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- /**
- * @author Kyle-Larson https://github.com/Kyle-Larson
- * @author Takahiro https://github.com/takahirox
- *
- * Loader loads FBX file and generates Group representing FBX scene.
- * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
- *
- * Supports:
- * Mesh Generation (Positional Data)
- * Normal Data (Per Vertex Drawing Instance)
- * UV Data (Per Vertex Drawing Instance)
- * Skinning
- * Animation
- * - Separated Animations based on stacks.
- * - Skeletal & Non-Skeletal Animations
- * NURBS (Open, Closed and Periodic forms)
- *
- * Needs Support:
- * Indexed Buffers
- * PreRotation support.
- * Euler rotation order
- *
- * FBX format references:
- * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
- *
- * Binary format specification:
- * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
- * https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
- */
- ( function () {
- THREE.FBXLoader = function ( manager ) {
- this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
- };
- Object.assign( THREE.FBXLoader.prototype, {
- load: function ( url, onLoad, onProgress, onError ) {
- var self = this;
- var resourceDirectory = THREE.Loader.prototype.extractUrlBase( url );
- var loader = new THREE.FileLoader( this.manager );
- loader.setResponseType( 'arraybuffer' );
- loader.load( url, function ( buffer ) {
- try {
- var scene = self.parse( buffer, resourceDirectory );
- onLoad( scene );
- } catch ( error ) {
- window.setTimeout( function () {
- if ( onError ) onError( error );
- self.manager.itemError( url );
- }, 0 );
- }
- }, onProgress, onError );
- },
- parse: function ( FBXBuffer, resourceDirectory ) {
- var FBXTree;
- if ( isFbxFormatBinary( FBXBuffer ) ) {
- FBXTree = new BinaryParser().parse( FBXBuffer );
- } else {
- var FBXText = convertArrayBufferToString( FBXBuffer );
- if ( ! isFbxFormatASCII( FBXText ) ) {
- throw new Error( 'THREE.FBXLoader: Unknown format.' );
- }
- if ( getFbxVersion( FBXText ) < 7000 ) {
- throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
- }
- FBXTree = new TextParser().parse( FBXText );
- }
- // console.log( FBXTree );
- var connections = parseConnections( FBXTree );
- var images = parseImages( FBXTree );
- var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
- var materials = parseMaterials( FBXTree, textures, connections );
- var deformers = parseDeformers( FBXTree, connections );
- var geometryMap = parseGeometries( FBXTree, connections, deformers );
- var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
- return sceneGraph;
- }
- } );
- // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
- // and details the connection type
- function parseConnections( FBXTree ) {
- var connectionMap = new Map();
- if ( 'Connections' in FBXTree ) {
- var connectionArray = FBXTree.Connections.properties.connections;
- for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
- var connection = connectionArray[ connectionArrayIndex ];
- if ( ! connectionMap.has( connection[ 0 ] ) ) {
- connectionMap.set( connection[ 0 ], {
- parents: [],
- children: []
- } );
- }
- var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
- connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
- if ( ! connectionMap.has( connection[ 1 ] ) ) {
- connectionMap.set( connection[ 1 ], {
- parents: [],
- children: []
- } );
- }
- var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
- connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
- }
- }
- return connectionMap;
- }
- // Parses map of images referenced in FBXTree.Objects.subNodes.Video
- // Images can either be referenced externally or embedded in the file
- // These images are connected to textures in FBXTree.Objects.subNodes.Textures
- // via FBXTree.Connections. Note that images can be duplicated here, in which case only one
- // will will have a .Content field
- function parseImages( FBXTree ) {
- var imageMap = new Map();
- if ( 'Video' in FBXTree.Objects.subNodes ) {
- var videoNodes = FBXTree.Objects.subNodes.Video;
- for ( var nodeID in videoNodes ) {
- var videoNode = videoNodes[ nodeID ];
- // raw image data is in videoNode.properties.Content
- if ( 'Content' in videoNode.properties ) {
- var image = parseImage( videoNodes[ nodeID ] );
- imageMap.set( parseInt( nodeID ), image );
- }
- }
- }
- return imageMap;
- }
- // Parse embedded image data in FBXTree.Video.properties.Content
- function parseImage( videoNode ) {
- var content = videoNode.properties.Content;
- var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
- var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
- var type;
- switch ( extension ) {
- case 'bmp':
- type = 'image/bmp';
- break;
- case 'jpg':
- case 'jpeg':
- type = 'image/jpeg';
- break;
- case 'png':
- type = 'image/png';
- break;
- case 'tif':
- type = 'image/tiff';
- break;
- default:
- console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
- return;
- }
- if ( typeof content === 'string' ) {
- return 'data:' + type + ';base64,' + content;
- } else {
- var array = new Uint8Array( content );
- return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
- }
- }
- // Parse nodes in FBXTree.Objects.subNodes.Texture
- // These contain details such as UV scaling, cropping, rotation etc and are connected
- // to images in FBXTree.Objects.subNodes.Video
- function parseTextures( FBXTree, loader, imageMap, connections ) {
- var textureMap = new Map();
- if ( 'Texture' in FBXTree.Objects.subNodes ) {
- var textureNodes = FBXTree.Objects.subNodes.Texture;
- for ( var nodeID in textureNodes ) {
- var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
- textureMap.set( parseInt( nodeID ), texture );
- }
- }
- return textureMap;
- }
- // Parse individual node in FBXTree.Objects.subNodes.Texture
- function parseTexture( textureNode, loader, imageMap, connections ) {
- var FBX_ID = textureNode.id;
- var name = textureNode.attrName;
- var fileName;
- var filePath = textureNode.properties.FileName;
- var relativeFilePath = textureNode.properties.RelativeFilename;
- var children = connections.get( FBX_ID ).children;
- if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
- fileName = imageMap.get( children[ 0 ].ID );
- } else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' && relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
- // use textureNode.properties.RelativeFilename
- // if it exists and it doesn't seem an absolute path
- fileName = relativeFilePath;
- } else {
- var split = filePath.split( /[\\\/]/ );
- if ( split.length > 0 ) {
- fileName = split[ split.length - 1 ];
- } else {
- fileName = filePath;
- }
- }
- var currentPath = loader.path;
- if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
- loader.setPath( undefined );
- }
- var texture = loader.load( fileName );
- texture.name = name;
- texture.FBX_ID = FBX_ID;
- var wrapModeU = textureNode.properties.WrapModeU;
- var wrapModeV = textureNode.properties.WrapModeV;
- var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
- var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
- // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
- // 0: repeat(default), 1: clamp
- texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
- texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
- if ( 'Scaling' in textureNode.properties ) {
- var values = textureNode.properties.Scaling.value;
- texture.repeat.x = values[ 0 ];
- texture.repeat.y = values[ 1 ];
- }
- loader.setPath( currentPath );
- return texture;
- }
- // Parse nodes in FBXTree.Objects.subNodes.Material
- function parseMaterials( FBXTree, textureMap, connections ) {
- var materialMap = new Map();
- if ( 'Material' in FBXTree.Objects.subNodes ) {
- var materialNodes = FBXTree.Objects.subNodes.Material;
- for ( var nodeID in materialNodes ) {
- var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
- if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
- }
- }
- return materialMap;
- }
- // Parse single node in FBXTree.Objects.subNodes.Material
- // Materials are connected to texture maps in FBXTree.Objects.subNodes.Textures
- // FBX format currently only supports Lambert and Phong shading models
- function parseMaterial( materialNode, textureMap, connections ) {
- var FBX_ID = materialNode.id;
- var name = materialNode.attrName;
- var type = materialNode.properties.ShadingModel;
- //Case where FBX wraps shading model in property object.
- if ( typeof type === 'object' ) {
- type = type.value;
- }
- // Ignore unused materials which don't have any connections.
- if ( ! connections.has( FBX_ID ) ) return null;
- var children = connections.get( FBX_ID ).children;
- var parameters = parseParameters( materialNode.properties, textureMap, children );
- var material;
- switch ( type.toLowerCase() ) {
- case 'phong':
- material = new THREE.MeshPhongMaterial();
- break;
- case 'lambert':
- material = new THREE.MeshLambertMaterial();
- break;
- default:
- console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
- material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
- break;
- }
- material.setValues( parameters );
- material.name = name;
- return material;
- }
- // Parse FBX material and return parameters suitable for a three.js material
- // Also parse the texture map and return any textures associated with the material
- function parseParameters( properties, textureMap, childrenRelationships ) {
- var parameters = {};
- if ( properties.BumpFactor ) {
- parameters.bumpScale = properties.BumpFactor.value;
- }
- if ( properties.Diffuse ) {
- parameters.color = parseColor( properties.Diffuse );
- }
- if ( properties.DisplacementFactor ) {
- parameters.displacementScale = properties.DisplacementFactor.value;
- }
- if ( properties.ReflectionFactor ) {
- parameters.reflectivity = properties.ReflectionFactor.value;
- }
- if ( properties.Specular ) {
- parameters.specular = parseColor( properties.Specular );
- }
- if ( properties.Shininess ) {
- parameters.shininess = properties.Shininess.value;
- }
- if ( properties.Emissive ) {
- parameters.emissive = parseColor( properties.Emissive );
- }
- if ( properties.EmissiveFactor ) {
- parameters.emissiveIntensity = parseFloat( properties.EmissiveFactor.value );
- }
- if ( properties.Opacity ) {
- parameters.opacity = parseFloat( properties.Opacity.value );
- }
- if ( parameters.opacity < 1.0 ) {
- parameters.transparent = true;
- }
- for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
- var relationship = childrenRelationships[ childrenRelationshipsIndex ];
- var type = relationship.relationship;
- switch ( type ) {
- case 'Bump':
- parameters.bumpMap = textureMap.get( relationship.ID );
- break;
- case 'DiffuseColor':
- parameters.map = textureMap.get( relationship.ID );
- break;
- case 'DisplacementColor':
- parameters.displacementMap = textureMap.get( relationship.ID );
- break;
- case 'EmissiveColor':
- parameters.emissiveMap = textureMap.get( relationship.ID );
- break;
- case 'NormalMap':
- parameters.normalMap = textureMap.get( relationship.ID );
- break;
- case 'ReflectionColor':
- parameters.envMap = textureMap.get( relationship.ID );
- parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
- break;
- case 'SpecularColor':
- parameters.specularMap = textureMap.get( relationship.ID );
- break;
- case 'TransparentColor':
- parameters.alphaMap = textureMap.get( relationship.ID );
- parameters.transparent = true;
- break;
- case 'AmbientColor':
- case 'ShininessExponent': // AKA glossiness map
- case 'SpecularFactor': // AKA specularLevel
- case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
- default:
- console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
- break;
- }
- }
- return parameters;
- }
- // Parse nodes in FBXTree.Objects.subNodes.Deformer
- // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
- // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
- function parseDeformers( FBXTree, connections ) {
- var deformers = {};
- if ( 'Deformer' in FBXTree.Objects.subNodes ) {
- var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
- for ( var nodeID in DeformerNodes ) {
- var deformerNode = DeformerNodes[ nodeID ];
- if ( deformerNode.attrType === 'Skin' ) {
- var conns = connections.get( parseInt( nodeID ) );
- var skeleton = parseSkeleton( conns, DeformerNodes );
- skeleton.FBX_ID = parseInt( nodeID );
- deformers[ nodeID ] = skeleton;
- }
- }
- }
- return deformers;
- }
- // Parse single nodes in FBXTree.Objects.subNodes.Deformer
- // Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections
- // and an object containing SubDeformer nodes.
- function parseSkeleton( connections, DeformerNodes ) {
- var subDeformers = {};
- var children = connections.children;
- for ( var i = 0, l = children.length; i < l; ++ i ) {
- var child = children[ i ];
- var subDeformerNode = DeformerNodes[ child.ID ];
- var subDeformer = {
- FBX_ID: child.ID,
- index: i,
- indices: [],
- weights: [],
- transform: new THREE.Matrix4().fromArray( subDeformerNode.subNodes.Transform.properties.a ),
- transformLink: new THREE.Matrix4().fromArray( subDeformerNode.subNodes.TransformLink.properties.a ),
- linkMode: subDeformerNode.properties.Mode
- };
- if ( 'Indexes' in subDeformerNode.subNodes ) {
- subDeformer.indices = subDeformerNode.subNodes.Indexes.properties.a;
- subDeformer.weights = subDeformerNode.subNodes.Weights.properties.a;
- }
- subDeformers[ child.ID ] = subDeformer;
- }
- return {
- map: subDeformers,
- bones: []
- };
- }
- // Parse nodes in FBXTree.Objects.subNodes.Geometry
- function parseGeometries( FBXTree, connections, deformers ) {
- var geometryMap = new Map();
- if ( 'Geometry' in FBXTree.Objects.subNodes ) {
- var geometryNodes = FBXTree.Objects.subNodes.Geometry;
- for ( var nodeID in geometryNodes ) {
- var relationships = connections.get( parseInt( nodeID ) );
- var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers );
- geometryMap.set( parseInt( nodeID ), geo );
- }
- }
- return geometryMap;
- }
- // Parse single node in FBXTree.Objects.subNodes.Geometry
- function parseGeometry( geometryNode, relationships, deformers ) {
- switch ( geometryNode.attrType ) {
- case 'Mesh':
- return parseMeshGeometry( geometryNode, relationships, deformers );
- break;
- case 'NurbsCurve':
- return parseNurbsGeometry( geometryNode );
- break;
- }
- }
- // Parse single node mesh geometry in FBXTree.Objects.subNodes.Geometry
- function parseMeshGeometry( geometryNode, relationships, deformers ) {
- for ( var i = 0; i < relationships.children.length; ++ i ) {
- var deformer = deformers[ relationships.children[ i ].ID ];
- if ( deformer !== undefined ) break;
- }
- return genGeometry( geometryNode, deformer );
- }
- // Generate a THREE.BufferGeometry from a node in FBXTree.Objects.subNodes.Geometry
- function genGeometry( geometryNode, deformer ) {
- var subNodes = geometryNode.subNodes;
- var vertexPositions = subNodes.Vertices.properties.a;
- var vertexIndices = subNodes.PolygonVertexIndex.properties.a;
- // create arrays to hold the final data used to build the buffergeometry
- var vertexBuffer = [];
- var normalBuffer = [];
- var colorsBuffer = [];
- var uvsBuffer = [];
- var materialIndexBuffer = [];
- var vertexWeightsBuffer = [];
- var weightsIndicesBuffer = [];
- if ( subNodes.LayerElementColor ) {
- var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
- }
- if ( subNodes.LayerElementMaterial ) {
- var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
- }
- if ( subNodes.LayerElementNormal ) {
- var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
- }
- if ( subNodes.LayerElementUV ) {
- var uvInfo = [];
- var i = 0;
- while ( subNodes.LayerElementUV[ i ] ) {
- uvInfo.push( getUVs( subNodes.LayerElementUV[ i ] ) );
- i ++;
- }
- }
- var weightTable = {};
- if ( deformer ) {
- var subDeformers = deformer.map;
- for ( var key in subDeformers ) {
- var subDeformer = subDeformers[ key ];
- var indices = subDeformer.indices;
- for ( var j = 0; j < indices.length; j ++ ) {
- var index = indices[ j ];
- var weight = subDeformer.weights[ j ];
- if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
- weightTable[ index ].push( {
- id: subDeformer.index,
- weight: weight
- } );
- }
- }
- }
- var polygonIndex = 0;
- var faceLength = 0;
- var displayedWeightsWarning = false;
- // these will hold data for a single face
- var vertexPositionIndexes = [];
- var faceNormals = [];
- var faceColors = [];
- var faceUVs = [];
- var faceWeights = [];
- var faceWeightIndices = [];
- for ( var polygonVertexIndex = 0; polygonVertexIndex < vertexIndices.length; polygonVertexIndex ++ ) {
- var vertexIndex = vertexIndices[ polygonVertexIndex ];
- var endOfFace = false;
- // Face index and vertex index arrays are combined in a single array
- // A cube with quad faces looks like this:
- // PolygonVertexIndex: *24 {
- // a: 0, 1, 3, -3, 2, 3, 5, -5, 4, 5, 7, -7, 6, 7, 1, -1, 1, 7, 5, -4, 6, 0, 2, -5
- // }
- // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
- // to find index of last vertex multiply by -1 and subtract 1: -3 * - 1 - 1 = 2
- if ( vertexIndex < 0 ) {
- vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
- vertexIndices[ polygonVertexIndex ] = vertexIndex;
- endOfFace = true;
- }
- var weightIndices = [];
- var weights = [];
- vertexPositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
- if ( colorInfo ) {
- var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo );
- faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
- }
- if ( deformer ) {
- if ( weightTable[ vertexIndex ] !== undefined ) {
- var array = weightTable[ vertexIndex ];
- for ( var j = 0, jl = array.length; j < jl; j ++ ) {
- weights.push( array[ j ].weight );
- weightIndices.push( array[ j ].id );
- }
- }
- if ( weights.length > 4 ) {
- if ( ! displayedWeightsWarning ) {
- console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
- displayedWeightsWarning = true;
- }
- var WIndex = [ 0, 0, 0, 0 ];
- var Weight = [ 0, 0, 0, 0 ];
- weights.forEach( function ( weight, weightIndex ) {
- var currentWeight = weight;
- var currentIndex = weightIndices[ weightIndex ];
- Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
- if ( currentWeight > comparedWeight ) {
- comparedWeightArray[ comparedWeightIndex ] = currentWeight;
- currentWeight = comparedWeight;
- var tmp = WIndex[ comparedWeightIndex ];
- WIndex[ comparedWeightIndex ] = currentIndex;
- currentIndex = tmp;
- }
- } );
- } );
- weightIndices = WIndex;
- weights = Weight;
- }
- // if the weight array is shorter than 4 pad with 0s
- for ( var i = weights.length; i < 4; ++ i ) {
- weights[ i ] = 0;
- weightIndices[ i ] = 0;
- }
- for ( var i = 0; i < 4; ++ i ) {
- faceWeights.push( weights[ i ] );
- faceWeightIndices.push( weightIndices[ i ] );
- }
- }
- if ( normalInfo ) {
- var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo );
- faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
- }
- if ( uvInfo ) {
- for ( var i = 0; i < uvInfo.length; i ++ ) {
- var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo[ i ] );
- if ( faceUVs[ i ] === undefined ) {
- faceUVs[ i ] = [];
- }
- faceUVs[ i ].push(
- data[ 0 ],
- data[ 1 ]
- );
- }
- }
- faceLength ++;
- // we have reached the end of a face - it may have 4 sides though
- // in which case the data is split into to represent 3 sides faces
- if ( endOfFace ) {
- for ( var i = 2; i < faceLength; i ++ ) {
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 0 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 1 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 2 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 1 ] ] );
- vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 2 ] ] );
- }
- if ( deformer ) {
- for ( var i = 2; i < faceLength; i ++ ) {
- vertexWeightsBuffer.push( faceWeights[ 0 ] );
- vertexWeightsBuffer.push( faceWeights[ 1 ] );
- vertexWeightsBuffer.push( faceWeights[ 2 ] );
- vertexWeightsBuffer.push( faceWeights[ 3 ] );
- vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 ] );
- vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
- vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
- vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
- vertexWeightsBuffer.push( faceWeights[ i * 4 ] );
- vertexWeightsBuffer.push( faceWeights[ i * 4 + 1 ] );
- vertexWeightsBuffer.push( faceWeights[ i * 4 + 2 ] );
- vertexWeightsBuffer.push( faceWeights[ i * 4 + 3 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ 0 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ 1 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ 2 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ 3 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ i * 4 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 1 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 2 ] );
- weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 3 ] );
- }
- }
- if ( normalInfo ) {
- for ( var i = 2; i < faceLength; i ++ ) {
- normalBuffer.push( faceNormals[ 0 ] );
- normalBuffer.push( faceNormals[ 1 ] );
- normalBuffer.push( faceNormals[ 2 ] );
- normalBuffer.push( faceNormals[ ( i - 1 ) * 3 ] );
- normalBuffer.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
- normalBuffer.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
- normalBuffer.push( faceNormals[ i * 3 ] );
- normalBuffer.push( faceNormals[ i * 3 + 1 ] );
- normalBuffer.push( faceNormals[ i * 3 + 2 ] );
- }
- }
- if ( uvInfo ) {
- for ( var j = 0; j < uvInfo.length; j ++ ) {
- if ( uvsBuffer[ j ] === undefined ) uvsBuffer[ j ] = [];
- for ( var i = 2; i < faceLength; i ++ ) {
- uvsBuffer[ j ].push( faceUVs[ j ][ 0 ] );
- uvsBuffer[ j ].push( faceUVs[ j ][ 1 ] );
- uvsBuffer[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
- uvsBuffer[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
- uvsBuffer[ j ].push( faceUVs[ j ][ i * 2 ] );
- uvsBuffer[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
- }
- }
- }
- if ( colorInfo ) {
- for ( var i = 2; i < faceLength; i ++ ) {
- colorsBuffer.push( faceColors[ 0 ] );
- colorsBuffer.push( faceColors[ 1 ] );
- colorsBuffer.push( faceColors[ 2 ] );
- colorsBuffer.push( faceColors[ ( i - 1 ) * 3 ] );
- colorsBuffer.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
- colorsBuffer.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
- colorsBuffer.push( faceColors[ i * 3 ] );
- colorsBuffer.push( faceColors[ i * 3 + 1 ] );
- colorsBuffer.push( faceColors[ i * 3 + 2 ] );
- }
- }
- if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
- var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo )[ 0 ];
- for ( var i = 2; i < faceLength; i ++ ) {
- materialIndexBuffer.push( materialIndex );
- materialIndexBuffer.push( materialIndex );
- materialIndexBuffer.push( materialIndex );
- }
- }
- polygonIndex ++;
- endOfFace = false;
- faceLength = 0;
- // reset arrays for the next face
- vertexPositionIndexes = [];
- faceNormals = [];
- faceColors = [];
- faceUVs = [];
- faceWeights = [];
- faceWeightIndices = [];
- }
- }
- var geo = new THREE.BufferGeometry();
- geo.name = geometryNode.name;
- geo.addAttribute( 'position', new THREE.Float32BufferAttribute( vertexBuffer, 3 ) );
- if ( colorsBuffer.length > 0 ) {
- geo.addAttribute( 'color', new THREE.Float32BufferAttribute( colorsBuffer, 3 ) );
- }
- if ( deformer ) {
- geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( weightsIndicesBuffer, 4 ) );
- geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( vertexWeightsBuffer, 4 ) );
- // used later to bind the skeleton to the model
- geo.FBX_Deformer = deformer;
- }
- if ( normalBuffer.length > 0 ) {
- geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( normalBuffer, 3 ) );
- }
- if ( uvsBuffer.length > 0 ) {
- for ( var i = 0; i < uvsBuffer.length; i ++ ) {
- var name = 'uv' + ( i + 1 ).toString();
- if ( i == 0 ) {
- name = 'uv';
- }
- geo.addAttribute( name, new THREE.Float32BufferAttribute( uvsBuffer[ i ], 2 ) );
- }
- }
- if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
- // Convert the material indices of each vertex into rendering groups on the geometry.
- var prevMaterialIndex = materialIndexBuffer[ 0 ];
- var startIndex = 0;
- for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
- if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) {
- geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
- prevMaterialIndex = materialIndexBuffer[ i ];
- startIndex = i;
- }
- }
- // the loop above doesn't add the last group, do that here.
- if ( geo.groups.length > 0 ) {
- var lastGroup = geo.groups[ geo.groups.length - 1 ];
- var lastIndex = lastGroup.start + lastGroup.count;
- if ( lastIndex !== materialIndexBuffer.length ) {
- geo.addGroup( lastIndex, materialIndexBuffer.length - lastIndex, prevMaterialIndex );
- }
- }
- // case where there are multiple materials but the whole geometry is only
- // using one of them
- if ( geo.groups.length === 0 ) {
- geo.addGroup( 0, materialIndexBuffer.length, materialIndexBuffer[ 0 ] );
- }
- }
- return geo;
- }
- // Parse normal from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementNormal if it exists
- function getNormals( NormalNode ) {
- var mappingType = NormalNode.properties.MappingInformationType;
- var referenceType = NormalNode.properties.ReferenceInformationType;
- var buffer = NormalNode.subNodes.Normals.properties.a;
- var indexBuffer = [];
- if ( referenceType === 'IndexToDirect' ) {
- if ( 'NormalIndex' in NormalNode.subNodes ) {
- indexBuffer = NormalNode.subNodes.NormalIndex.properties.a;
- } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
- indexBuffer = NormalNode.subNodes.NormalsIndex.properties.a;
- }
- }
- return {
- dataSize: 3,
- buffer: buffer,
- indices: indexBuffer,
- mappingType: mappingType,
- referenceType: referenceType
- };
- }
- // Parse UVs from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementUV if it exists
- function getUVs( UVNode ) {
- var mappingType = UVNode.properties.MappingInformationType;
- var referenceType = UVNode.properties.ReferenceInformationType;
- var buffer = UVNode.subNodes.UV.properties.a;
- var indexBuffer = [];
- if ( referenceType === 'IndexToDirect' ) {
- indexBuffer = UVNode.subNodes.UVIndex.properties.a;
- }
- return {
- dataSize: 2,
- buffer: buffer,
- indices: indexBuffer,
- mappingType: mappingType,
- referenceType: referenceType
- };
- }
- // Parse Vertex Colors from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementColor if it exists
- function getColors( ColorNode ) {
- var mappingType = ColorNode.properties.MappingInformationType;
- var referenceType = ColorNode.properties.ReferenceInformationType;
- var buffer = ColorNode.subNodes.Colors.properties.a;
- var indexBuffer = [];
- if ( referenceType === 'IndexToDirect' ) {
- indexBuffer = ColorNode.subNodes.ColorIndex.properties.a;
- }
- return {
- dataSize: 4,
- buffer: buffer,
- indices: indexBuffer,
- mappingType: mappingType,
- referenceType: referenceType
- };
- }
- // Parse mapping and material data in FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementMaterial if it exists
- function getMaterials( MaterialNode ) {
- var mappingType = MaterialNode.properties.MappingInformationType;
- var referenceType = MaterialNode.properties.ReferenceInformationType;
- if ( mappingType === 'NoMappingInformation' ) {
- return {
- dataSize: 1,
- buffer: [ 0 ],
- indices: [ 0 ],
- mappingType: 'AllSame',
- referenceType: referenceType
- };
- }
- var materialIndexBuffer = MaterialNode.subNodes.Materials.properties.a;
- // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
- // we expect.So we create an intermediate buffer that points to the index in the buffer,
- // for conforming with the other functions we've written for other data.
- var materialIndices = [];
- for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
- materialIndices.push( materialIndexBufferIndex );
- }
- return {
- dataSize: 1,
- buffer: materialIndexBuffer,
- indices: materialIndices,
- mappingType: mappingType,
- referenceType: referenceType
- };
- }
- // Functions use the infoObject and given indices to return value array of geometry.
- // infoObject can be materialInfo, normalInfo, UVInfo or colorInfo
- // polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
- // polygonIndex - Index of polygon in geometry.
- // vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
- var dataArray = [];
- var GetData = {
- ByPolygonVertex: {
- Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- var from = ( polygonVertexIndex * infoObject.dataSize );
- var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
- // return infoObject.buffer.slice( from, to );
- return slice( dataArray, infoObject.buffer, from, to );
- },
- IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- var index = infoObject.indices[ polygonVertexIndex ];
- var from = ( index * infoObject.dataSize );
- var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
- // return infoObject.buffer.slice( from, to );
- return slice( dataArray, infoObject.buffer, from, to );
- }
- },
- ByPolygon: {
- Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- var from = polygonIndex * infoObject.dataSize;
- var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
- // return infoObject.buffer.slice( from, to );
- return slice( dataArray, infoObject.buffer, from, to );
- },
- IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- var index = infoObject.indices[ polygonIndex ];
- var from = index * infoObject.dataSize;
- var to = index * infoObject.dataSize + infoObject.dataSize;
- // return infoObject.buffer.slice( from, to );
- return slice( dataArray, infoObject.buffer, from, to );
- }
- },
- ByVertice: {
- Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- var from = ( vertexIndex * infoObject.dataSize );
- var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
- // return infoObject.buffer.slice( from, to );
- return slice( dataArray, infoObject.buffer, from, to );
- }
- },
- AllSame: {
- IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- var from = infoObject.indices[ 0 ] * infoObject.dataSize;
- var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
- // return infoObject.buffer.slice( from, to );
- return slice( dataArray, infoObject.buffer, from, to );
- }
- }
- };
- function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
- return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
- }
- // Generate a NurbGeometry from a node in FBXTree.Objects.subNodes.Geometry
- function parseNurbsGeometry( geometryNode ) {
- if ( THREE.NURBSCurve === undefined ) {
- console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
- return new THREE.BufferGeometry();
- }
- var order = parseInt( geometryNode.properties.Order );
- if ( isNaN( order ) ) {
- console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.properties.Order, geometryNode.id );
- return new THREE.BufferGeometry();
- }
- var degree = order - 1;
- var knots = geometryNode.subNodes.KnotVector.properties.a;
- var controlPoints = [];
- var pointsValues = geometryNode.subNodes.Points.properties.a;
- for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
- controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
- }
- var startKnot, endKnot;
- if ( geometryNode.properties.Form === 'Closed' ) {
- controlPoints.push( controlPoints[ 0 ] );
- } else if ( geometryNode.properties.Form === 'Periodic' ) {
- startKnot = degree;
- endKnot = knots.length - 1 - startKnot;
- for ( var i = 0; i < degree; ++ i ) {
- controlPoints.push( controlPoints[ i ] );
- }
- }
- var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
- var vertices = curve.getPoints( controlPoints.length * 7 );
- var positions = new Float32Array( vertices.length * 3 );
- for ( var i = 0, l = vertices.length; i < l; ++ i ) {
- vertices[ i ].toArray( positions, i * 3 );
- }
- var geometry = new THREE.BufferGeometry();
- geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
- return geometry;
- }
- // parse nodes in FBXTree.Objects.subNodes.Model and generate a THREE.Group
- function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
- var sceneGraph = new THREE.Group();
- var ModelNode = FBXTree.Objects.subNodes.Model;
- var modelArray = [];
- var modelMap = new Map();
- for ( var nodeID in ModelNode ) {
- var id = parseInt( nodeID );
- var node = ModelNode[ nodeID ];
- var conns = connections.get( id );
- var model = null;
- for ( var i = 0; i < conns.parents.length; ++ i ) {
- for ( var FBX_ID in deformers ) {
- var deformer = deformers[ FBX_ID ];
- var subDeformers = deformer.map;
- var subDeformer = subDeformers[ conns.parents[ i ].ID ];
- if ( subDeformer ) {
- var model2 = model;
- model = new THREE.Bone();
- deformer.bones[ subDeformer.index ] = model;
- // seems like we need this not to make non-connected bone, maybe?
- // TODO: confirm
- if ( model2 !== null ) model.add( model2 );
- }
- }
- }
- if ( ! model ) {
- switch ( node.attrType ) {
- // create a THREE.PerspectiveCamera or THREE.OrthographicCamera
- case 'Camera':
- var cameraAttribute;
- for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
- var childID = conns.children[ childrenIndex ].ID;
- var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
- if ( attr !== undefined && attr.properties !== undefined ) {
- cameraAttribute = attr.properties;
- }
- }
- if ( cameraAttribute === undefined ) {
- model = new THREE.Object3D();
- } else {
- var type = 0;
- if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
- type = 1;
- }
- var nearClippingPlane = 1;
- if ( cameraAttribute.NearPlane !== undefined ) {
- nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
- }
- var farClippingPlane = 1000;
- if ( cameraAttribute.FarPlane !== undefined ) {
- farClippingPlane = cameraAttribute.FarPlane.value / 1000;
- }
- var width = window.innerWidth;
- var height = window.innerHeight;
- if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
- width = cameraAttribute.AspectWidth.value;
- height = cameraAttribute.AspectHeight.value;
- }
- var aspect = width / height;
- var fov = 45;
- if ( cameraAttribute.FieldOfView !== undefined ) {
- fov = cameraAttribute.FieldOfView.value;
- }
- switch ( type ) {
- case 0: // Perspective
- model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
- break;
- case 1: // Orthographic
- model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
- break;
- default:
- console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
- model = new THREE.Object3D();
- break;
- }
- }
- break;
- // Create a THREE.DirectionalLight, THREE.PointLight or THREE.SpotLight
- case 'Light':
- var lightAttribute;
- for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
- var childID = conns.children[ childrenIndex ].ID;
- var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
- if ( attr !== undefined && attr.properties !== undefined ) {
- lightAttribute = attr.properties;
- }
- }
- if ( lightAttribute === undefined ) {
- model = new THREE.Object3D();
- } else {
- var type;
- // LightType can be undefined for Point lights
- if ( lightAttribute.LightType === undefined ) {
- type = 0;
- } else {
- type = lightAttribute.LightType.value;
- }
- var color = 0xffffff;
- if ( lightAttribute.Color !== undefined ) {
- color = parseColor( lightAttribute.Color );
- }
- var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
- // light disabled
- if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
- intensity = 0;
- }
- var distance = 0;
- if ( lightAttribute.FarAttenuationEnd !== undefined ) {
- if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
- distance = 0;
- } else {
- distance = lightAttribute.FarAttenuationEnd.value / 1000;
- }
- }
- // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
- var decay = 1;
- switch ( type ) {
- case 0: // Point
- model = new THREE.PointLight( color, intensity, distance, decay );
- break;
- case 1: // Directional
- model = new THREE.DirectionalLight( color, intensity );
- break;
- case 2: // Spot
- var angle = Math.PI / 3;
- if ( lightAttribute.InnerAngle !== undefined ) {
- angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
- }
- var penumbra = 0;
- if ( lightAttribute.OuterAngle !== undefined ) {
- // TODO: this is not correct - FBX calculates outer and inner angle in degrees
- // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
- // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
- penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
- penumbra = Math.max( penumbra, 1 );
- }
- model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
- break;
- default:
- console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
- model = new THREE.PointLight( color, intensity );
- break;
- }
- if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
- model.castShadow = true;
- }
- }
- break;
- case 'Mesh':
- var geometry = null;
- var material = null;
- var materials = [];
- for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
- var child = conns.children[ childrenIndex ];
- if ( geometryMap.has( child.ID ) ) {
- geometry = geometryMap.get( child.ID );
- }
- if ( materialMap.has( child.ID ) ) {
- materials.push( materialMap.get( child.ID ) );
- }
- }
- if ( materials.length > 1 ) {
- material = materials;
- } else if ( materials.length > 0 ) {
- material = materials[ 0 ];
- } else {
- material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
- materials.push( material );
- }
- if ( 'color' in geometry.attributes ) {
- for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++ materialIndex ) {
- materials[ materialIndex ].vertexColors = THREE.VertexColors;
- }
- }
- if ( geometry.FBX_Deformer ) {
- for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
- materials[ materialsIndex ].skinning = true;
- }
- model = new THREE.SkinnedMesh( geometry, material );
- } else {
- model = new THREE.Mesh( geometry, material );
- }
- break;
- case 'NurbsCurve':
- var geometry = null;
- for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
- var child = conns.children[ childrenIndex ];
- if ( geometryMap.has( child.ID ) ) {
- geometry = geometryMap.get( child.ID );
- }
- }
- // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
- material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
- model = new THREE.Line( geometry, material );
- break;
- default:
- model = new THREE.Group();
- break;
- }
- }
- model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
- model.FBX_ID = id;
- modelArray.push( model );
- modelMap.set( id, model );
- }
- for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
- var model = modelArray[ modelArrayIndex ];
- var node = ModelNode[ model.FBX_ID ];
- if ( 'Lcl_Translation' in node.properties ) {
- model.position.fromArray( node.properties.Lcl_Translation.value );
- }
- if ( 'Lcl_Rotation' in node.properties ) {
- var rotation = node.properties.Lcl_Rotation.value.map( THREE.Math.degToRad );
- rotation.push( 'ZYX' );
- model.rotation.fromArray( rotation );
- }
- if ( 'Lcl_Scaling' in node.properties ) {
- model.scale.fromArray( node.properties.Lcl_Scaling.value );
- }
- if ( 'PreRotation' in node.properties ) {
- var array = node.properties.PreRotation.value.map( THREE.Math.degToRad );
- array[ 3 ] = 'ZYX';
- var preRotations = new THREE.Euler().fromArray( array );
- preRotations = new THREE.Quaternion().setFromEuler( preRotations );
- var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
- preRotations.multiply( currentRotation );
- model.rotation.setFromQuaternion( preRotations, 'ZYX' );
- }
- // allow transformed pivots - see https://github.com/mrdoob/three.js/issues/11895
- if ( 'GeometricTranslation' in node.properties ) {
- var array = node.properties.GeometricTranslation.value;
- model.traverse( function ( child ) {
- if ( child.geometry ) {
- child.geometry.translate( array[ 0 ], array[ 1 ], array[ 2 ] );
- }
- } );
- }
- if ( 'LookAtProperty' in node.properties ) {
- var conns = connections.get( model.FBX_ID );
- for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
- var child = conns.children[ childrenIndex ];
- if ( child.relationship === 'LookAtProperty' ) {
- var lookAtTarget = FBXTree.Objects.subNodes.Model[ child.ID ];
- if ( 'Lcl_Translation' in lookAtTarget.properties ) {
- var pos = lookAtTarget.properties.Lcl_Translation.value;
- // DirectionalLight, SpotLight
- if ( model.target !== undefined ) {
- model.target.position.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
- sceneGraph.add( model.target );
- } else { // Cameras and other Object3Ds
- model.lookAt( new THREE.Vector3( pos[ 0 ], pos[ 1 ], pos[ 2 ] ) );
- }
- }
- }
- }
- }
- var conns = connections.get( model.FBX_ID );
- for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
- var pIndex = findIndex( modelArray, function ( mod ) {
- return mod.FBX_ID === conns.parents[ parentIndex ].ID;
- } );
- if ( pIndex > - 1 ) {
- modelArray[ pIndex ].add( model );
- break;
- }
- }
- if ( model.parent === null ) {
- sceneGraph.add( model );
- }
- }
- // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
- sceneGraph.updateMatrixWorld( true );
- var worldMatrices = new Map();
- // Put skeleton into bind pose.
- if ( 'Pose' in FBXTree.Objects.subNodes ) {
- var BindPoseNode = FBXTree.Objects.subNodes.Pose;
- for ( var nodeID in BindPoseNode ) {
- if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
- BindPoseNode = BindPoseNode[ nodeID ];
- break;
- }
- }
- var PoseNode = BindPoseNode.subNodes.PoseNode;
- for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
- var node = PoseNode[ PoseNodeIndex ];
- var rawMatWrd = new THREE.Matrix4().fromArray( node.subNodes.Matrix.properties.a );
- worldMatrices.set( parseInt( node.properties.Node ), rawMatWrd );
- }
- }
- for ( var FBX_ID in deformers ) {
- var deformer = deformers[ FBX_ID ];
- var subDeformers = deformer.map;
- for ( var key in subDeformers ) {
- var subDeformer = subDeformers[ key ];
- var subDeformerIndex = subDeformer.index;
- var bone = deformer.bones[ subDeformerIndex ];
- if ( ! worldMatrices.has( bone.FBX_ID ) ) {
- break;
- }
- var mat = worldMatrices.get( bone.FBX_ID );
- bone.matrixWorld.copy( mat );
- }
- // Now that skeleton is in bind pose, bind to model.
- deformer.skeleton = new THREE.Skeleton( deformer.bones );
- var conns = connections.get( deformer.FBX_ID );
- var parents = conns.parents;
- for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
- var parent = parents[ parentsIndex ];
- if ( geometryMap.has( parent.ID ) ) {
- var geoID = parent.ID;
- var geoConns = connections.get( geoID );
- for ( var i = 0; i < geoConns.parents.length; ++ i ) {
- if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
- var model = modelMap.get( geoConns.parents[ i ].ID );
- model.bind( deformer.skeleton, model.matrixWorld );
- break;
- }
- }
- }
- }
- }
- //Skeleton is now bound, return objects to starting world positions.
- sceneGraph.updateMatrixWorld( true );
- // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
- // to attach animations to, since FBX treats animations as animations for the entire scene,
- // not just for individual objects.
- sceneGraph.skeleton = {
- bones: modelArray
- };
- var animations = parseAnimations( FBXTree, connections, sceneGraph );
- addAnimations( sceneGraph, animations );
- // Parse ambient color - if it's not set to black (default), create an ambient light
- if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings.properties ) {
- var ambientColor = FBXTree.GlobalSettings.properties.AmbientColor.value;
- var r = ambientColor[ 0 ];
- var g = ambientColor[ 1 ];
- var b = ambientColor[ 2 ];
- if ( r !== 0 || g !== 0 || b !== 0 ) {
- var color = new THREE.Color( r, g, b );
- sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
- }
- }
- return sceneGraph;
- }
- // Parses animation information from nodes in
- // FBXTree.Objects.subNodes.AnimationCurve ( connected to AnimationCurveNode )
- // FBXTree.Objects.subNodes.AnimationCurveNode ( connected to AnimationLayer and an animated property in some other node )
- // FBXTree.Objects.subNodes.AnimationLayer ( connected to AnimationStack )
- // FBXTree.Objects.subNodes.AnimationStack
- function parseAnimations( FBXTree, connections, sceneGraph ) {
- var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
- var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
- var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
- var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
- var fps = 30; // default framerate
- if ( 'GlobalSettings' in FBXTree && 'TimeMode' in FBXTree.GlobalSettings.properties ) {
- /* Autodesk time mode documentation can be found here:
- * 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
- */
- var timeModeEnum = [
- 30, // 0: eDefaultMode
- 120, // 1: eFrames120
- 100, // 2: eFrames100
- 60, // 3: eFrames60
- 50, // 4: eFrames50
- 48, // 5: eFrames48
- 30, // 6: eFrames30 (black and white NTSC )
- 30, // 7: eFrames30Drop
- 29.97, // 8: eNTSCDropFrame
- 29.97, // 90: eNTSCFullFrame
- 25, // 10: ePal ( PAL/SECAM )
- 24, // 11: eFrames24 (Film/Cinema)
- 1, // 12: eFrames1000 (use for date time))
- 23.976, // 13: eFilmFullFrame
- 30, // 14: eCustom: use GlobalSettings.properties.CustomFrameRate.value
- 96, // 15: eFrames96
- 72, // 16: eFrames72
- 59.94, // 17: eFrames59dot94
- ];
- var eMode = FBXTree.GlobalSettings.properties.TimeMode.value;
- if ( eMode === 14 ) {
- if ( 'CustomFrameRate' in FBXTree.GlobalSettings.properties ) {
- fps = FBXTree.GlobalSettings.properties.CustomFrameRate.value;
- fps = ( fps === - 1 ) ? 30 : fps;
- }
- } else if ( eMode <= 17 ) { // for future proofing - if more eModes get added, they will default to 30fps
- fps = timeModeEnum[ eMode ];
- }
- }
- var returnObject = {
- curves: new Map(),
- layers: {},
- stacks: {},
- length: 0,
- fps: fps,
- frames: 0
- };
- var animationCurveNodes = [];
- for ( var nodeID in rawNodes ) {
- if ( nodeID.match( /\d+/ ) ) {
- var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
- animationCurveNodes.push( animationNode );
- }
- }
- var tmpMap = new Map();
- for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
- if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
- continue;
- }
- tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
- }
- var animationCurves = [];
- for ( nodeID in rawCurves ) {
- if ( nodeID.match( /\d+/ ) ) {
- var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
- // seems like this check would be necessary?
- if ( ! connections.has( animationCurve.id ) ) continue;
- animationCurves.push( animationCurve );
- var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
- var firstParentID = firstParentConn.ID;
- var firstParentRelationship = firstParentConn.relationship;
- var axis = '';
- if ( firstParentRelationship.match( /X/ ) ) {
- axis = 'x';
- } else if ( firstParentRelationship.match( /Y/ ) ) {
- axis = 'y';
- } else if ( firstParentRelationship.match( /Z/ ) ) {
- axis = 'z';
- } else {
- continue;
- }
- tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
- }
- }
- tmpMap.forEach( function ( curveNode ) {
- var id = curveNode.containerBoneID;
- if ( ! returnObject.curves.has( id ) ) {
- returnObject.curves.set( id, { T: null, R: null, S: null } );
- }
- returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
- if ( curveNode.attr === 'R' ) {
- var curves = curveNode.curves;
- // Some FBX files have an AnimationCurveNode
- // which isn't any connected to any AnimationCurve.
- // Setting animation parameter for them here.
- if ( curves.x === null ) {
- curves.x = {
- version: null,
- times: [ 0.0 ],
- values: [ 0.0 ]
- };
- }
- if ( curves.y === null ) {
- curves.y = {
- version: null,
- times: [ 0.0 ],
- values: [ 0.0 ]
- };
- }
- if ( curves.z === null ) {
- curves.z = {
- version: null,
- times: [ 0.0 ],
- values: [ 0.0 ]
- };
- }
- curves.x.values = curves.x.values.map( THREE.Math.degToRad );
- curves.y.values = curves.y.values.map( THREE.Math.degToRad );
- curves.z.values = curves.z.values.map( THREE.Math.degToRad );
- if ( curveNode.preRotations !== null ) {
- var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
- preRotations = new THREE.Quaternion().setFromEuler( preRotations );
- var frameRotation = new THREE.Euler();
- var frameRotationQuaternion = new THREE.Quaternion();
- for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {
- frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
- frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
- frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
- curves.x.values[ frame ] = frameRotation.x;
- curves.y.values[ frame ] = frameRotation.y;
- curves.z.values[ frame ] = frameRotation.z;
- }
- }
- }
- } );
- for ( var nodeID in rawLayers ) {
- var layer = [];
- var connection = connections.get( parseInt( nodeID ) );
- if ( connection !== undefined ) {
- var children = connection.children;
- for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
- // Skip lockInfluenceWeights
- if ( tmpMap.has( children[ childIndex ].ID ) ) {
- var curveNode = tmpMap.get( children[ childIndex ].ID );
- var boneID = curveNode.containerBoneID;
- if ( layer[ boneID ] === undefined ) {
- layer[ boneID ] = {
- T: null,
- R: null,
- S: null
- };
- }
- layer[ boneID ][ curveNode.attr ] = curveNode;
- }
- }
- returnObject.layers[ nodeID ] = layer;
- }
- }
- for ( var nodeID in rawStacks ) {
- var layers = [];
- var children = connections.get( parseInt( nodeID ) ).children;
- var timestamps = { max: 0, min: Number.MAX_VALUE };
- for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
- var currentLayer = returnObject.layers[ children[ childIndex ].ID ];
- if ( currentLayer !== undefined ) {
- layers.push( currentLayer );
- for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
- var layer = currentLayer[ currentLayerIndex ];
- if ( layer ) {
- getCurveNodeMaxMinTimeStamps( layer, timestamps );
- }
- }
- }
- }
- // Do we have an animation clip with actual length?
- if ( timestamps.max > timestamps.min ) {
- returnObject.stacks[ nodeID ] = {
- name: rawStacks[ nodeID ].attrName,
- layers: layers,
- length: timestamps.max - timestamps.min,
- frames: ( timestamps.max - timestamps.min ) * returnObject.fps
- };
- }
- }
- return returnObject;
- }
- function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
- var rawModels = FBXTree.Objects.subNodes.Model;
- var returnObject = {
- id: animationCurveNode.id,
- attr: animationCurveNode.attrName,
- internalID: animationCurveNode.id,
- attrX: false,
- attrY: false,
- attrZ: false,
- containerBoneID: - 1,
- containerID: - 1,
- curves: {
- x: null,
- y: null,
- z: null
- },
- preRotations: null
- };
- if ( returnObject.attr.match( /S|R|T/ ) ) {
- for ( var attributeKey in animationCurveNode.properties ) {
- if ( attributeKey.match( /X/ ) ) {
- returnObject.attrX = true;
- }
- if ( attributeKey.match( /Y/ ) ) {
- returnObject.attrY = true;
- }
- if ( attributeKey.match( /Z/ ) ) {
- returnObject.attrZ = true;
- }
- }
- } else {
- return null;
- }
- var conns = connections.get( returnObject.id );
- var containerIndices = conns.parents;
- for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
- var boneID = findIndex( sceneGraph.skeleton.bones, function ( bone ) {
- return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
- } );
- if ( boneID > - 1 ) {
- returnObject.containerBoneID = boneID;
- returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
- var model = rawModels[ returnObject.containerID.toString() ];
- if ( 'PreRotation' in model.properties ) {
- returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );
- }
- break;
- }
- }
- return returnObject;
- }
- function parseAnimationCurve( animationCurve ) {
- return {
- version: null,
- id: animationCurve.id,
- internalID: animationCurve.id,
- times: animationCurve.subNodes.KeyTime.properties.a.map( convertFBXTimeToSeconds ),
- values: animationCurve.subNodes.KeyValueFloat.properties.a,
- attrFlag: animationCurve.subNodes.KeyAttrFlags.properties.a,
- attrData: animationCurve.subNodes.KeyAttrDataFloat.properties.a,
- };
- }
- // Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
- // than the max or min respectively.
- function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
- if ( layer.R ) {
- getCurveMaxMinTimeStamp( layer.R.curves, timestamps );
- }
- if ( layer.S ) {
- getCurveMaxMinTimeStamp( layer.S.curves, timestamps );
- }
- if ( layer.T ) {
- getCurveMaxMinTimeStamp( layer.T.curves, timestamps );
- }
- }
- // Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
- // exceeds the maximum or minimum.
- function getCurveMaxMinTimeStamp( curve, timestamps ) {
- if ( curve.x ) {
- getCurveAxisMaxMinTimeStamps( curve.x, timestamps );
- }
- if ( curve.y ) {
- getCurveAxisMaxMinTimeStamps( curve.y, timestamps );
- }
- if ( curve.z ) {
- getCurveAxisMaxMinTimeStamps( curve.z, timestamps );
- }
- }
- // Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
- function getCurveAxisMaxMinTimeStamps( axis, timestamps ) {
- timestamps.max = axis.times[ axis.times.length - 1 ] > timestamps.max ? axis.times[ axis.times.length - 1 ] : timestamps.max;
- timestamps.min = axis.times[ 0 ] < timestamps.min ? axis.times[ 0 ] : timestamps.min;
- }
- function addAnimations( group, animations ) {
- if ( group.animations === undefined ) {
- group.animations = [];
- }
- var stacks = animations.stacks;
- for ( var key in stacks ) {
- var stack = stacks[ key ];
- var animationData = {
- name: stack.name,
- fps: animations.fps,
- length: stack.length,
- hierarchy: []
- };
- var bones = group.skeleton.bones;
- for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
- var bone = bones[ bonesIndex ];
- var name = bone.name.replace( /.*:/, '' );
- var parentIndex = findIndex( bones, function ( parentBone ) {
- return bone.parent === parentBone;
- } );
- animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
- }
- for ( var frame = 0; frame <= stack.frames; frame ++ ) {
- for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
- var bone = bones[ bonesIndex ];
- var boneIndex = bonesIndex;
- var animationNode = stack.layers[ 0 ][ boneIndex ];
- for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
- var node = animationData.hierarchy[ hierarchyIndex ];
- if ( node.name === bone.name ) {
- node.keys.push( generateKey( animations, animationNode, bone, frame ) );
- }
- }
- }
- }
- group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
- }
- }
- var euler = new THREE.Euler();
- var quaternion = new THREE.Quaternion();
- function generateKey( animations, animationNode, bone, frame ) {
- var key = {
- time: frame / animations.fps,
- pos: bone.position.toArray(),
- rot: bone.quaternion.toArray(),
- scl: bone.scale.toArray()
- };
- if ( animationNode === undefined ) return key;
- euler.setFromQuaternion( bone.quaternion, 'ZYX', false );
- try {
- if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
- if ( animationNode.T.curves.x.values[ frame ] ) {
- key.pos[ 0 ] = animationNode.T.curves.x.values[ frame ];
- }
- if ( animationNode.T.curves.y.values[ frame ] ) {
- key.pos[ 1 ] = animationNode.T.curves.y.values[ frame ];
- }
- if ( animationNode.T.curves.z.values[ frame ] ) {
- key.pos[ 2 ] = animationNode.T.curves.z.values[ frame ];
- }
- }
- if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
- // Only update the euler's values if rotation is defined for the axis on this frame
- if ( animationNode.R.curves.x.values[ frame ] ) {
- euler.x = animationNode.R.curves.x.values[ frame ];
- }
- if ( animationNode.R.curves.y.values[ frame ] ) {
- euler.y = animationNode.R.curves.y.values[ frame ];
- }
- if ( animationNode.R.curves.z.values[ frame ] ) {
- euler.z = animationNode.R.curves.z.values[ frame ];
- }
- quaternion.setFromEuler( euler );
- key.rot = quaternion.toArray();
- }
- if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
- if ( animationNode.T.curves.x.values[ frame ] ) {
- key.scl[ 0 ] = animationNode.S.curves.x.values[ frame ];
- }
- if ( animationNode.T.curves.y.values[ frame ] ) {
- key.scl[ 1 ] = animationNode.S.curves.y.values[ frame ];
- }
- if ( animationNode.T.curves.z.values[ frame ] ) {
- key.scl[ 2 ] = animationNode.S.curves.z.values[ frame ];
- }
- }
- } catch ( error ) {
- // Curve is not fully plotted.
- console.log( 'THREE.FBXLoader: ', bone );
- console.log( 'THREE.FBXLoader: ', error );
- }
- return key;
- }
- var AXES = [ 'x', 'y', 'z' ];
- function hasCurve( animationNode, attribute ) {
- if ( animationNode === undefined ) {
- return false;
- }
- var attributeNode = animationNode[ attribute ];
- if ( ! attributeNode ) {
- return false;
- }
- return AXES.every( function ( key ) {
- return attributeNode.curves[ key ] !== null;
- } );
- }
- function hasKeyOnFrame( attributeNode, frame ) {
- return AXES.every( function ( key ) {
- return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
- } );
- }
- function isKeyExistOnFrame( curve, frame ) {
- return curve.values[ frame ] !== undefined;
- }
- // parse an FBX file in ASCII format
- function TextParser() {}
- Object.assign( TextParser.prototype, {
- getPrevNode: function () {
- return this.nodeStack[ this.currentIndent - 2 ];
- },
- getCurrentNode: function () {
- return this.nodeStack[ this.currentIndent - 1 ];
- },
- getCurrentProp: function () {
- return this.currentProp;
- },
- pushStack: function ( node ) {
- this.nodeStack.push( node );
- this.currentIndent += 1;
- },
- popStack: function () {
- this.nodeStack.pop();
- this.currentIndent -= 1;
- },
- setCurrentProp: function ( val, name ) {
- this.currentProp = val;
- this.currentPropName = name;
- },
- parse: function ( text ) {
- this.currentIndent = 0;
- this.allNodes = new FBXTree();
- this.nodeStack = [];
- this.currentProp = [];
- this.currentPropName = '';
- var split = text.split( '\n' );
- for ( var lineNum = 0, lineLength = split.length; lineNum < lineLength; lineNum ++ ) {
- var l = split[ lineNum ];
- // skip comment line
- if ( l.match( /^[\s\t]*;/ ) ) {
- continue;
- }
- // skip empty line
- if ( l.match( /^[\s\t]*$/ ) ) {
- continue;
- }
- // beginning of node
- var beginningOfNodeExp = new RegExp( '^\\t{' + this.currentIndent + '}(\\w+):(.*){', '' );
- var match = l.match( beginningOfNodeExp );
- if ( match ) {
- var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
- var nodeAttrs = match[ 2 ].split( ',' );
- for ( var i = 0, l = nodeAttrs.length; i < l; i ++ ) {
- nodeAttrs[ i ] = nodeAttrs[ i ].trim().replace( /^"/, '' ).replace( /"$/, '' );
- }
- this.parseNodeBegin( l, nodeName, nodeAttrs || null );
- continue;
- }
- // node's property
- var propExp = new RegExp( '^\\t{' + ( this.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
- var match = l.match( propExp );
- if ( match ) {
- var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
- var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
- // for special case: base64 image data follows "Content: ," line
- // Content: ,
- // "iVB..."
- if ( propName === 'Content' && propValue === ',' ) {
- propValue = split[ ++ lineNum ].replace( /"/g, '' ).replace( /,$/, '' ).trim();
- }
- this.parseNodeProperty( l, propName, propValue );
- continue;
- }
- // end of node
- var endOfNodeExp = new RegExp( '^\\t{' + ( this.currentIndent - 1 ) + '}}' );
- if ( l.match( endOfNodeExp ) ) {
- this.nodeEnd();
- continue;
- }
- // large arrays are split over multiple lines terminated with a ',' character
- // if this is encountered the line needs to be joined to the previous line
- if ( l.match( /^[^\s\t}]/ ) ) {
- this.parseNodePropertyContinued( l );
- }
- }
- return this.allNodes;
- },
- parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
- var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
- var attrs = this.parseNodeAttr( nodeAttrs );
- var currentNode = this.getCurrentNode();
- // a top node
- if ( this.currentIndent === 0 ) {
- this.allNodes.add( nodeName, node );
- } else { // a subnode
- // if the subnode already exists, append it
- if ( nodeName in currentNode.subNodes ) {
- var tmp = currentNode.subNodes[ nodeName ];
- if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
- if ( attrs.id === '' ) {
- currentNode.subNodes[ nodeName ] = [];
- currentNode.subNodes[ nodeName ].push( tmp );
- } else {
- currentNode.subNodes[ nodeName ] = {};
- currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
- }
- }
- if ( attrs.id === '' ) {
- currentNode.subNodes[ nodeName ].push( node );
- } else {
- currentNode.subNodes[ nodeName ][ attrs.id ] = node;
- }
- } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
- currentNode.subNodes[ nodeName ] = {};
- currentNode.subNodes[ nodeName ][ attrs.id ] = node;
- } else {
- currentNode.subNodes[ nodeName ] = node;
- }
- }
- // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
- // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
- if ( nodeAttrs ) {
- node.id = attrs.id;
- node.attrName = attrs.name;
- node.attrType = attrs.type;
- }
- this.pushStack( node );
- },
- parseNodeAttr: function ( attrs ) {
- var id = attrs[ 0 ];
- if ( attrs[ 0 ] !== '' ) {
- id = parseInt( attrs[ 0 ] );
- if ( isNaN( id ) ) {
- id = attrs[ 0 ];
- }
- }
- var name = '', type = '';
- if ( attrs.length > 1 ) {
- name = attrs[ 1 ].replace( /^(\w+)::/, '' );
- type = attrs[ 2 ];
- }
- return { id: id, name: name, type: type };
- },
- parseNodeProperty: function ( line, propName, propValue ) {
- var currentNode = this.getCurrentNode();
- var parentName = currentNode.name;
- // special case where the parent node is something like "Properties70"
- // these children nodes must treated carefully
- if ( parentName !== undefined ) {
- var propMatch = parentName.match( /Properties(\d)+/ );
- if ( propMatch ) {
- this.parseNodeSpecialProperty( line, propName, propValue );
- return;
- }
- }
- // Connections
- if ( propName === 'C' ) {
- var connProps = propValue.split( ',' ).slice( 1 );
- var from = parseInt( connProps[ 0 ] );
- var to = parseInt( connProps[ 1 ] );
- var rest = propValue.split( ',' ).slice( 3 );
- rest = rest.map( function ( elem ) {
- return elem.trim().replace( /^"/, '' );
- } );
- propName = 'connections';
- propValue = [ from, to ];
- append( propValue, rest );
- if ( currentNode.properties[ propName ] === undefined ) {
- currentNode.properties[ propName ] = [];
- }
- }
- // Node
- if ( propName === 'Node' ) {
- var id = parseInt( propValue );
- currentNode.properties.id = id;
- currentNode.id = id;
- }
- // already exists in properties, then append this
- if ( propName in currentNode.properties ) {
- if ( Array.isArray( currentNode.properties[ propName ] ) ) {
- currentNode.properties[ propName ].push( propValue );
- } else {
- currentNode.properties[ propName ] += propValue;
- }
- } else {
- if ( Array.isArray( currentNode.properties[ propName ] ) ) {
- currentNode.properties[ propName ].push( propValue );
- } else {
- currentNode.properties[ propName ] = propValue;
- }
- }
- this.setCurrentProp( currentNode.properties, propName );
- // convert string to array, unless it ends in ',' in which case more will be added to it
- if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
- currentNode.properties.a = parseNumberArray( propValue );
- }
- },
- parseNodePropertyContinued: function ( line ) {
- this.currentProp[ this.currentPropName ] += line;
- // if the line doesn't end in ',' we have reached the end of the property value
- // so convert the string to an array
- if ( line.slice( - 1 ) !== ',' ) {
- var currentNode = this.getCurrentNode();
- currentNode.properties.a = parseNumberArray( currentNode.properties.a );
- }
- },
- parseNodeSpecialProperty: function ( line, propName, propValue ) {
- // split this
- // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
- // into array like below
- // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
- var props = propValue.split( '",' );
- for ( var i = 0, l = props.length; i < l; i ++ ) {
- props[ i ] = props[ i ].trim().replace( /^\"/, '' ).replace( /\s/, '_' );
- }
- var innerPropName = props[ 0 ];
- var innerPropType1 = props[ 1 ];
- var innerPropType2 = props[ 2 ];
- var innerPropFlag = props[ 3 ];
- var innerPropValue = props[ 4 ];
- // cast value to its type
- switch ( innerPropType1 ) {
- case 'int':
- case 'enum':
- case 'bool':
- case 'ULongLong':
- innerPropValue = parseInt( innerPropValue );
- break;
- case 'double':
- case 'Number':
- case 'FieldOfView':
- innerPropValue = parseFloat( innerPropValue );
- break;
- case 'ColorRGB':
- case 'Vector3D':
- case 'Lcl_Translation':
- case 'Lcl_Rotation':
- case 'Lcl_Scaling':
- innerPropValue = parseNumberArray( innerPropValue );
- break;
- }
- // CAUTION: these props must append to parent's parent
- this.getPrevNode().properties[ innerPropName ] = {
- 'type': innerPropType1,
- 'type2': innerPropType2,
- 'flag': innerPropFlag,
- 'value': innerPropValue
- };
- this.setCurrentProp( this.getPrevNode().properties, innerPropName );
- },
- nodeEnd: function () {
- this.popStack();
- },
- isFlattenNode: function ( node ) {
- return ( 'subNodes' in node && 'properties' in node ) ? true : false;
- }
- } );
- // Parse an FBX file in Binary format
- function BinaryParser() {}
- Object.assign( BinaryParser.prototype, {
- parse: function ( buffer ) {
- var reader = new BinaryReader( buffer );
- reader.skip( 23 ); // skip magic 23 bytes
- var version = reader.getUint32();
- console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
- var allNodes = new FBXTree();
- while ( ! this.endOfContent( reader ) ) {
- var node = this.parseNode( reader, version );
- if ( node !== null ) allNodes.add( node.name, node );
- }
- return allNodes;
- },
- // Check if reader has reached the end of content.
- endOfContent: function ( reader ) {
- // footer size: 160bytes + 16-byte alignment padding
- // - 16bytes: magic
- // - padding til 16-byte alignment (at least 1byte?)
- // (seems like some exporters embed fixed 15 or 16bytes?)
- // - 4bytes: magic
- // - 4bytes: version
- // - 120bytes: zero
- // - 16bytes: magic
- if ( reader.size() % 16 === 0 ) {
- return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
- } else {
- return reader.getOffset() + 160 + 16 >= reader.size();
- }
- },
- parseNode: function ( reader, version ) {
- // The first three data sizes depends on version.
- var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
- var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
- // note: do not remove this even if you get a linter warning as it moves the buffer forward
- var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
- var nameLen = reader.getUint8();
- var name = reader.getString( nameLen );
- // Regards this node as NULL-record if endOffset is zero
- if ( endOffset === 0 ) return null;
- var propertyList = [];
- for ( var i = 0; i < numProperties; i ++ ) {
- propertyList.push( this.parseProperty( reader ) );
- }
- // Regards the first three elements in propertyList as id, attrName, and attrType
- var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
- var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
- var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
- var subNodes = {};
- var properties = {};
- var isSingleProperty = false;
- // check if this node represents just a single property
- // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
- if ( numProperties === 1 && reader.getOffset() === endOffset ) {
- isSingleProperty = true;
- }
- while ( endOffset > reader.getOffset() ) {
- var node = this.parseNode( reader, version );
- if ( node === null ) continue;
- // special case: child node is single property
- if ( node.singleProperty === true ) {
- var value = node.propertyList[ 0 ];
- if ( Array.isArray( value ) ) {
- subNodes[ node.name ] = node;
- node.properties.a = value;
- } else {
- properties[ node.name ] = value;
- }
- continue;
- }
- // parse connections
- if ( name === 'Connections' && node.name === 'C' ) {
- var array = [];
- for ( var i = 1, il = node.propertyList.length; i < il; i ++ ) {
- array[ i - 1 ] = node.propertyList[ i ];
- }
- if ( properties.connections === undefined ) {
- properties.connections = [];
- }
- properties.connections.push( array );
- continue;
- }
- // special case: child node is Properties\d+
- // move child node's properties to this node.
- if ( node.name.match( /^Properties\d+$/ ) ) {
- var keys = Object.keys( node.properties );
- for ( var i = 0, il = keys.length; i < il; i ++ ) {
- var key = keys[ i ];
- properties[ key ] = node.properties[ key ];
- }
- continue;
- }
- // parse 'properties70'
- if ( name.match( /^Properties\d+$/ ) && node.name === 'P' ) {
- var innerPropName = node.propertyList[ 0 ];
- var innerPropType1 = node.propertyList[ 1 ];
- var innerPropType2 = node.propertyList[ 2 ];
- var innerPropFlag = node.propertyList[ 3 ];
- var innerPropValue;
- if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
- if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
- if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
- innerPropValue = [
- node.propertyList[ 4 ],
- node.propertyList[ 5 ],
- node.propertyList[ 6 ]
- ];
- } else {
- innerPropValue = node.propertyList[ 4 ];
- }
- // this will be copied to parent, see above
- properties[ innerPropName ] = {
- 'type': innerPropType1,
- 'type2': innerPropType2,
- 'flag': innerPropFlag,
- 'value': innerPropValue
- };
- continue;
- }
- if ( subNodes[ node.name ] === undefined ) {
- if ( typeof node.id === 'number' ) {
- subNodes[ node.name ] = {};
- subNodes[ node.name ][ node.id ] = node;
- } else {
- subNodes[ node.name ] = node;
- }
- } else {
- if ( node.id === '' ) {
- if ( ! Array.isArray( subNodes[ node.name ] ) ) {
- subNodes[ node.name ] = [ subNodes[ node.name ] ];
- }
- subNodes[ node.name ].push( node );
- } else {
- if ( subNodes[ node.name ][ node.id ] === undefined ) {
- subNodes[ node.name ][ node.id ] = node;
- } else {
- // conflict id. irregular?
- if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {
- subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];
- }
- subNodes[ node.name ][ node.id ].push( node );
- }
- }
- }
- }
- return {
- singleProperty: isSingleProperty,
- id: id,
- attrName: attrName,
- attrType: attrType,
- name: name,
- properties: properties,
- propertyList: propertyList, // raw property list used by parent
- subNodes: subNodes
- };
- },
- parseProperty: function ( reader ) {
- var type = reader.getChar();
- switch ( type ) {
- case 'C':
- return reader.getBoolean();
- case 'D':
- return reader.getFloat64();
- case 'F':
- return reader.getFloat32();
- case 'I':
- return reader.getInt32();
- case 'L':
- return reader.getInt64();
- case 'R':
- var length = reader.getUint32();
- return reader.getArrayBuffer( length );
- case 'S':
- var length = reader.getUint32();
- return reader.getString( length );
- case 'Y':
- return reader.getInt16();
- case 'b':
- case 'c':
- case 'd':
- case 'f':
- case 'i':
- case 'l':
- var arrayLength = reader.getUint32();
- var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
- var compressedLength = reader.getUint32();
- if ( encoding === 0 ) {
- switch ( type ) {
- case 'b':
- case 'c':
- return reader.getBooleanArray( arrayLength );
- case 'd':
- return reader.getFloat64Array( arrayLength );
- case 'f':
- return reader.getFloat32Array( arrayLength );
- case 'i':
- return reader.getInt32Array( arrayLength );
- case 'l':
- return reader.getInt64Array( arrayLength );
- }
- }
- if ( window.Zlib === undefined ) {
- throw new Error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
- }
- var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
- var reader2 = new BinaryReader( inflate.decompress().buffer );
- switch ( type ) {
- case 'b':
- case 'c':
- return reader2.getBooleanArray( arrayLength );
- case 'd':
- return reader2.getFloat64Array( arrayLength );
- case 'f':
- return reader2.getFloat32Array( arrayLength );
- case 'i':
- return reader2.getInt32Array( arrayLength );
- case 'l':
- return reader2.getInt64Array( arrayLength );
- }
- default:
- throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
- }
- }
- } );
- function BinaryReader( buffer, littleEndian ) {
- this.dv = new DataView( buffer );
- this.offset = 0;
- this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
- }
- Object.assign( BinaryReader.prototype, {
- getOffset: function () {
- return this.offset;
- },
- size: function () {
- return this.dv.buffer.byteLength;
- },
- skip: function ( length ) {
- this.offset += length;
- },
- // seems like true/false representation depends on exporter.
- // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
- // then sees LSB.
- getBoolean: function () {
- return ( this.getUint8() & 1 ) === 1;
- },
- getBooleanArray: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getBoolean() );
- }
- return a;
- },
- getInt8: function () {
- var value = this.dv.getInt8( this.offset );
- this.offset += 1;
- return value;
- },
- getInt8Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getInt8() );
- }
- return a;
- },
- getUint8: function () {
- var value = this.dv.getUint8( this.offset );
- this.offset += 1;
- return value;
- },
- getUint8Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getUint8() );
- }
- return a;
- },
- getInt16: function () {
- var value = this.dv.getInt16( this.offset, this.littleEndian );
- this.offset += 2;
- return value;
- },
- getInt16Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getInt16() );
- }
- return a;
- },
- getUint16: function () {
- var value = this.dv.getUint16( this.offset, this.littleEndian );
- this.offset += 2;
- return value;
- },
- getUint16Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getUint16() );
- }
- return a;
- },
- getInt32: function () {
- var value = this.dv.getInt32( this.offset, this.littleEndian );
- this.offset += 4;
- return value;
- },
- getInt32Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getInt32() );
- }
- return a;
- },
- getUint32: function () {
- var value = this.dv.getUint32( this.offset, this.littleEndian );
- this.offset += 4;
- return value;
- },
- getUint32Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getUint32() );
- }
- return a;
- },
- // JavaScript doesn't support 64-bit integer so calculate this here
- // 1 << 32 will return 1 so using multiply operation instead here.
- // There's a possibility that this method returns wrong value if the value
- // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
- // TODO: safely handle 64-bit integer
- getInt64: function () {
- var low, high;
- if ( this.littleEndian ) {
- low = this.getUint32();
- high = this.getUint32();
- } else {
- high = this.getUint32();
- low = this.getUint32();
- }
- // calculate negative value
- if ( high & 0x80000000 ) {
- high = ~ high & 0xFFFFFFFF;
- low = ~ low & 0xFFFFFFFF;
- if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
- low = ( low + 1 ) & 0xFFFFFFFF;
- return - ( high * 0x100000000 + low );
- }
- return high * 0x100000000 + low;
- },
- getInt64Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getInt64() );
- }
- return a;
- },
- // Note: see getInt64() comment
- getUint64: function () {
- var low, high;
- if ( this.littleEndian ) {
- low = this.getUint32();
- high = this.getUint32();
- } else {
- high = this.getUint32();
- low = this.getUint32();
- }
- return high * 0x100000000 + low;
- },
- getUint64Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getUint64() );
- }
- return a;
- },
- getFloat32: function () {
- var value = this.dv.getFloat32( this.offset, this.littleEndian );
- this.offset += 4;
- return value;
- },
- getFloat32Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getFloat32() );
- }
- return a;
- },
- getFloat64: function () {
- var value = this.dv.getFloat64( this.offset, this.littleEndian );
- this.offset += 8;
- return value;
- },
- getFloat64Array: function ( size ) {
- var a = [];
- for ( var i = 0; i < size; i ++ ) {
- a.push( this.getFloat64() );
- }
- return a;
- },
- getArrayBuffer: function ( size ) {
- var value = this.dv.buffer.slice( this.offset, this.offset + size );
- this.offset += size;
- return value;
- },
- getChar: function () {
- return String.fromCharCode( this.getUint8() );
- },
- getString: function ( size ) {
- var s = '';
- while ( size > 0 ) {
- var value = this.getUint8();
- size --;
- if ( value === 0 ) break;
- s += String.fromCharCode( value );
- }
- // Manage UTF8 encoding
- s = decodeURIComponent( escape( s ) );
- this.skip( size );
- return s;
- }
- } );
- // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
- // and BinaryParser( FBX Binary format)
- function FBXTree() {}
- Object.assign( FBXTree.prototype, {
- add: function ( key, val ) {
- this[ key ] = val;
- },
- } );
- function isFbxFormatBinary( buffer ) {
- var CORRECT = 'Kaydara FBX Binary \0';
- return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
- }
- function isFbxFormatASCII( text ) {
- var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
- var cursor = 0;
- function read( offset ) {
- var result = text[ offset - 1 ];
- text = text.slice( cursor + offset );
- cursor ++;
- return result;
- }
- for ( var i = 0; i < CORRECT.length; ++ i ) {
- var num = read( 1 );
- if ( num === CORRECT[ i ] ) {
- return false;
- }
- }
- return true;
- }
- function getFbxVersion( text ) {
- var versionRegExp = /FBXVersion: (\d+)/;
- var match = text.match( versionRegExp );
- if ( match ) {
- var version = parseInt( match[ 1 ] );
- return version;
- }
- throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
- }
- // Converts FBX ticks into real time seconds.
- function convertFBXTimeToSeconds( time ) {
- return time / 46186158000;
- }
- // Parses comma separated list of numbers and returns them an array.
- // Used internally by the TextParser
- function parseNumberArray( value ) {
- var array = value.split( ',' );
- for ( var i = 0, l = array.length; i < l; i ++ ) {
- array[ i ] = parseFloat( array[ i ] );
- }
- return array;
- }
- function parseVector3( property ) {
- return new THREE.Vector3().fromArray( property.value );
- }
- function parseColor( property ) {
- var color = new THREE.Color();
- if ( property.type === 'Color' ) {
- return color.setScalar( property.value );
- } else {
- return color.fromArray( property.value );
- }
- }
- // Converts ArrayBuffer to String.
- function convertArrayBufferToString( buffer, from, to ) {
- if ( from === undefined ) from = 0;
- if ( to === undefined ) to = buffer.byteLength;
- var array = new Uint8Array( buffer, from, to );
- if ( window.TextDecoder !== undefined ) {
- return new TextDecoder().decode( array );
- }
- var s = '';
- for ( var i = 0, il = array.length; i < il; i ++ ) {
- s += String.fromCharCode( array[ i ] );
- }
- return s;
- }
- function findIndex( array, func ) {
- for ( var i = 0, l = array.length; i < l; i ++ ) {
- if ( func( array[ i ] ) ) return i;
- }
- return - 1;
- }
- function append( a, b ) {
- for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
- a[ j ] = b[ i ];
- }
- }
- function slice( a, b, from, to ) {
- for ( var i = from, j = 0; i < to; i ++, j ++ ) {
- a[ j ] = b[ i ];
- }
- return a;
- }
- } )();
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