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