FBXLoader.js 89 KB

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