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