FBXLoader.js 95 KB

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