperty === true ) {
  1955. var value = node.propertyList[ 0 ];
  1956. if ( Array.isArray( value ) ) {
  1957. subNodes[ node.name ] = node;
  1958. node.properties.a = value;
  1959. } else {
  1960. properties[ node.name ] = value;
  1961. }
  1962. continue;
  1963. }
  1964. // parse connections
  1965. if ( name === 'Connections' && node.name === 'C' ) {
  1966. var array = [];
  1967. for ( var i = 1, il = node.propertyList.length; i < il; i ++ ) {
  1968. array[ i - 1 ] = node.propertyList[ i ];
  1969. }
  1970. if ( properties.connections === undefined ) {
  1971. properties.connections = [];
  1972. }
  1973. properties.connections.push( array );
  1974. continue;
  1975. }
  1976. // special case: child node is Properties\d+
  1977. // move child node's properties to this node.
  1978. if ( node.name.match( /^Properties\d+$/ ) ) {
  1979. var keys = Object.keys( node.properties );
  1980. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  1981. var key = keys[ i ];
  1982. properties[ key ] = node.properties[ key ];
  1983. }
  1984. continue;
  1985. }
  1986. // parse 'properties70'
  1987. if ( name.match( /^Properties\d+$/ ) && node.name === 'P' ) {
  1988. var innerPropName = node.propertyList[ 0 ];
  1989. var innerPropType1 = node.propertyList[ 1 ];
  1990. var innerPropType2 = node.propertyList[ 2 ];
  1991. var innerPropFlag = node.propertyList[ 3 ];
  1992. var innerPropValue;
  1993. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  1994. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  1995. if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  1996. innerPropValue = [
  1997. node.propertyList[ 4 ],
  1998. node.propertyList[ 5 ],
  1999. node.propertyList[ 6 ]
  2000. ];
  2001. } else {
  2002. innerPropValue = node.propertyList[ 4 ];
  2003. }
  2004. // this will be copied to parent, see above
  2005. properties[ innerPropName ] = {
  2006. 'type': innerPropType1,
  2007. 'type2': innerPropType2,
  2008. 'flag': innerPropFlag,
  2009. 'value': innerPropValue
  2010. };
  2011. continue;
  2012. }
  2013. if ( subNodes[ node.name ] === undefined ) {
  2014. if ( typeof node.id === 'number' ) {
  2015. subNodes[ node.name ] = {};
  2016. subNodes[ node.name ][ node.id ] = node;
  2017. } else {
  2018. subNodes[ node.name ] = node;
  2019. }
  2020. } else {
  2021. if ( node.id === '' ) {
  2022. if ( ! Array.isArray( subNodes[ node.name ] ) ) {
  2023. subNodes[ node.name ] = [ subNodes[ node.name ] ];
  2024. }
  2025. subNodes[ node.name ].push( node );
  2026. } else {
  2027. if ( subNodes[ node.name ][ node.id ] === undefined ) {
  2028. subNodes[ node.name ][ node.id ] = node;
  2029. } else {
  2030. // conflict id. irregular?
  2031. if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {
  2032. subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];
  2033. }
  2034. subNodes[ node.name ][ node.id ].push( node );
  2035. }
  2036. }
  2037. }
  2038. }
  2039. return {
  2040. singleProperty: isSingleProperty,
  2041. id: id,
  2042. attrName: attrName,
  2043. attrType: attrType,
  2044. name: name,
  2045. properties: properties,
  2046. propertyList: propertyList, // raw property list used by parent
  2047. subNodes: subNodes
  2048. };
  2049. },
  2050. parseProperty: function ( reader ) {
  2051. var type = reader.getChar();
  2052. switch ( type ) {
  2053. case 'C':
  2054. return reader.getBoolean();
  2055. case 'D':
  2056. return reader.getFloat64();
  2057. case 'F':
  2058. return reader.getFloat32();
  2059. case 'I':
  2060. return reader.getInt32();
  2061. case 'L':
  2062. return reader.getInt64();
  2063. case 'R':
  2064. var length = reader.getUint32();
  2065. return reader.getArrayBuffer( length );
  2066. case 'S':
  2067. var length = reader.getUint32();
  2068. return reader.getString( length );
  2069. case 'Y':
  2070. return reader.getInt16();
  2071. case 'b':
  2072. case 'c':
  2073. case 'd':
  2074. case 'f':
  2075. case 'i':
  2076. case 'l':
  2077. var arrayLength = reader.getUint32();
  2078. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  2079. var compressedLength = reader.getUint32();
  2080. if ( encoding === 0 ) {
  2081. switch ( type ) {
  2082. case 'b':
  2083. case 'c':
  2084. return reader.getBooleanArray( arrayLength );
  2085. case 'd':
  2086. return reader.getFloat64Array( arrayLength );
  2087. case 'f':
  2088. return reader.getFloat32Array( arrayLength );
  2089. case 'i':
  2090. return reader.getInt32Array( arrayLength );
  2091. case 'l':
  2092. return reader.getInt64Array( arrayLength );
  2093. }
  2094. }
  2095. if ( window.Zlib === undefined ) {
  2096. throw new Error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  2097. }
  2098. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  2099. var reader2 = new BinaryReader( inflate.decompress().buffer );
  2100. switch ( type ) {
  2101. case 'b':
  2102. case 'c':
  2103. return reader2.getBooleanArray( arrayLength );
  2104. case 'd':
  2105. return reader2.getFloat64Array( arrayLength );
  2106. case 'f':
  2107. return reader2.getFloat32Array( arrayLength );
  2108. case 'i':
  2109. return reader2.getInt32Array( arrayLength );
  2110. case 'l':
  2111. return reader2.getInt64Array( arrayLength );
  2112. }
  2113. default:
  2114. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  2115. }
  2116. }
  2117. } );
  2118. function BinaryReader( buffer, littleEndian ) {
  2119. this.dv = new DataView( buffer );
  2120. this.offset = 0;
  2121. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  2122. }
  2123. Object.assign( BinaryReader.prototype, {
  2124. getOffset: function () {
  2125. return this.offset;
  2126. },
  2127. size: function () {
  2128. return this.dv.buffer.byteLength;
  2129. },
  2130. skip: function ( length ) {
  2131. this.offset += length;
  2132. },
  2133. // seems like true/false representation depends on exporter.
  2134. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  2135. // then sees LSB.
  2136. getBoolean: function () {
  2137. return ( this.getUint8() & 1 ) === 1;
  2138. },
  2139. getBooleanArray: function ( size ) {
  2140. var a = [];
  2141. for ( var i = 0; i < size; i ++ ) {
  2142. a.push( this.getBoolean() );
  2143. }
  2144. return a;
  2145. },
  2146. getInt8: function () {
  2147. var value = this.dv.getInt8( this.offset );
  2148. this.offset += 1;
  2149. return value;
  2150. },
  2151. getInt8Array: function ( size ) {
  2152. var a = [];
  2153. for ( var i = 0; i < size; i ++ ) {
  2154. a.push( this.getInt8() );
  2155. }
  2156. return a;
  2157. },
  2158. getUint8: function () {
  2159. var value = this.dv.getUint8( this.offset );
  2160. this.offset += 1;
  2161. return value;
  2162. },
  2163. getUint8Array: function ( size ) {
  2164. var a = [];
  2165. for ( var i = 0; i < size; i ++ ) {
  2166. a.push( this.getUint8() );
  2167. }
  2168. return a;
  2169. },
  2170. getInt16: function () {
  2171. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2172. this.offset += 2;
  2173. return value;
  2174. },
  2175. getInt16Array: function ( size ) {
  2176. var a = [];
  2177. for ( var i = 0; i < size; i ++ ) {
  2178. a.push( this.getInt16() );
  2179. }
  2180. return a;
  2181. },
  2182. getUint16: function () {
  2183. var value = this.dv.getUint16( this.offset, this.littleEndian );
  2184. this.offset += 2;
  2185. return value;
  2186. },
  2187. getUint16Array: function ( size ) {
  2188. var a = [];
  2189. for ( var i = 0; i < size; i ++ ) {
  2190. a.push( this.getUint16() );
  2191. }
  2192. return a;
  2193. },
  2194. getInt32: function () {
  2195. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2196. this.offset += 4;
  2197. return value;
  2198. },
  2199. getInt32Array: function ( size ) {
  2200. var a = [];
  2201. for ( var i = 0; i < size; i ++ ) {
  2202. a.push( this.getInt32() );
  2203. }
  2204. return a;
  2205. },
  2206. getUint32: function () {
  2207. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2208. this.offset += 4;
  2209. return value;
  2210. },
  2211. getUint32Array: function ( size ) {
  2212. var a = [];
  2213. for ( var i = 0; i < size; i ++ ) {
  2214. a.push( this.getUint32() );
  2215. }
  2216. return a;
  2217. },
  2218. // JavaScript doesn't support 64-bit integer so calculate this here
  2219. // 1 << 32 will return 1 so using multiply operation instead here.
  2220. // There's a possibility that this method returns wrong value if the value
  2221. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  2222. // TODO: safely handle 64-bit integer
  2223. getInt64: function () {
  2224. var low, high;
  2225. if ( this.littleEndian ) {
  2226. low = this.getUint32();
  2227. high = this.getUint32();
  2228. } else {
  2229. high = this.getUint32();
  2230. low = this.getUint32();
  2231. }
  2232. // calculate negative value
  2233. if ( high & 0x80000000 ) {
  2234. high = ~ high & 0xFFFFFFFF;
  2235. low = ~ low & 0xFFFFFFFF;
  2236. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  2237. low = ( low + 1 ) & 0xFFFFFFFF;
  2238. return - ( high * 0x100000000 + low );
  2239. }
  2240. return high * 0x100000000 + low;
  2241. },
  2242. getInt64Array: function ( size ) {
  2243. var a = [];
  2244. for ( var i = 0; i < size; i ++ ) {
  2245. a.push( this.getInt64() );
  2246. }
  2247. return a;
  2248. },
  2249. // Note: see getInt64() comment
  2250. getUint64: function () {
  2251. var low, high;
  2252. if ( this.littleEndian ) {
  2253. low = this.getUint32();
  2254. high = this.getUint32();
  2255. } else {
  2256. high = this.getUint32();
  2257. low = this.getUint32();
  2258. }
  2259. return high * 0x100000000 + low;
  2260. },
  2261. getUint64Array: function ( size ) {
  2262. var a = [];
  2263. for ( var i = 0; i < size; i ++ ) {
  2264. a.push( this.getUint64() );
  2265. }
  2266. return a;
  2267. },
  2268. getFloat32: function () {
  2269. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2270. this.offset += 4;
  2271. return value;
  2272. },
  2273. getFloat32Array: function ( size ) {
  2274. var a = [];
  2275. for ( var i = 0; i < size; i ++ ) {
  2276. a.push( this.getFloat32() );
  2277. }
  2278. return a;
  2279. },
  2280. getFloat64: function () {
  2281. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2282. this.offset += 8;
  2283. return value;
  2284. },
  2285. getFloat64Array: function ( size ) {
  2286. var a = [];
  2287. for ( var i = 0; i < size; i ++ ) {
  2288. a.push( this.getFloat64() );
  2289. }
  2290. return a;
  2291. },
  2292. getArrayBuffer: function ( size ) {
  2293. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  2294. this.offset += size;
  2295. return value;
  2296. },
  2297. getChar: function () {
  2298. return String.fromCharCode( this.getUint8() );
  2299. },
  2300. getString: function ( size ) {
  2301. var s = '';
  2302. while ( size > 0 ) {
  2303. var value = this.getUint8();
  2304. size --;
  2305. if ( value === 0 ) break;
  2306. s += String.fromCharCode( value );
  2307. }
  2308. // Manage UTF8 encoding
  2309. s = decodeURIComponent( escape( s ) );
  2310. this.skip( size );
  2311. return s;
  2312. }
  2313. } );
  2314. // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
  2315. // and BinaryParser( FBX Binary format)
  2316. function FBXTree() {}
  2317. Object.assign( FBXTree.prototype, {
  2318. add: function ( key, val ) {
  2319. this[ key ] = val;
  2320. },
  2321. } );
  2322. function isFbxFormatBinary( buffer ) {
  2323. var CORRECT = 'Kaydara FBX Binary \0';
  2324. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  2325. }
  2326. function isFbxFormatASCII( text ) {
  2327. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2328. var cursor = 0;
  2329. function read( offset ) {
  2330. var result = text[ offset - 1 ];
  2331. text = text.slice( cursor + offset );
  2332. cursor ++;
  2333. return result;
  2334. }
  2335. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2336. var num = read( 1 );
  2337. if ( num === CORRECT[ i ] ) {
  2338. return false;
  2339. }
  2340. }
  2341. return true;
  2342. }
  2343. function getFbxVersion( text ) {
  2344. var versionRegExp = /FBXVersion: (\d+)/;
  2345. var match = text.match( versionRegExp );
  2346. if ( match ) {
  2347. var version = parseInt( match[ 1 ] );
  2348. return version;
  2349. }
  2350. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  2351. }
  2352. // Converts FBX ticks into real time seconds.
  2353. function convertFBXTimeToSeconds( time ) {
  2354. return time / 46186158000;
  2355. }
  2356. // Parses comma separated list of numbers and returns them an array.
  2357. // Used internally by the TextParser
  2358. function parseNumberArray( value ) {
  2359. var array = value.split( ',' );
  2360. for ( var i = 0, l = array.length; i < l; i ++ ) {
  2361. array[ i ] = parseFloat( array[ i ] );
  2362. }
  2363. return array;
  2364. }
  2365. function parseVector3( property ) {
  2366. return new THREE.Vector3().fromArray( property.value );
  2367. }
  2368. function parseColor( property ) {
  2369. var color = new THREE.Color();
  2370. if ( property.type === 'Color' ) {
  2371. return color.setScalar( property.value );
  2372. }
  2373. return color.fromArray( property.value );
  2374. }
  2375. // Converts ArrayBuffer to String.
  2376. function convertArrayBufferToString( buffer, from, to ) {
  2377. if ( from === undefined ) from = 0;
  2378. if ( to === undefined ) to = buffer.byteLength;
  2379. var array = new Uint8Array( buffer, from, to );
  2380. if ( window.TextDecoder !== undefined ) {
  2381. return new TextDecoder().decode( array );
  2382. }
  2383. var s = '';
  2384. for ( var i = 0, il = array.length; i < il; i ++ ) {
  2385. s += String.fromCharCode( array[ i ] );
  2386. }
  2387. return s;
  2388. }
  2389. function findIndex( array, func ) {
  2390. for ( var i = 0, l = array.length; i < l; i ++ ) {
  2391. if ( func( array[ i ] ) ) return i;
  2392. }
  2393. return - 1;
  2394. }
  2395. function append( a, b ) {
  2396. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  2397. a[ j ] = b[ i ];
  2398. }
  2399. }
  2400. function slice( a, b, from, to ) {
  2401. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  2402. a[ j ] = b[ i ];
  2403. }
  2404. return a;
  2405. }
  2406. } )();