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- /**
- * @author Kyle-Larson https://github.com/Kyle-Larson
- * @author Takahiro https://github.com/takahirox
- * @author Lewy Blue https://github.com/looeee
- *
- * Loader loads FBX file and generates Group representing FBX scene.
- * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format
- * Versions lower than this may load but will probably have errors
- *
- * Needs Support:
- * Morph targets / blend shapes
- * Euler rotation order
- *
- * FBX format references:
- * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
- * http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
- *
- * Binary format specification:
- * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
- */
- ( function () {
- THREE.FBXLoader = function ( manager ) {
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
- };
- Object.assign( THREE.FBXLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- var self = this;
- var resourceDirectory = THREE.LoaderUtils.extractUrlBase( url );
- var loader = new THREE.FileLoader( this.manager );
- loader.setResponseType( 'arraybuffer' );
- loader.load( url, function ( buffer ) {
- try {
- var scene = self.parse( buffer, resourceDirectory );
- onLoad( scene );
- } catch ( error ) {
- window.setTimeout( function () {
- if ( onError ) onError( error );
- self.manager.itemError( url );
- }, 0 );
- }
- }, onProgress, onError );
- },
- parse: function ( FBXBuffer, resourceDirectory ) {
- var FBXTree;
- if ( isFbxFormatBinary( FBXBuffer ) ) {
- FBXTree = new BinaryParser().parse( FBXBuffer );
- } else {
- var FBXText = convertArrayBufferToString( FBXBuffer );
- if ( ! isFbxFormatASCII( FBXText ) ) {
- throw new Error( 'THREE.FBXLoader: Unknown format.' );
- }
- if ( getFbxVersion( FBXText ) < 7000 ) {
- throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
- }
- FBXTree = new TextParser().parse( FBXText );
- }
- // console.log( FBXTree );
- var connections = parseConnections( FBXTree );
- var images = parseImages( FBXTree );
- var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
- var materials = parseMaterials( FBXTree, textures, connections );
- var skeletons = parseDeformers( FBXTree, connections );
- var geometryMap = parseGeometries( FBXTree, connections, skeletons );
- var sceneGraph = parseScene( FBXTree, connections, skeletons, geometryMap, materials );
- return sceneGraph;
- }
- } );
- // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
- // and details the connection type
- function parseConnections( FBXTree ) {
- var connectionMap = new Map();
- if ( 'Connections' in FBXTree ) {
- var rawConnections = FBXTree.Connections.connections;
- rawConnections.forEach( function ( rawConnection ) {
- var fromID = rawConnection[ 0 ];
- var toID = rawConnection[ 1 ];
- var relationship = rawConnection[ 2 ];
- if ( ! connectionMap.has( fromID ) ) {
- connectionMap.set( fromID, {
- parents: [],
- children: []
- } );
- }
- var parentRelationship = { ID: toID, relationship: relationship };
- connectionMap.get( fromID ).parents.push( parentRelationship );
- if ( ! connectionMap.has( toID ) ) {
- connectionMap.set( toID, {
- parents: [],
- children: []
- } );
- }
- var childRelationship = { ID: fromID, relationship: relationship };
- connectionMap.get( toID ).children.push( childRelationship );
- } );
- }
- return connectionMap;
- }
- // Parse FBXTree.Objects.Video for embedded image data
- // These images are connected to textures in FBXTree.Objects.Textures
- // via FBXTree.Connections.
- function parseImages( FBXTree ) {
- var images = {};
- var blobs = {};
- if ( 'Video' in FBXTree.Objects ) {
- var videoNodes = FBXTree.Objects.Video;
- for ( var nodeID in videoNodes ) {
- var videoNode = videoNodes[ nodeID ];
- var id = parseInt( nodeID );
- images[ id ] = videoNode.Filename;
- // raw image data is in videoNode.Content
- if ( 'Content' in videoNode ) {
- var arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );
- var base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );
- if ( arrayBufferContent || base64Content ) {
- var image = parseImage( videoNodes[ nodeID ] );
- blobs[ videoNode.Filename ] = image;
- }
- }
- }
- }
- for ( var id in images ) {
- var filename = images[ id ];
- if ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];
- else images[ id ] = images[ id ].split( '\\' ).pop();
- }
- return images;
- }
- // Parse embedded image data in FBXTree.Video.Content
- function parseImage( videoNode ) {
- var content = videoNode.Content;
- var fileName = videoNode.RelativeFilename || videoNode.Filename;
- var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
- var type;
- switch ( extension ) {
- case 'bmp':
- type = 'image/bmp';
- break;
- case 'jpg':
- case 'jpeg':
- type = 'image/jpeg';
- break;
- case 'png':
- type = 'image/png';
- break;
- case 'tif':
- type = 'image/tiff';
- break;
- case 'tga':
- if ( typeof THREE.TGALoader !== 'function' ) {
- console.warn( 'FBXLoader: THREE.TGALoader is required to load TGA textures' );
- return;
- } else {
- if ( THREE.Loader.Handlers.get( '.tga' ) === null ) {
- THREE.Loader.Handlers.add( /\.tga$/i, new THREE.TGALoader() );
- }
- type = 'image/tga';
- break;
- }
- default:
- console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
- return;
- }
- if ( typeof content === 'string' ) { // ASCII format
- return 'data:' + type + ';base64,' + content;
- } else { // Binary Format
- var array = new Uint8Array( content );
- return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
- }
- }
- // Parse nodes in FBXTree.Objects.Texture
- // These contain details such as UV scaling, cropping, rotation etc and are connected
- // to images in FBXTree.Objects.Video
- function parseTextures( FBXTree, loader, images, connections ) {
- var textureMap = new Map();
- if ( 'Texture' in FBXTree.Objects ) {
- var textureNodes = FBXTree.Objects.Texture;
- for ( var nodeID in textureNodes ) {
- var texture = parseTexture( textureNodes[ nodeID ], loader, images, connections );
- textureMap.set( parseInt( nodeID ), texture );
- }
- }
- return textureMap;
- }
- // Parse individual node in FBXTree.Objects.Texture
- function parseTexture( textureNode, loader, images, connections ) {
- var texture = loadTexture( textureNode, loader, images, connections );
- texture.ID = textureNode.id;
- texture.name = textureNode.attrName;
- var wrapModeU = textureNode.WrapModeU;
- var wrapModeV = textureNode.WrapModeV;
- var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
- var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
- // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
- // 0: repeat(default), 1: clamp
- texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
- texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
- if ( 'Scaling' in textureNode ) {
- var values = textureNode.Scaling.value;
- texture.repeat.x = values[ 0 ];
- texture.repeat.y = values[ 1 ];
- }
- return texture;
- }
- // load a texture specified as a blob or data URI, or via an external URL using THREE.TextureLoader
- function loadTexture( textureNode, loader, images, connections ) {
- var fileName;
- var currentPath = loader.path;
- var children = connections.get( textureNode.id ).children;
- if ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {
- fileName = images[ children[ 0 ].ID ];
- if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
- loader.setPath( undefined );
- }
- }
- var texture;
- if ( textureNode.FileName.slice( -3 ).toLowerCase() === 'tga' ) {
- texture = THREE.Loader.Handlers.get( '.tga' ).load( fileName );
- } else {
- texture = loader.load( fileName );
- }
- loader.setPath( currentPath );
- return texture;
- }
- // Parse nodes in FBXTree.Objects.Material
- function parseMaterials( FBXTree, textureMap, connections ) {
- var materialMap = new Map();
- if ( 'Material' in FBXTree.Objects ) {
- var materialNodes = FBXTree.Objects.Material;
- for ( var nodeID in materialNodes ) {
- var material = parseMaterial( FBXTree, materialNodes[ nodeID ], textureMap, connections );
- if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
- }
- }
- return materialMap;
- }
- // Parse single node in FBXTree.Objects.Material
- // Materials are connected to texture maps in FBXTree.Objects.Textures
- // FBX format currently only supports Lambert and Phong shading models
- function parseMaterial( FBXTree, materialNode, textureMap, connections ) {
- var ID = materialNode.id;
- var name = materialNode.attrName;
- var type = materialNode.ShadingModel;
- //Case where FBX wraps shading model in property object.
- if ( typeof type === 'object' ) {
- type = type.value;
- }
- // Ignore unused materials which don't have any connections.
- if ( ! connections.has( ID ) ) return null;
- var parameters = parseParameters( FBXTree, materialNode, textureMap, ID, connections );
- var material;
- switch ( type.toLowerCase() ) {
- case 'phong':
- material = new THREE.MeshPhongMaterial();
- break;
- case 'lambert':
- material = new THREE.MeshLambertMaterial();
- break;
- default:
- console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
- material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
- break;
- }
- material.setValues( parameters );
- material.name = name;
- return material;
- }
- // Parse FBX material and return parameters suitable for a three.js material
- // Also parse the texture map and return any textures associated with the material
- function parseParameters( FBXTree, properties, textureMap, ID, connections ) {
- var parameters = {};
- if ( properties.BumpFactor ) {
- parameters.bumpScale = properties.BumpFactor.value;
- }
- if ( properties.Diffuse ) {
- parameters.color = new THREE.Color().fromArray( properties.Diffuse.value );
- } else if ( properties.DiffuseColor && properties.DiffuseColor.type === 'Color' ) {
- // The blender exporter exports diffuse here instead of in properties.Diffuse
- parameters.color = new THREE.Color().fromArray( properties.DiffuseColor.value );
- }
- if ( properties.DisplacementFactor ) {
- parameters.displacementScale = properties.DisplacementFactor.value;
- }
- if ( properties.Emissive ) {
- parameters.emissive = new THREE.Color().fromArray( properties.Emissive.value );
- } else if ( properties.EmissiveColor && properties.EmissiveColor.type === 'Color' ) {
- // The blender exporter exports emissive color here instead of in properties.Emissive
- parameters.emissive = new THREE.Color().fromArray( properties.EmissiveColor.value );
- }
- if ( properties.EmissiveFactor ) {
- parameters.emissiveIntensity = parseFloat( properties.EmissiveFactor.value );
- }
- if ( properties.Opacity ) {
- parameters.opacity = parseFloat( properties.Opacity.value );
- }
- if ( parameters.opacity < 1.0 ) {
- parameters.transparent = true;
- }
- if ( properties.ReflectionFactor ) {
- parameters.reflectivity = properties.ReflectionFactor.value;
- }
- if ( properties.Shininess ) {
- parameters.shininess = properties.Shininess.value;
- }
- if ( properties.Specular ) {
- parameters.specular = new THREE.Color().fromArray( properties.Specular.value );
- } else if ( properties.SpecularColor && properties.SpecularColor.type === 'Color' ) {
- // The blender exporter exports specular color here instead of in properties.Specular
- parameters.specular = new THREE.Color().fromArray( properties.SpecularColor.value );
- }
- connections.get( ID ).children.forEach( function ( child ) {
- var type = child.relationship;
- switch ( type ) {
- case 'Bump':
- parameters.bumpMap = textureMap.get( child.ID );
- break;
- case 'DiffuseColor':
- parameters.map = getTexture( FBXTree, textureMap, child.ID, connections );
- break;
- case 'DisplacementColor':
- parameters.displacementMap = getTexture( FBXTree, textureMap, child.ID, connections );
- break;
- case 'EmissiveColor':
- parameters.emissiveMap = getTexture( FBXTree, textureMap, child.ID, connections );
- break;
- case 'NormalMap':
- parameters.normalMap = getTexture( FBXTree, textureMap, child.ID, connections );
- break;
- case 'ReflectionColor':
- parameters.envMap = getTexture( FBXTree, textureMap, child.ID, connections );
- parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
- break;
- case 'SpecularColor':
- parameters.specularMap = getTexture( FBXTree, textureMap, child.ID, connections );
- break;
- case 'TransparentColor':
- parameters.alphaMap = getTexture( FBXTree, textureMap, child.ID, connections );
- parameters.transparent = true;
- break;
- case 'AmbientColor':
- case 'ShininessExponent': // AKA glossiness map
- case 'SpecularFactor': // AKA specularLevel
- case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
- default:
- console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
- break;
- }
- } );
- return parameters;
- }
- // get a texture from the textureMap for use by a material.
- function getTexture( FBXTree, textureMap, id, connections ) {
- // if the texture is a layered texture, just use the first layer and issue a warning
- if ( 'LayeredTexture' in FBXTree.Objects && id in FBXTree.Objects.LayeredTexture ) {
- console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
- id = connections.get( id ).children[ 0 ].ID;
- }
- return textureMap.get( id );
- }
- // Parse nodes in FBXTree.Objects.Deformer
- // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
- // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
- function parseDeformers( FBXTree, connections ) {
- var skeletons = {};
- if ( 'Deformer' in FBXTree.Objects ) {
- var DeformerNodes = FBXTree.Objects.Deformer;
- for ( var nodeID in DeformerNodes ) {
- var deformerNode = DeformerNodes[ nodeID ];
- if ( deformerNode.attrType === 'Skin' ) {
- var relationships = connections.get( parseInt( nodeID ) );
- var skeleton = parseSkeleton( relationships, DeformerNodes );
- skeleton.ID = nodeID;
- if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
- skeleton.geometryID = relationships.parents[ 0 ].ID;
- skeletons[ nodeID ] = skeleton;
- }
- }
- }
- return skeletons;
- }
- // Parse single nodes in FBXTree.Objects.Deformer
- // The top level deformer nodes have type 'Skin' and subDeformer nodes have type 'Cluster'
- // Each skin node represents a skeleton and each cluster node represents a bone
- function parseSkeleton( connections, deformerNodes ) {
- var rawBones = [];
- connections.children.forEach( function ( child ) {
- var subDeformerNode = deformerNodes[ child.ID ];
- if ( subDeformerNode.attrType !== 'Cluster' ) return;
- var rawBone = {
- ID: child.ID,
- indices: [],
- weights: [],
- transform: new THREE.Matrix4().fromArray( subDeformerNode.Transform.a ),
- transformLink: new THREE.Matrix4().fromArray( subDeformerNode.TransformLink.a ),
- linkMode: subDeformerNode.Mode,
- };
- if ( 'Indexes' in subDeformerNode ) {
- rawBone.indices = subDeformerNode.Indexes.a;
- rawBone.weights = subDeformerNode.Weights.a;
- }
- rawBones.push( rawBone );
- } );
- return {
- rawBones: rawBones,
- bones: []
- };
- }
- // Parse nodes in FBXTree.Objects.Geometry
- function parseGeometries( FBXTree, connections, skeletons ) {
- var geometryMap = new Map();
- if ( 'Geometry' in FBXTree.Objects ) {
- var geometryNodes = FBXTree.Objects.Geometry;
- for ( var nodeID in geometryNodes ) {
- var relationships = connections.get( parseInt( nodeID ) );
- var geo = parseGeometry( FBXTree, relationships, geometryNodes[ nodeID ], skeletons );
- geometryMap.set( parseInt( nodeID ), geo );
- }
- }
- return geometryMap;
- }
- // Parse single node in FBXTree.Objects.Geometry
- function parseGeometry( FBXTree, relationships, geometryNode, skeletons ) {
- switch ( geometryNode.attrType ) {
- case 'Mesh':
- return parseMeshGeometry( FBXTree, relationships, geometryNode, skeletons );
- break;
- case 'NurbsCurve':
- return parseNurbsGeometry( geometryNode );
- break;
- }
- }
- // Parse single node mesh geometry in FBXTree.Objects.Geometry
- function parseMeshGeometry( FBXTree, relationships, geometryNode, skeletons ) {
- var modelNodes = relationships.parents.map( function ( parent ) {
- return FBXTree.Objects.Model[ parent.ID ];
- } );
- // don't create geometry if it is not associated with any models
- if ( modelNodes.length === 0 ) return;
- var skeleton = relationships.children.reduce( function ( skeleton, child ) {
- if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];
- return skeleton;
- }, null );
- var preTransform = new THREE.Matrix4();
- // TODO: if there is more than one model associated with the geometry, AND the models have
- // different geometric transforms, then this will cause problems
- // if ( modelNodes.length > 1 ) { }
- // For now just assume one model and get the preRotations from that
- var modelNode = modelNodes[ 0 ];
- if ( 'GeometricRotation' in modelNode ) {
- var array = modelNode.GeometricRotation.value.map( THREE.Math.degToRad );
- array[ 3 ] = 'ZYX';
- preTransform.makeRotationFromEuler( new THREE.Euler().fromArray( array ) );
- }
- if ( 'GeometricTranslation' in modelNode ) {
- preTransform.setPosition( new THREE.Vector3().fromArray( modelNode.GeometricTranslation.value ) );
- }
- if ( 'GeometricScaling' in modelNode ) {
- preTransform.scale( new THREE.Vector3().fromArray( modelNode.GeometricScaling.value ) );
- }
- return genGeometry( FBXTree, relationships, geometryNode, skeleton, preTransform );
- }
- // Generate a THREE.BufferGeometry from a node in FBXTree.Objects.Geometry
- function genGeometry( FBXTree, relationships, geometryNode, skeleton, preTransform ) {
- var vertexPositions = ( geometryNode.Vertices !== undefined ) ? geometryNode.Vertices.a : [];
- var vertexIndices = ( geometryNode.PolygonVertexIndex !== undefined ) ? geometryNode.PolygonVertexIndex.a : [];
- // create arrays to hold the final data used to build the buffergeometry
- var vertexBuffer = [];
- var normalBuffer = [];
- var colorsBuffer = [];
- var uvsBuffer = [];
- var materialIndexBuffer = [];
- var vertexWeightsBuffer = [];
- var weightsIndicesBuffer = [];
- if ( geometryNode.LayerElementColor ) {
- var colorInfo = getColors( geometryNode.LayerElementColor[ 0 ] );
- }
- if ( geometryNode.LayerElementMaterial ) {
- var materialInfo = getMaterials( geometryNode.LayerElementMaterial[ 0 ] );
- }
- if ( geometryNode.LayerElementNormal ) {
- var normalInfo = getNormals( geometryNode.LayerElementNormal[ 0 ] );
- }
- if ( geometryNode.LayerElementUV ) {
- var uvInfo = [];
- var i = 0;
- while ( geometryNode.LayerElementUV[ i ] ) {
- uvInfo.push( getUVs( geometryNode.LayerElementUV[ i ] ) );
- i ++;
- }
- }
- var weightTable = {};
- if ( skeleton !== null ) {
- skeleton.rawBones.forEach( function ( rawBone, i ) {
- // loop over the bone's vertex indices and weights
- rawBone.indices.forEach( function ( index, j ) {
- if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
- weightTable[ index ].push( {
- id: i,
- weight: rawBone.weights[ j ],
- } );
- } );
- } );
- }
- var polygonIndex = 0;
- var faceLength = 0;
- var displayedWeightsWarning = false;
- // these will hold data for a single face
- var vertexPositionIndexes = [];
- var faceNormals = [];
- var faceColors = [];
- var faceUVs = [];
- var faceWeights = [];
- var faceWeightIndices = [];
- vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {
- var endOfFace = false;
- // Face index and vertex index arrays are combined in a single array
- // A cube with quad faces looks like this:
- // PolygonVertexIndex: *24 {
- // a: 0, 1, 3, -3, 2, 3, 5, -5, 4, 5, 7, -7, 6, 7, 1, -1, 1, 7, 5, -4, 6, 0, 2, -5
- // }
- // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
- // to find index of last vertex multiply by -1 and subtract 1: -3 * - 1 - 1 = 2
- if ( vertexIndex < 0 ) {
- vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
- vertexIndices[ polygonVertexIndex ] = vertexIndex;
- endOfFace = true;
- }
- var weightIndices = [];
- var weights = [];
- vertexPositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
- if ( colorInfo ) {
- var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo );
- faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
- }
- if ( skeleton ) {
- if ( weightTable[ vertexIndex ] !== undefined ) {
- weightTable[ vertexIndex ].forEach( function ( wt ) {
- weights.push( wt.weight );
- weightIndices.push( wt.id );
- } );
- }
- if ( weights.length > 4 ) {
- if ( ! displayedWeightsWarning ) {
- console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
- displayedWeightsWarning = true;
- }
- var wIndex = [ 0, 0, 0, 0 ];
- var Weight = [ 0, 0, 0, 0 ];
- weights.forEach( function ( weight, weightIndex ) {
- var currentWeight = weight;
- var currentIndex = weightIndices[ weightIndex ];
- Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
- if ( currentWeight > comparedWeight ) {
- comparedWeightArray[ comparedWeightIndex ] = currentWeight;
- currentWeight = comparedWeight;
- var tmp = wIndex[ comparedWeightIndex ];
- wIndex[ comparedWeightIndex ] = currentIndex;
- currentIndex = tmp;
- }
- } );
- } );
- weightIndices = wIndex;
- weights = Weight;
- }
- // if the weight array is shorter than 4 pad with 0s
- while ( weights.length < 4 ) {
- weights.push( 0 );
- weightIndices.push( 0 );
- }
- for ( var i = 0; i < 4; ++ i ) {
- faceWeights.push( weights[ i ] );
- faceWeightIndices.push( weightIndices[ i ] );
- }
- }
- if ( normalInfo ) {
- var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo );
- faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
- }
- if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
- var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo )[ 0 ];
- }
- if ( uvInfo ) {
- uvInfo.forEach( function ( uv, i ) {
- var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );
- if ( faceUVs[ i ] === undefined ) {
- faceUVs[ i ] = [];
- }
- faceUVs[ i ].push( data[ 0 ] );
- faceUVs[ i ].push( data[ 1 ] );
- } );
- }
- faceLength ++;
- // we have reached the end of a face - it may have 4 sides though
- // in which case the data is split to represent two 3 sided faces
- if ( endOfFace ) {
- for ( var i = 2; i < faceLength; i ++ ) {
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 0 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 1 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 2 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 1 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 2 ] ] );
- if ( skeleton ) {
- vertexWeightsBuffer.push( faceWeights[ 0 ] );
- vertexWeightsBuffer.push( faceWeights[ 1 ] );
- vertexWeightsBuffer.push( faceWeights[ 2 ] );
- vertexWeightsBuffer.push( faceWeights[ 3 ] );
- vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 ] );
- vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
- vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
- vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
- vertexWeightsBuffer.push( faceWeights[ i * 4 ] );
- vertexWeightsBuffer.push( faceWeights[ i * 4 + 1 ] );
- vertexWeightsBuffer.push( faceWeights[ i * 4 + 2 ] );
- vertexWeightsBuffer.push( faceWeights[ i * 4 + 3 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ 0 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ 1 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ 2 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ 3 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ i * 4 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 1 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 2 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 3 ] );
- }
- if ( colorInfo ) {
- colorsBuffer.push( faceColors[ 0 ] );
- colorsBuffer.push( faceColors[ 1 ] );
- colorsBuffer.push( faceColors[ 2 ] );
- colorsBuffer.push( faceColors[ ( i - 1 ) * 3 ] );
- colorsBuffer.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
- colorsBuffer.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
- colorsBuffer.push( faceColors[ i * 3 ] );
- colorsBuffer.push( faceColors[ i * 3 + 1 ] );
- colorsBuffer.push( faceColors[ i * 3 + 2 ] );
- }
- if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
- materialIndexBuffer.push( materialIndex );
- materialIndexBuffer.push( materialIndex );
- materialIndexBuffer.push( materialIndex );
- }
- if ( normalInfo ) {
- normalBuffer.push( faceNormals[ 0 ] );
- normalBuffer.push( faceNormals[ 1 ] );
- normalBuffer.push( faceNormals[ 2 ] );
- normalBuffer.push( faceNormals[ ( i - 1 ) * 3 ] );
- normalBuffer.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
- normalBuffer.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
- normalBuffer.push( faceNormals[ i * 3 ] );
- normalBuffer.push( faceNormals[ i * 3 + 1 ] );
- normalBuffer.push( faceNormals[ i * 3 + 2 ] );
- }
- if ( uvInfo ) {
- uvInfo.forEach( function ( uv, j ) {
- if ( uvsBuffer[ j ] === undefined ) uvsBuffer[ j ] = [];
- uvsBuffer[ j ].push( faceUVs[ j ][ 0 ] );
- uvsBuffer[ j ].push( faceUVs[ j ][ 1 ] );
- uvsBuffer[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
- uvsBuffer[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
- uvsBuffer[ j ].push( faceUVs[ j ][ i * 2 ] );
- uvsBuffer[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
- } );
- }
- }
- polygonIndex ++;
- faceLength = 0;
- // reset arrays for the next face
- vertexPositionIndexes = [];
- faceNormals = [];
- faceColors = [];
- faceUVs = [];
- faceWeights = [];
- faceWeightIndices = [];
- }
- } );
- var geo = new THREE.BufferGeometry();
- geo.name = geometryNode.name;
- var positionAttribute = new THREE.Float32BufferAttribute( vertexBuffer, 3 );
- preTransform.applyToBufferAttribute( positionAttribute );
- geo.addAttribute( 'position', positionAttribute );
- if ( colorsBuffer.length > 0 ) {
- geo.addAttribute( 'color', new THREE.Float32BufferAttribute( colorsBuffer, 3 ) );
- }
- if ( skeleton ) {
- geo.addAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( weightsIndicesBuffer, 4 ) );
- geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( vertexWeightsBuffer, 4 ) );
- // used later to bind the skeleton to the model
- geo.FBX_Deformer = skeleton;
- }
- if ( normalBuffer.length > 0 ) {
- var normalAttribute = new THREE.Float32BufferAttribute( normalBuffer, 3 );
- var normalMatrix = new THREE.Matrix3().getNormalMatrix( preTransform );
- normalMatrix.applyToBufferAttribute( normalAttribute );
- geo.addAttribute( 'normal', normalAttribute );
- }
- uvsBuffer.forEach( function ( uvBuffer, i ) {
- // subsequent uv buffers are called 'uv1', 'uv2', ...
- var name = 'uv' + ( i + 1 ).toString();
- // the first uv buffer is just called 'uv'
- if ( i === 0 ) {
- name = 'uv';
- }
- geo.addAttribute( name, new THREE.Float32BufferAttribute( uvsBuffer[ i ], 2 ) );
- } );
- if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
- // Convert the material indices of each vertex into rendering groups on the geometry.
- var prevMaterialIndex = materialIndexBuffer[ 0 ];
- var startIndex = 0;
- materialIndexBuffer.forEach( function ( currentIndex, i ) {
- if ( currentIndex !== prevMaterialIndex ) {
- geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
- prevMaterialIndex = currentIndex;
- startIndex = i;
- }
- } );
- // the loop above doesn't add the last group, do that here.
- if ( geo.groups.length > 0 ) {
- var lastGroup = geo.groups[ geo.groups.length - 1 ];
- var lastIndex = lastGroup.start + lastGroup.count;
- if ( lastIndex !== materialIndexBuffer.length ) {
- geo.addGroup( lastIndex, materialIndexBuffer.length - lastIndex, prevMaterialIndex );
- }
- }
- // case where there are multiple materials but the whole geometry is only
- // using one of them
- if ( geo.groups.length === 0 ) {
- geo.addGroup( 0, materialIndexBuffer.length, materialIndexBuffer[ 0 ] );
- }
- }
- return geo;
- }
- // Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists
- function getNormals( NormalNode ) {
- var mappingType = NormalNode.MappingInformationType;
- var referenceType = NormalNode.ReferenceInformationType;
- var buffer = NormalNode.Normals.a;
- var indexBuffer = [];
- if ( referenceType === 'IndexToDirect' ) {
- if ( 'NormalIndex' in NormalNode ) {
- indexBuffer = NormalNode.NormalIndex.a;
- } else if ( 'NormalsIndex' in NormalNode ) {
- indexBuffer = NormalNode.NormalsIndex.a;
- }
- }
- return {
- dataSize: 3,
- buffer: buffer,
- indices: indexBuffer,
- mappingType: mappingType,
- referenceType: referenceType
- };
- }
- // Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists
- function getUVs( UVNode ) {
- var mappingType = UVNode.MappingInformationType;
- var referenceType = UVNode.ReferenceInformationType;
- var buffer = UVNode.UV.a;
- var indexBuffer = [];
- if ( referenceType === 'IndexToDirect' ) {
- indexBuffer = UVNode.UVIndex.a;
- }
- return {
- dataSize: 2,
- buffer: buffer,
- indices: indexBuffer,
- mappingType: mappingType,
- referenceType: referenceType
- };
- }
- // Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists
- function getColors( ColorNode ) {
- var mappingType = ColorNode.MappingInformationType;
- var referenceType = ColorNode.ReferenceInformationType;
- var buffer = ColorNode.Colors.a;
- var indexBuffer = [];
- if ( referenceType === 'IndexToDirect' ) {
- indexBuffer = ColorNode.ColorIndex.a;
- }
- return {
- dataSize: 4,
- buffer: buffer,
- indices: indexBuffer,
- mappingType: mappingType,
- referenceType: referenceType
- };
- }
- // Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists
- function getMaterials( MaterialNode ) {
- var mappingType = MaterialNode.MappingInformationType;
- var referenceType = MaterialNode.ReferenceInformationType;
- if ( mappingType === 'NoMappingInformation' ) {
- return {
- dataSize: 1,
- buffer: [ 0 ],
- indices: [ 0 ],
- mappingType: 'AllSame',
- referenceType: referenceType
- };
- }
- var materialIndexBuffer = MaterialNode.Materials.a;
- // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
- // we expect.So we create an intermediate buffer that points to the index in the buffer,
- // for conforming with the other functions we've written for other data.
- var materialIndices = [];
- for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
- materialIndices.push( i );
- }
- return {
- dataSize: 1,
- buffer: materialIndexBuffer,
- indices: materialIndices,
- mappingType: mappingType,
- referenceType: referenceType
- };
- }
- var dataArray = [];
- function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- var index;
- switch ( infoObject.mappingType ) {
- case 'ByPolygonVertex' :
- index = polygonVertexIndex;
- break;
- case 'ByPolygon' :
- index = polygonIndex;
- break;
- case 'ByVertice' :
- index = vertexIndex;
- break;
- case 'AllSame' :
- index = infoObject.indices[ 0 ];
- break;
- default :
- console.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );
- }
- if ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];
- var from = index * infoObject.dataSize;
- var to = from + infoObject.dataSize;
- return slice( dataArray, infoObject.buffer, from, to );
- }
- // Generate a NurbGeometry from a node in FBXTree.Objects.Geometry
- function parseNurbsGeometry( geometryNode ) {
- if ( THREE.NURBSCurve === undefined ) {
- console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
- return new THREE.BufferGeometry();
- }
- var order = parseInt( geometryNode.Order );
- if ( isNaN( order ) ) {
- console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.Order, geometryNode.id );
- return new THREE.BufferGeometry();
- }
- var degree = order - 1;
- var knots = geometryNode.KnotVector.a;
- var controlPoints = [];
- var pointsValues = geometryNode.Points.a;
- for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
- controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
- }
- var startKnot, endKnot;
- if ( geometryNode.Form === 'Closed' ) {
- controlPoints.push( controlPoints[ 0 ] );
- } else if ( geometryNode.Form === 'Periodic' ) {
- startKnot = degree;
- endKnot = knots.length - 1 - startKnot;
- for ( var i = 0; i < degree; ++ i ) {
- controlPoints.push( controlPoints[ i ] );
- }
- }
- var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
- var vertices = curve.getPoints( controlPoints.length * 7 );
- var positions = new Float32Array( vertices.length * 3 );
- vertices.forEach( function ( vertex, i ) {
- vertex.toArray( positions, i * 3 );
- } );
- var geometry = new THREE.BufferGeometry();
- geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
- return geometry;
- }
- // create the main THREE.Group() to be returned by the loader
- function parseScene( FBXTree, connections, skeletons, geometryMap, materialMap ) {
- var sceneGraph = new THREE.Group();
- var modelMap = parseModels( FBXTree, skeletons, geometryMap, materialMap, connections );
- var modelNodes = FBXTree.Objects.Model;
- modelMap.forEach( function ( model ) {
- var modelNode = modelNodes[ model.ID ];
- setLookAtProperties( FBXTree, model, modelNode, connections, sceneGraph );
- var parentConnections = connections.get( model.ID ).parents;
- parentConnections.forEach( function ( connection ) {
- var parent = modelMap.get( connection.ID );
- if ( parent !== undefined ) parent.add( model );
- } );
- if ( model.parent === null ) {
- sceneGraph.add( model );
- }
- } );
- bindSkeleton( FBXTree, skeletons, geometryMap, modelMap, connections );
- addAnimations( FBXTree, connections, sceneGraph );
- createAmbientLight( FBXTree, sceneGraph );
- return sceneGraph;
- }
- // parse nodes in FBXTree.Objects.Model
- function parseModels( FBXTree, skeletons, geometryMap, materialMap, connections ) {
- var modelMap = new Map();
- var modelNodes = FBXTree.Objects.Model;
- for ( var nodeID in modelNodes ) {
- var id = parseInt( nodeID );
- var node = modelNodes[ nodeID ];
- var relationships = connections.get( id );
- var model = buildSkeleton( relationships, skeletons, id, node.attrName );
- if ( ! model ) {
- switch ( node.attrType ) {
- case 'Camera':
- model = createCamera( FBXTree, relationships );
- break;
- case 'Light':
- model = createLight( FBXTree, relationships );
- break;
- case 'Mesh':
- model = createMesh( FBXTree, relationships, geometryMap, materialMap );
- break;
- case 'NurbsCurve':
- model = createCurve( relationships, geometryMap );
- break;
- case 'LimbNode': // usually associated with a Bone, however if a Bone was not created we'll make a Group instead
- case 'Null':
- default:
- model = new THREE.Group();
- break;
- }
- model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
- model.ID = id;
- }
- setModelTransforms( FBXTree, model, node );
- modelMap.set( id, model );
- }
- return modelMap;
- }
- function buildSkeleton( relationships, skeletons, id, name ) {
- var bone = null;
- relationships.parents.forEach( function ( parent ) {
- for ( var ID in skeletons ) {
- var skeleton = skeletons[ ID ];
- skeleton.rawBones.forEach( function ( rawBone, i ) {
- if ( rawBone.ID === parent.ID ) {
- var subBone = bone;
- bone = new THREE.Bone();
- bone.matrixWorld.copy( rawBone.transformLink );
- // set name and id here - otherwise in cases where "subBone" is created it will not have a name / id
- bone.name = THREE.PropertyBinding.sanitizeNodeName( name );
- bone.ID = id;
- skeleton.bones[ i ] = bone;
- // In cases where a bone is shared between multiple meshes
- // duplicate the bone here and and it as a child of the first bone
- if ( subBone !== null ) {
- bone.add( subBone );
- }
- }
- } );
- }
- } );
- return bone;
- }
- // create a THREE.PerspectiveCamera or THREE.OrthographicCamera
- function createCamera( FBXTree, relationships ) {
- var model;
- var cameraAttribute;
- relationships.children.forEach( function ( child ) {
- var attr = FBXTree.Objects.NodeAttribute[ child.ID ];
- if ( attr !== undefined ) {
- cameraAttribute = attr;
- }
- } );
- if ( cameraAttribute === undefined ) {
- model = new THREE.Object3D();
- } else {
- var type = 0;
- if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
- type = 1;
- }
- var nearClippingPlane = 1;
- if ( cameraAttribute.NearPlane !== undefined ) {
- nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
- }
- var farClippingPlane = 1000;
- if ( cameraAttribute.FarPlane !== undefined ) {
- farClippingPlane = cameraAttribute.FarPlane.value / 1000;
- }
- var width = window.innerWidth;
- var height = window.innerHeight;
- if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
- width = cameraAttribute.AspectWidth.value;
- height = cameraAttribute.AspectHeight.value;
- }
- var aspect = width / height;
- var fov = 45;
- if ( cameraAttribute.FieldOfView !== undefined ) {
- fov = cameraAttribute.FieldOfView.value;
- }
- var focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;
- switch ( type ) {
- case 0: // Perspective
- model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
- if ( focalLength !== null ) model.setFocalLength( focalLength );
- break;
- case 1: // Orthographic
- model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
- break;
- default:
- console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
- model = new THREE.Object3D();
- break;
- }
- }
- return model;
- }
- // Create a THREE.DirectionalLight, THREE.PointLight or THREE.SpotLight
- function createLight( FBXTree, relationships ) {
- var model;
- var lightAttribute;
- relationships.children.forEach( function ( child ) {
- var attr = FBXTree.Objects.NodeAttribute[ child.ID ];
- if ( attr !== undefined ) {
- lightAttribute = attr;
- }
- } );
- if ( lightAttribute === undefined ) {
- model = new THREE.Object3D();
- } else {
- var type;
- // LightType can be undefined for Point lights
- if ( lightAttribute.LightType === undefined ) {
- type = 0;
- } else {
- type = lightAttribute.LightType.value;
- }
- var color = 0xffffff;
- if ( lightAttribute.Color !== undefined ) {
- color = new THREE.Color().fromArray( lightAttribute.Color.value );
- }
- var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
- // light disabled
- if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
- intensity = 0;
- }
- var distance = 0;
- if ( lightAttribute.FarAttenuationEnd !== undefined ) {
- if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
- distance = 0;
- } else {
- distance = lightAttribute.FarAttenuationEnd.value;
- }
- }
- // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
- var decay = 1;
- switch ( type ) {
- case 0: // Point
- model = new THREE.PointLight( color, intensity, distance, decay );
- break;
- case 1: // Directional
- model = new THREE.DirectionalLight( color, intensity );
- break;
- case 2: // Spot
- var angle = Math.PI / 3;
- if ( lightAttribute.InnerAngle !== undefined ) {
- angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
- }
- var penumbra = 0;
- if ( lightAttribute.OuterAngle !== undefined ) {
- // TODO: this is not correct - FBX calculates outer and inner angle in degrees
- // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
- // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
- penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
- penumbra = Math.max( penumbra, 1 );
- }
- model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
- break;
- default:
- console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
- model = new THREE.PointLight( color, intensity );
- break;
- }
- if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
- model.castShadow = true;
- }
- }
- return model;
- }
- function createMesh( FBXTree, relationships, geometryMap, materialMap ) {
- var model;
- var geometry = null;
- var material = null;
- var materials = [];
- // get geometry and materials(s) from connections
- relationships.children.forEach( function ( child ) {
- if ( geometryMap.has( child.ID ) ) {
- geometry = geometryMap.get( child.ID );
- }
- if ( materialMap.has( child.ID ) ) {
- materials.push( materialMap.get( child.ID ) );
- }
- } );
- if ( materials.length > 1 ) {
- material = materials;
- } else if ( materials.length > 0 ) {
- material = materials[ 0 ];
- } else {
- material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
- materials.push( material );
- }
- if ( 'color' in geometry.attributes ) {
- materials.forEach( function ( material ) {
- material.vertexColors = THREE.VertexColors;
- } );
- }
- if ( geometry.FBX_Deformer ) {
- materials.forEach( function ( material ) {
- material.skinning = true;
- } );
- model = new THREE.SkinnedMesh( geometry, material );
- } else {
- model = new THREE.Mesh( geometry, material );
- }
- return model;
- }
- function createCurve( relationships, geometryMap ) {
- var geometry = relationships.children.reduce( function ( geo, child ) {
- if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );
- return geo;
- }, null );
- // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
- var material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
- return new THREE.Line( geometry, material );
- }
- // Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
- function createAmbientLight( FBXTree, sceneGraph ) {
- if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings ) {
- var ambientColor = FBXTree.GlobalSettings.AmbientColor.value;
- var r = ambientColor[ 0 ];
- var g = ambientColor[ 1 ];
- var b = ambientColor[ 2 ];
- if ( r !== 0 || g !== 0 || b !== 0 ) {
- var color = new THREE.Color( r, g, b );
- sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
- }
- }
- }
- function setLookAtProperties( FBXTree, model, modelNode, connections, sceneGraph ) {
- if ( 'LookAtProperty' in modelNode ) {
- var children = connections.get( model.ID ).children;
- children.forEach( function ( child ) {
- if ( child.relationship === 'LookAtProperty' ) {
- var lookAtTarget = FBXTree.Objects.Model[ child.ID ];
- if ( 'Lcl_Translation' in lookAtTarget ) {
- var pos = lookAtTarget.Lcl_Translation.value;
- // DirectionalLight, SpotLight
- if ( model.target !== undefined ) {
- model.target.position.fromArray( pos );
- sceneGraph.add( model.target );
- } else { // Cameras and other Object3Ds
- model.lookAt( new THREE.Vector3().fromArray( pos ) );
- }
- }
- }
- } );
- }
- }
- // parse the model node for transform details and apply them to the model
- function setModelTransforms( FBXTree, model, modelNode ) {
- // http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
- if ( 'RotationOrder' in modelNode ) {
- var enums = [
- 'XYZ', // default
- 'XZY',
- 'YZX',
- 'ZXY',
- 'YXZ',
- 'ZYX',
- 'SphericXYZ',
- ];
- var value = parseInt( modelNode.RotationOrder.value, 10 );
- if ( value > 0 && value < 6 ) {
- // model.rotation.order = enums[ value ];
- // Note: Euler order other than XYZ is currently not supported, so just display a warning for now
- console.warn( 'THREE.FBXLoader: unsupported Euler Order: %s. Currently only XYZ order is supported. Animations and rotations may be incorrect.', enums[ value ] );
- } else if ( value === 6 ) {
- console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
- }
- }
- if ( 'Lcl_Translation' in modelNode ) {
- model.position.fromArray( modelNode.Lcl_Translation.value );
- }
- if ( 'Lcl_Rotation' in modelNode ) {
- var rotation = modelNode.Lcl_Rotation.value.map( THREE.Math.degToRad );
- rotation.push( 'ZYX' );
- model.quaternion.setFromEuler( new THREE.Euler().fromArray( rotation ) );
- }
- if ( 'Lcl_Scaling' in modelNode ) {
- model.scale.fromArray( modelNode.Lcl_Scaling.value );
- }
- if ( 'PreRotation' in modelNode ) {
- var array = modelNode.PreRotation.value.map( THREE.Math.degToRad );
- array[ 3 ] = 'ZYX';
- var preRotations = new THREE.Euler().fromArray( array );
- preRotations = new THREE.Quaternion().setFromEuler( preRotations );
- model.quaternion.premultiply( preRotations );
- }
- }
- function bindSkeleton( FBXTree, skeletons, geometryMap, modelMap, connections ) {
- var bindMatrices = parsePoseNodes( FBXTree );
- for ( var ID in skeletons ) {
- var skeleton = skeletons[ ID ];
- var parents = connections.get( parseInt( skeleton.ID ) ).parents;
- parents.forEach( function ( parent ) {
- if ( geometryMap.has( parent.ID ) ) {
- var geoID = parent.ID;
- var geoRelationships = connections.get( geoID );
- geoRelationships.parents.forEach( function ( geoConnParent ) {
- if ( modelMap.has( geoConnParent.ID ) ) {
- var model = modelMap.get( geoConnParent.ID );
- model.bind( new THREE.Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );
- }
- } );
- }
- } );
- }
- }
- function parsePoseNodes( FBXTree ) {
- var bindMatrices = {};
- if ( 'Pose' in FBXTree.Objects ) {
- var BindPoseNode = FBXTree.Objects.Pose;
- for ( var nodeID in BindPoseNode ) {
- if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
- var poseNodes = BindPoseNode[ nodeID ].PoseNode;
- if ( Array.isArray( poseNodes ) ) {
- poseNodes.forEach( function ( poseNode ) {
- bindMatrices[ poseNode.Node ] = new THREE.Matrix4().fromArray( poseNode.Matrix.a );
- } );
- } else {
- bindMatrices[ poseNodes.Node ] = new THREE.Matrix4().fromArray( poseNodes.Matrix.a );
- }
- }
- }
- }
- return bindMatrices;
- }
- function parseAnimations( FBXTree, connections ) {
- // since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,
- // if this is undefined we can safely assume there are no animations
- if ( FBXTree.Objects.AnimationCurve === undefined ) return undefined;
- var curveNodesMap = parseAnimationCurveNodes( FBXTree );
- parseAnimationCurves( FBXTree, connections, curveNodesMap );
- var layersMap = parseAnimationLayers( FBXTree, connections, curveNodesMap );
- var rawClips = parseAnimStacks( FBXTree, connections, layersMap );
- return rawClips;
- }
- // parse nodes in FBXTree.Objects.AnimationCurveNode
- // each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
- // and is referenced by an AnimationLayer
- function parseAnimationCurveNodes( FBXTree ) {
- var rawCurveNodes = FBXTree.Objects.AnimationCurveNode;
- var curveNodesMap = new Map();
- for ( var nodeID in rawCurveNodes ) {
- var rawCurveNode = rawCurveNodes[ nodeID ];
- if ( rawCurveNode.attrName.match( /S|R|T/ ) !== null ) {
- var curveNode = {
- id: rawCurveNode.id,
- attr: rawCurveNode.attrName,
- curves: {},
- };
- curveNodesMap.set( curveNode.id, curveNode );
- }
- }
- return curveNodesMap;
- }
- // parse nodes in FBXTree.Objects.AnimationCurve and connect them up to
- // previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
- // axis ( e.g. times and values of x rotation)
- function parseAnimationCurves( FBXTree, connections, curveNodesMap ) {
- var rawCurves = FBXTree.Objects.AnimationCurve;
- for ( var nodeID in rawCurves ) {
- var animationCurve = {
- id: rawCurves[ nodeID ].id,
- times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),
- values: rawCurves[ nodeID ].KeyValueFloat.a,
- };
- var relationships = connections.get( animationCurve.id );
- if ( relationships !== undefined ) {
- var animationCurveID = relationships.parents[ 0 ].ID;
- var animationCurveRelationship = relationships.parents[ 0 ].relationship;
- var axis = '';
- if ( animationCurveRelationship.match( /X/ ) ) {
- axis = 'x';
- } else if ( animationCurveRelationship.match( /Y/ ) ) {
- axis = 'y';
- } else if ( animationCurveRelationship.match( /Z/ ) ) {
- axis = 'z';
- } else {
- continue;
- }
- curveNodesMap.get( animationCurveID ).curves[ axis ] = animationCurve;
- }
- }
- }
- // parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references
- // to various AnimationCurveNodes and is referenced by an AnimationStack node
- // note: theoretically a stack can multiple layers, however in practice there always seems to be one per stack
- function parseAnimationLayers( FBXTree, connections, curveNodesMap ) {
- var rawLayers = FBXTree.Objects.AnimationLayer;
- var layersMap = new Map();
- for ( var nodeID in rawLayers ) {
- var layerCurveNodes = [];
- var connection = connections.get( parseInt( nodeID ) );
- if ( connection !== undefined ) {
- // all the animationCurveNodes used in the layer
- var children = connection.children;
- children.forEach( function ( child, i ) {
- if ( curveNodesMap.has( child.ID ) ) {
- var curveNode = curveNodesMap.get( child.ID );
- // check that the curves are defined for at least one axis, otherwise ignore the curveNode
- if ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {
- if ( layerCurveNodes[ i ] === undefined ) {
- var modelID;
- connections.get( child.ID ).parents.forEach( function ( parent ) {
- if ( parent.relationship !== undefined ) modelID = parent.ID;
- } );
- var rawModel = FBXTree.Objects.Model[ modelID.toString() ];
- var node = {
- modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
- initialPosition: [ 0, 0, 0 ],
- initialRotation: [ 0, 0, 0 ],
- initialScale: [ 1, 1, 1 ],
- };
- if ( 'Lcl_Translation' in rawModel ) node.initialPosition = rawModel.Lcl_Translation.value;
- if ( 'Lcl_Rotation' in rawModel ) node.initialRotation = rawModel.Lcl_Rotation.value;
- if ( 'Lcl_Scaling' in rawModel ) node.initialScale = rawModel.Lcl_Scaling.value;
- // if the animated model is pre rotated, we'll have to apply the pre rotations to every
- // animation value as well
- if ( 'PreRotation' in rawModel ) node.preRotations = rawModel.PreRotation.value;
- layerCurveNodes[ i ] = node;
- }
- layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
- }
- }
- } );
- layersMap.set( parseInt( nodeID ), layerCurveNodes );
- }
- }
- return layersMap;
- }
- // parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation
- // hierarchy. Each Stack node will be used to create a THREE.AnimationClip
- function parseAnimStacks( FBXTree, connections, layersMap ) {
- var rawStacks = FBXTree.Objects.AnimationStack;
- // connect the stacks (clips) up to the layers
- var rawClips = {};
- for ( var nodeID in rawStacks ) {
- var children = connections.get( parseInt( nodeID ) ).children;
- if ( children.length > 1 ) {
- // it seems like stacks will always be associated with a single layer. But just in case there are files
- // where there are multiple layers per stack, we'll display a warning
- console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );
- }
- var layer = layersMap.get( children[ 0 ].ID );
- rawClips[ nodeID ] = {
- name: rawStacks[ nodeID ].attrName,
- layer: layer,
- };
- }
- return rawClips;
- }
- // take raw animation data from parseAnimations and connect it up to the loaded models
- function addAnimations( FBXTree, connections, sceneGraph ) {
- sceneGraph.animations = [];
- var rawClips = parseAnimations( FBXTree, connections );
- if ( rawClips === undefined ) return;
- for ( var key in rawClips ) {
- var rawClip = rawClips[ key ];
- var clip = addClip( rawClip );
- sceneGraph.animations.push( clip );
- }
- }
- function addClip( rawClip ) {
- var tracks = [];
- rawClip.layer.forEach( function ( rawTracks ) {
- tracks = tracks.concat( generateTracks( rawTracks ) );
- } );
- return new THREE.AnimationClip( rawClip.name, - 1, tracks );
- }
- function generateTracks( rawTracks ) {
- var tracks = [];
- if ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {
- var positionTrack = generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, rawTracks.initialPosition, 'position' );
- if ( positionTrack !== undefined ) tracks.push( positionTrack );
- }
- if ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {
- var rotationTrack = generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, rawTracks.initialRotation, rawTracks.preRotations );
- if ( rotationTrack !== undefined ) tracks.push( rotationTrack );
- }
- if ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {
- var scaleTrack = generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, rawTracks.initialScale, 'scale' );
- if ( scaleTrack !== undefined ) tracks.push( scaleTrack );
- }
- return tracks;
- }
- function generateVectorTrack( modelName, curves, initialValue, type ) {
- var times = getTimesForAllAxes( curves );
- var values = getKeyframeTrackValues( times, curves, initialValue );
- return new THREE.VectorKeyframeTrack( modelName + '.' + type, times, values );
- }
- function generateRotationTrack( modelName, curves, initialValue, preRotations ) {
- if ( curves.x !== undefined ) curves.x.values = curves.x.values.map( THREE.Math.degToRad );
- if ( curves.y !== undefined ) curves.y.values = curves.y.values.map( THREE.Math.degToRad );
- if ( curves.z !== undefined ) curves.z.values = curves.z.values.map( THREE.Math.degToRad );
- var times = getTimesForAllAxes( curves );
- var values = getKeyframeTrackValues( times, curves, initialValue );
- if ( preRotations !== undefined ) {
- preRotations = preRotations.map( THREE.Math.degToRad );
- preRotations.push( 'ZYX' );
- preRotations = new THREE.Euler().fromArray( preRotations );
- preRotations = new THREE.Quaternion().setFromEuler( preRotations );
- }
- var quaternion = new THREE.Quaternion();
- var euler = new THREE.Euler();
- var quaternionValues = [];
- for ( var i = 0; i < values.length; i += 3 ) {
- euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], 'ZYX' );
- quaternion.setFromEuler( euler );
- if ( preRotations !== undefined )quaternion.premultiply( preRotations );
- quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );
- }
- return new THREE.QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );
- }
- function getKeyframeTrackValues( times, curves, initialValue ) {
- var prevValue = initialValue;
- var values = [];
- var xIndex = - 1;
- var yIndex = - 1;
- var zIndex = - 1;
- times.forEach( function ( time ) {
- if ( curves.x ) xIndex = curves.x.times.indexOf( time );
- if ( curves.y ) yIndex = curves.y.times.indexOf( time );
- if ( curves.z ) zIndex = curves.z.times.indexOf( time );
- // if there is an x value defined for this frame, use that
- if ( xIndex !== - 1 ) {
- var xValue = curves.x.values[ xIndex ];
- values.push( xValue );
- prevValue[ 0 ] = xValue;
- } else {
- // otherwise use the x value from the previous frame
- values.push( prevValue[ 0 ] );
- }
- if ( yIndex !== - 1 ) {
- var yValue = curves.y.values[ yIndex ];
- values.push( yValue );
- prevValue[ 1 ] = yValue;
- } else {
- values.push( prevValue[ 1 ] );
- }
- if ( zIndex !== - 1 ) {
- var zValue = curves.z.values[ zIndex ];
- values.push( zValue );
- prevValue[ 2 ] = zValue;
- } else {
- values.push( prevValue[ 2 ] );
- }
- } );
- return values;
- }
- // For all animated objects, times are defined separately for each axis
- // Here we'll combine the times into one sorted array without duplicates
- function getTimesForAllAxes( curves ) {
- var times = [];
- // first join together the times for each axis, if defined
- if ( curves.x !== undefined ) times = times.concat( curves.x.times );
- if ( curves.y !== undefined ) times = times.concat( curves.y.times );
- if ( curves.z !== undefined ) times = times.concat( curves.z.times );
- // then sort them and remove duplicates
- times = times.sort( function ( a, b ) {
- return a - b;
- } ).filter( function ( elem, index, array ) {
- return array.indexOf( elem ) == index;
- } );
- return times;
- }
- // parse an FBX file in ASCII format
- function TextParser() {}
- Object.assign( TextParser.prototype, {
- getPrevNode: function () {
- return this.nodeStack[ this.currentIndent - 2 ];
- },
- getCurrentNode: function () {
- return this.nodeStack[ this.currentIndent - 1 ];
- },
- getCurrentProp: function () {
- return this.currentProp;
- },
- pushStack: function ( node ) {
- this.nodeStack.push( node );
- this.currentIndent += 1;
- },
- popStack: function () {
- this.nodeStack.pop();
- this.currentIndent -= 1;
- },
- setCurrentProp: function ( val, name ) {
- this.currentProp = val;
- this.currentPropName = name;
- },
- parse: function ( text ) {
- this.currentIndent = 0;
- this.allNodes = new FBXTree();
- this.nodeStack = [];
- this.currentProp = [];
- this.currentPropName = '';
- var self = this;
- var split = text.split( '\n' );
- split.forEach( function ( line, i ) {
- var matchComment = line.match( /^[\s\t]*;/ );
- var matchEmpty = line.match( /^[\s\t]*$/ );
- if ( matchComment || matchEmpty ) return;
- var matchBeginning = line.match( '^\\t{' + self.currentIndent + '}(\\w+):(.*){', '' );
- var matchProperty = line.match( '^\\t{' + ( self.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
- var matchEnd = line.match( '^\\t{' + ( self.currentIndent - 1 ) + '}}' );
- if ( matchBeginning ) {
- self.parseNodeBegin( line, matchBeginning );
- } else if ( matchProperty ) {
- self.parseNodeProperty( line, matchProperty, split[ ++ i ] );
- } else if ( matchEnd ) {
- self.popStack();
- } else if ( line.match( /^[^\s\t}]/ ) ) {
- // large arrays are split over multiple lines terminated with a ',' character
- // if this is encountered the line needs to be joined to the previous line
- self.parseNodePropertyContinued( line );
- }
- } );
- return this.allNodes;
- },
- parseNodeBegin: function ( line, property ) {
- var nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
- var nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {
- return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );
- } );
- var node = { name: nodeName };
- var attrs = this.parseNodeAttr( nodeAttrs );
- var currentNode = this.getCurrentNode();
- // a top node
- if ( this.currentIndent === 0 ) {
- this.allNodes.add( nodeName, node );
- } else { // a subnode
- // if the subnode already exists, append it
- if ( nodeName in currentNode ) {
- // special case Pose needs PoseNodes as an array
- if ( nodeName === 'PoseNode' ) {
- currentNode.PoseNode.push( node );
- } else if ( currentNode[ nodeName ].id !== undefined ) {
- currentNode[ nodeName ] = {};
- currentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];
- }
- if ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;
- } else if ( typeof attrs.id === 'number' ) {
- currentNode[ nodeName ] = {};
- currentNode[ nodeName ][ attrs.id ] = node;
- } else if ( nodeName !== 'Properties70' ) {
- if ( nodeName === 'PoseNode' ) currentNode[ nodeName ] = [ node ];
- else currentNode[ nodeName ] = node;
- }
- }
- if ( typeof attrs.id === 'number' ) node.id = attrs.id;
- if ( attrs.name !== '' ) node.attrName = attrs.name;
- if ( attrs.type !== '' ) node.attrType = attrs.type;
- this.pushStack( node );
- },
- parseNodeAttr: function ( attrs ) {
- var id = attrs[ 0 ];
- if ( attrs[ 0 ] !== '' ) {
- id = parseInt( attrs[ 0 ] );
- if ( isNaN( id ) ) {
- id = attrs[ 0 ];
- }
- }
- var name = '', type = '';
- if ( attrs.length > 1 ) {
- name = attrs[ 1 ].replace( /^(\w+)::/, '' );
- type = attrs[ 2 ];
- }
- return { id: id, name: name, type: type };
- },
- parseNodeProperty: function ( line, property, contentLine ) {
- var propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
- var propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
- // for special case: base64 image data follows "Content: ," line
- // Content: ,
- // "/9j/4RDaRXhpZgAATU0A..."
- if ( propName === 'Content' && propValue === ',' ) {
- propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();
- }
- var currentNode = this.getCurrentNode();
- var parentName = currentNode.name;
- if ( parentName === 'Properties70' ) {
- this.parseNodeSpecialProperty( line, propName, propValue );
- return;
- }
- // Connections
- if ( propName === 'C' ) {
- var connProps = propValue.split( ',' ).slice( 1 );
- var from = parseInt( connProps[ 0 ] );
- var to = parseInt( connProps[ 1 ] );
- var rest = propValue.split( ',' ).slice( 3 );
- rest = rest.map( function ( elem ) {
- return elem.trim().replace( /^"/, '' );
- } );
- propName = 'connections';
- propValue = [ from, to ];
- append( propValue, rest );
- if ( currentNode[ propName ] === undefined ) {
- currentNode[ propName ] = [];
- }
- }
- // Node
- if ( propName === 'Node' ) currentNode.id = propValue;
- // connections
- if ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {
- currentNode[ propName ].push( propValue );
- } else {
- if ( propName !== 'a' ) currentNode[ propName ] = propValue;
- else currentNode.a = propValue;
- }
- this.setCurrentProp( currentNode, propName );
- // convert string to array, unless it ends in ',' in which case more will be added to it
- if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
- currentNode.a = parseNumberArray( propValue );
- }
- },
- parseNodePropertyContinued: function ( line ) {
- var currentNode = this.getCurrentNode();
- currentNode.a += line;
- // if the line doesn't end in ',' we have reached the end of the property value
- // so convert the string to an array
- if ( line.slice( - 1 ) !== ',' ) {
- currentNode.a = parseNumberArray( currentNode.a );
- }
- },
- // parse "Property70"
- parseNodeSpecialProperty: function ( line, propName, propValue ) {
- // split this
- // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
- // into array like below
- // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
- var props = propValue.split( '",' ).map( function ( prop ) {
- return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
- } );
- var innerPropName = props[ 0 ];
- var innerPropType1 = props[ 1 ];
- var innerPropType2 = props[ 2 ];
- var innerPropFlag = props[ 3 ];
- var innerPropValue = props[ 4 ];
- // cast values where needed, otherwise leave as strings
- switch ( innerPropType1 ) {
- case 'int':
- case 'enum':
- case 'bool':
- case 'ULongLong':
- case 'double':
- case 'Number':
- case 'FieldOfView':
- innerPropValue = parseFloat( innerPropValue );
- break;
- case 'Color':
- case 'ColorRGB':
- case 'Vector3D':
- case 'Lcl_Translation':
- case 'Lcl_Rotation':
- case 'Lcl_Scaling':
- innerPropValue = parseNumberArray( innerPropValue );
- break;
- }
- // CAUTION: these props must append to parent's parent
- this.getPrevNode()[ innerPropName ] = {
- 'type': innerPropType1,
- 'type2': innerPropType2,
- 'flag': innerPropFlag,
- 'value': innerPropValue
- };
- this.setCurrentProp( this.getPrevNode(), innerPropName );
- },
- } );
- // Parse an FBX file in Binary format
- function BinaryParser() {}
- Object.assign( BinaryParser.prototype, {
- parse: function ( buffer ) {
- var reader = new BinaryReader( buffer );
- reader.skip( 23 ); // skip magic 23 bytes
- var version = reader.getUint32();
- console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
- var allNodes = new FBXTree();
- while ( ! this.endOfContent( reader ) ) {
- var node = this.parseNode( reader, version );
- if ( node !== null ) allNodes.add( node.name, node );
- }
- return allNodes;
- },
- // Check if reader has reached the end of content.
- endOfContent: function ( reader ) {
- // footer size: 160bytes + 16-byte alignment padding
- // - 16bytes: magic
- // - padding til 16-byte alignment (at least 1byte?)
- // (seems like some exporters embed fixed 15 or 16bytes?)
- // - 4bytes: magic
- // - 4bytes: version
- // - 120bytes: zero
- // - 16bytes: magic
- if ( reader.size() % 16 === 0 ) {
- return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
- } else {
- return reader.getOffset() + 160 + 16 >= reader.size();
- }
- },
- // recursively parse nodes until the end of the file is reached
- parseNode: function ( reader, version ) {
- var node = {};
- // The first three data sizes depends on version.
- var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
- var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
- // note: do not remove this even if you get a linter warning as it moves the buffer forward
- var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
- var nameLen = reader.getUint8();
- var name = reader.getString( nameLen );
- // Regards this node as NULL-record if endOffset is zero
- if ( endOffset === 0 ) return null;
- var propertyList = [];
- for ( var i = 0; i < numProperties; i ++ ) {
- propertyList.push( this.parseProperty( reader ) );
- }
- // Regards the first three elements in propertyList as id, attrName, and attrType
- var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
- var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
- var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
- // check if this node represents just a single property
- // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
- node.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;
- while ( endOffset > reader.getOffset() ) {
- var subNode = this.parseNode( reader, version );
- if ( subNode !== null ) this.parseSubNode( name, node, subNode );
- }
- node.propertyList = propertyList; // raw property list used by parent
- if ( typeof id === 'number' ) node.id = id;
- if ( attrName !== '' ) node.attrName = attrName;
- if ( attrType !== '' ) node.attrType = attrType;
- if ( name !== '' ) node.name = name;
- return node;
- },
- parseSubNode: function ( name, node, subNode ) {
- // special case: child node is single property
- if ( subNode.singleProperty === true ) {
- var value = subNode.propertyList[ 0 ];
- if ( Array.isArray( value ) ) {
- node[ subNode.name ] = subNode;
- subNode.a = value;
- } else {
- node[ subNode.name ] = value;
- }
- } else if ( name === 'Connections' && subNode.name === 'C' ) {
- var array = [];
- subNode.propertyList.forEach( function ( property, i ) {
- // first Connection is FBX type (OO, OP, etc.). We'll discard these
- if ( i !== 0 ) array.push( property );
- } );
- if ( node.connections === undefined ) {
- node.connections = [];
- }
- node.connections.push( array );
- } else if ( subNode.name === 'Properties70' ) {
- var keys = Object.keys( subNode );
- keys.forEach( function ( key ) {
- node[ key ] = subNode[ key ];
- } );
- } else if ( name === 'Properties70' && subNode.name === 'P' ) {
- var innerPropName = subNode.propertyList[ 0 ];
- var innerPropType1 = subNode.propertyList[ 1 ];
- var innerPropType2 = subNode.propertyList[ 2 ];
- var innerPropFlag = subNode.propertyList[ 3 ];
- var innerPropValue;
- if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
- if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
- if ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
- innerPropValue = [
- subNode.propertyList[ 4 ],
- subNode.propertyList[ 5 ],
- subNode.propertyList[ 6 ]
- ];
- } else {
- innerPropValue = subNode.propertyList[ 4 ];
- }
- // this will be copied to parent, see above
- node[ innerPropName ] = {
- 'type': innerPropType1,
- 'type2': innerPropType2,
- 'flag': innerPropFlag,
- 'value': innerPropValue
- };
- } else if ( node[ subNode.name ] === undefined ) {
- if ( typeof subNode.id === 'number' ) {
- node[ subNode.name ] = {};
- node[ subNode.name ][ subNode.id ] = subNode;
- } else {
- node[ subNode.name ] = subNode;
- }
- } else {
- if ( subNode.name === 'PoseNode' ) {
- if ( ! Array.isArray( node[ subNode.name ] ) ) {
- node[ subNode.name ] = [ node[ subNode.name ] ];
- }
- node[ subNode.name ].push( subNode );
- } else if ( node[ subNode.name ][ subNode.id ] === undefined ) {
- node[ subNode.name ][ subNode.id ] = subNode;
- }
- }
- },
- parseProperty: function ( reader ) {
- var type = reader.getString( 1 );
- switch ( type ) {
- case 'C':
- return reader.getBoolean();
- case 'D':
- return reader.getFloat64();
- case 'F':
- return reader.getFloat32();
- case 'I':
- return reader.getInt32();
- case 'L':
- return reader.getInt64();
- case 'R':
- var length = reader.getUint32();
- return reader.getArrayBuffer( length );
- case 'S':
- var length = reader.getUint32();
- return reader.getString( length );
- case 'Y':
- return reader.getInt16();
- case 'b':
- case 'c':
- case 'd':
- case 'f':
- case 'i':
- case 'l':
- var arrayLength = reader.getUint32();
- var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
- var compressedLength = reader.getUint32();
- if ( encoding === 0 ) {
- switch ( type ) {
- case 'b':
- case 'c':
- return reader.getBooleanArray( arrayLength );
- case 'd':
- return reader.getFloat64Array( arrayLength );
- case 'f':
- return reader.getFloat32Array( arrayLength );
- case 'i':
- return reader.getInt32Array( arrayLength );
- case 'l':
- return reader.getInt64Array( arrayLength );
- }
- }
- if ( window.Zlib === undefined ) {
- console.error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
- }
- var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
- var reader2 = new BinaryReader( inflate.decompress().buffer );
- switch ( type ) {
- case 'b':
- case 'c':
- return reader2.getBooleanArray( arrayLength );
- case 'd':
- return reader2.getFloat64Array( arrayLength );
- case 'f':
- return reader2.getFloat32Array( arrayLength );
- case 'i':
- return reader2.getInt32Array( arrayLength );
- case 'l':
- return reader2.getInt64Array( arrayLength );
- }
- default:
- throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
- }
- }
- } );
- function BinaryReader( buffer, littleEndian ) {
- this.dv = new DataView( buffer );
- this.offset = 0;
- this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
- }
- Object.assign( BinaryReader.prototype, {
- getOffset: function () {
- return this.offset;
- },
- size: function () {
- return this.dv.buffer.byteLength;
- },
- skip: function ( length ) {
- this.offset += length;
- },
- // seems like true/false representation depends on exporter.
- // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
- // then sees LSB.
- getBoolean: function () {
- return ( this.getUint8() & 1 ) === 1;
- },
- getBooleanArray: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getBoolean() );
- }
- return a;
- },
- getUint8: function () {
- var value = this.dv.getUint8( this.offset );
- this.offset += 1;
- return value;
- },
- getInt16: function () {
- var value = this.dv.getInt16( this.offset, this.littleEndian );
- this.offset += 2;
- return value;
- },
- getInt32: function () {
- var value = this.dv.getInt32( this.offset, this.littleEndian );
- this.offset += 4;
- return value;
- },
- getInt32Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getInt32() );
- }
- return a;
- },
- getUint32: function () {
- var value = this.dv.getUint32( this.offset, this.littleEndian );
- this.offset += 4;
- return value;
- },
- // JavaScript doesn't support 64-bit integer so calculate this here
- // 1 << 32 will return 1 so using multiply operation instead here.
- // There's a possibility that this method returns wrong value if the value
- // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
- // TODO: safely handle 64-bit integer
- getInt64: function () {
- var low, high;
- if ( this.littleEndian ) {
- low = this.getUint32();
- high = this.getUint32();
- } else {
- high = this.getUint32();
- low = this.getUint32();
- }
- // calculate negative value
- if ( high & 0x80000000 ) {
- high = ~ high & 0xFFFFFFFF;
- low = ~ low & 0xFFFFFFFF;
- if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
- low = ( low + 1 ) & 0xFFFFFFFF;
- return - ( high * 0x100000000 + low );
- }
- return high * 0x100000000 + low;
- },
- getInt64Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getInt64() );
- }
- return a;
- },
- // Note: see getInt64() comment
- getUint64: function () {
- var low, high;
- if ( this.littleEndian ) {
- low = this.getUint32();
- high = this.getUint32();
- } else {
- high = this.getUint32();
- low = this.getUint32();
- }
- return high * 0x100000000 + low;
- },
- getFloat32: function () {
- var value = this.dv.getFloat32( this.offset, this.littleEndian );
- this.offset += 4;
- return value;
- },
- getFloat32Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getFloat32() );
- }
- return a;
- },
- getFloat64: function () {
- var value = this.dv.getFloat64( this.offset, this.littleEndian );
- this.offset += 8;
- return value;
- },
- getFloat64Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getFloat64() );
- }
- return a;
- },
- getArrayBuffer: function ( size ) {
- var value = this.dv.buffer.slice( this.offset, this.offset + size );
- this.offset += size;
- return value;
- },
- getString: function ( size ) {
- var a = new Uint8Array( size );
- for ( var i = 0; i < size; i ++ ) {
- a[ i ] = this.getUint8();
- }
- var nullByte = a.indexOf( 0 );
- if ( nullByte >= 0 ) a = a.slice( 0, nullByte );
- return THREE.LoaderUtils.decodeText( a );
- }
- } );
- // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
- // and BinaryParser( FBX Binary format)
- function FBXTree() {}
- Object.assign( FBXTree.prototype, {
- add: function ( key, val ) {
- this[ key ] = val;
- },
- } );
- function isFbxFormatBinary( buffer ) {
- var CORRECT = 'Kaydara FBX Binary \0';
- return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
- }
- function isFbxFormatASCII( text ) {
- var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
- var cursor = 0;
- function read( offset ) {
- var result = text[ offset - 1 ];
- text = text.slice( cursor + offset );
- cursor ++;
- return result;
- }
- for ( var i = 0; i < CORRECT.length; ++ i ) {
- var num = read( 1 );
- if ( num === CORRECT[ i ] ) {
- return false;
- }
- }
- return true;
- }
- function getFbxVersion( text ) {
- var versionRegExp = /FBXVersion: (\d+)/;
- var match = text.match( versionRegExp );
- if ( match ) {
- var version = parseInt( match[ 1 ] );
- return version;
- }
- throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
- }
- // Converts FBX ticks into real time seconds.
- function convertFBXTimeToSeconds( time ) {
- return time / 46186158000;
- }
- // Parses comma separated list of numbers and returns them an array.
- // Used internally by the TextParser
- function parseNumberArray( value ) {
- var array = value.split( ',' ).map( function ( val ) {
- return parseFloat( val );
- } );
- return array;
- }
- function convertArrayBufferToString( buffer, from, to ) {
- if ( from === undefined ) from = 0;
- if ( to === undefined ) to = buffer.byteLength;
- return THREE.LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );
- }
- function append( a, b ) {
- for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
- a[ j ] = b[ i ];
- }
- }
- function slice( a, b, from, to ) {
- for ( var i = from, j = 0; i < to; i ++, j ++ ) {
- a[ j ] = b[ i ];
- }
- return a;
- }
- } )();
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