FBXLoader.js 86 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. * @author Takahiro https://github.com/takahirox
  4. * @author Lewy Blue https://github.com/looeee
  5. *
  6. * Loader loads FBX file and generates Group representing FBX scene.
  7. * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
  8. *
  9. * Supports:
  10. * Mesh Generation (Positional Data)
  11. * Normal Data (Per Vertex Drawing Instance)
  12. * UV Data (Per Vertex Drawing Instance)
  13. * Skinning
  14. * Animation
  15. * - Separated Animations based on stacks.
  16. * - Skeletal & Non-Skeletal Animations
  17. * NURBS (Open, Closed and Periodic forms)
  18. *
  19. * Needs Support:
  20. * Euler rotation order
  21. *
  22. *
  23. * FBX format references:
  24. * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
  25. *
  26. * Binary format specification:
  27. * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  28. * https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
  29. */
  30. ( function () {
  31. THREE.FBXLoader = function ( manager ) {
  32. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  33. };
  34. Object.assign( THREE.FBXLoader.prototype, {
  35. load: function ( url, onLoad, onProgress, onError ) {
  36. var self = this;
  37. var resourceDirectory = THREE.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. console.time( 'p' );
  43. var scene = self.parse( buffer, resourceDirectory );
  44. console.timeEnd( 'p' );
  45. onLoad( scene );
  46. } catch ( error ) {
  47. window.setTimeout( function () {
  48. if ( onError ) onError( error );
  49. self.manager.itemError( url );
  50. }, 0 );
  51. }
  52. }, onProgress, onError );
  53. },
  54. parse: function ( FBXBuffer, resourceDirectory ) {
  55. var FBXTree;
  56. if ( isFbxFormatBinary( FBXBuffer ) ) {
  57. FBXTree = new BinaryParser().parse( FBXBuffer );
  58. } else {
  59. var FBXText = convertArrayBufferToString( FBXBuffer );
  60. if ( ! isFbxFormatASCII( FBXText ) ) {
  61. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  62. }
  63. if ( getFbxVersion( FBXText ) < 7000 ) {
  64. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  65. }
  66. FBXTree = new TextParser().parse( FBXText );
  67. }
  68. console.log( FBXTree );
  69. var connections = parseConnections( FBXTree );
  70. var images = parseImages( FBXTree );
  71. var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
  72. var materials = parseMaterials( FBXTree, textures, connections );
  73. var deformers = parseDeformers( FBXTree, connections );
  74. var geometryMap = parseGeometries( FBXTree, connections, deformers );
  75. var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
  76. return sceneGraph;
  77. }
  78. } );
  79. // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
  80. // and details the connection type
  81. function parseConnections( FBXTree ) {
  82. var connectionMap = new Map();
  83. if ( 'Connections' in FBXTree ) {
  84. var rawConnections = FBXTree.Connections.properties.connections;
  85. rawConnections.forEach( function ( rawConnection ) {
  86. var fromID = rawConnection[ 0 ];
  87. var toID = rawConnection[ 1 ];
  88. var relationship = rawConnection[ 2 ];
  89. if ( ! connectionMap.has( fromID ) ) {
  90. connectionMap.set( fromID, {
  91. parents: [],
  92. children: []
  93. } );
  94. }
  95. var parentRelationship = { ID: toID, relationship: relationship };
  96. connectionMap.get( fromID ).parents.push( parentRelationship );
  97. if ( ! connectionMap.has( toID ) ) {
  98. connectionMap.set( toID, {
  99. parents: [],
  100. children: []
  101. } );
  102. }
  103. var childRelationship = { ID: fromID, relationship: relationship };
  104. connectionMap.get( toID ).children.push( childRelationship );
  105. } );
  106. }
  107. return connectionMap;
  108. }
  109. // Parse FBXTree.Objects.subNodes.Video for embedded image data
  110. // These images are connected to textures in FBXTree.Objects.subNodes.Textures
  111. // via FBXTree.Connections. Note that images can be duplicated here, in which case only one
  112. // may have a .Content field - we'll check for this and duplicate the data in the imageMap
  113. function parseImages( FBXTree ) {
  114. var imageMap = new Map();
  115. var names = {};
  116. var duplicates = [];
  117. if ( 'Video' in FBXTree.Objects.subNodes ) {
  118. var videoNodes = FBXTree.Objects.subNodes.Video;
  119. for ( var nodeID in videoNodes ) {
  120. var videoNode = videoNodes[ nodeID ];
  121. var id = parseInt( nodeID );
  122. // check whether the file name is used by another videoNode
  123. // and if so keep a record of both ids as a duplicate pair [ id1, id2 ]
  124. if ( videoNode.properties.fileName in names ) {
  125. duplicates.push( [ id, names[ videoNode.properties.fileName ] ] );
  126. }
  127. names[ videoNode.properties.fileName ] = id;
  128. // raw image data is in videoNode.properties.Content
  129. if ( 'Content' in videoNode.properties && videoNode.properties.Content !== '' ) {
  130. var image = parseImage( videoNodes[ nodeID ] );
  131. imageMap.set( id, image );
  132. }
  133. }
  134. }
  135. // check each duplicate pair - if only one is in the image map then
  136. // create an entry for the other id containing the same image data
  137. // Note: it seems to be possible for entries to have the same file name but different
  138. // content, we won't overwrite these
  139. duplicates.forEach( function ( duplicatePair ) {
  140. if ( imageMap.has( duplicatePair[ 0 ] ) && ! imageMap.has( duplicatePair[ 1 ] ) ) {
  141. var image = imageMap.get( duplicatePair[ 0 ] );
  142. imageMap.set( duplicatePair[ 1 ], image );
  143. } else if ( imageMap.has( duplicatePair[ 1 ] ) && ! imageMap.has( duplicatePair[ 0 ] ) ) {
  144. var image = imageMap.get( duplicatePair[ 1 ] );
  145. imageMap.set( duplicatePair[ 0 ], image );
  146. }
  147. } );
  148. return imageMap;
  149. }
  150. // Parse embedded image data in FBXTree.Video.properties.Content
  151. function parseImage( videoNode ) {
  152. var content = videoNode.properties.Content;
  153. var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
  154. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  155. var type;
  156. switch ( extension ) {
  157. case 'bmp':
  158. type = 'image/bmp';
  159. break;
  160. case 'jpg':
  161. case 'jpeg':
  162. type = 'image/jpeg';
  163. break;
  164. case 'png':
  165. type = 'image/png';
  166. break;
  167. case 'tif':
  168. type = 'image/tiff';
  169. break;
  170. default:
  171. console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  172. return;
  173. }
  174. if ( typeof content === 'string' ) { // ASCII format
  175. return 'data:' + type + ';base64,' + content;
  176. } else { // Binary Format
  177. var array = new Uint8Array( content );
  178. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  179. }
  180. }
  181. // Parse nodes in FBXTree.Objects.subNodes.Texture
  182. // These contain details such as UV scaling, cropping, rotation etc and are connected
  183. // to images in FBXTree.Objects.subNodes.Video
  184. function parseTextures( FBXTree, loader, imageMap, connections ) {
  185. var textureMap = new Map();
  186. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  187. var textureNodes = FBXTree.Objects.subNodes.Texture;
  188. for ( var nodeID in textureNodes ) {
  189. var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
  190. textureMap.set( parseInt( nodeID ), texture );
  191. }
  192. }
  193. return textureMap;
  194. }
  195. // Parse individual node in FBXTree.Objects.subNodes.Texture
  196. function parseTexture( textureNode, loader, imageMap, connections ) {
  197. var texture = loadTexture( textureNode, loader, imageMap, connections );
  198. texture.FBX_ID = textureNode.id;
  199. texture.name = textureNode.attrName;
  200. var wrapModeU = textureNode.properties.WrapModeU;
  201. var wrapModeV = textureNode.properties.WrapModeV;
  202. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  203. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  204. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  205. // 0: repeat(default), 1: clamp
  206. texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  207. texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  208. if ( 'Scaling' in textureNode.properties ) {
  209. var values = textureNode.properties.Scaling.value;
  210. texture.repeat.x = values[ 0 ];
  211. texture.repeat.y = values[ 1 ];
  212. }
  213. return texture;
  214. }
  215. // load a texture specified as a blob or data URI, or via an external URL using THREE.TextureLoader
  216. function loadTexture( textureNode, loader, imageMap, connections ) {
  217. var fileName;
  218. var filePath = textureNode.properties.FileName;
  219. var relativeFilePath = textureNode.properties.RelativeFilename;
  220. var children = connections.get( textureNode.id ).children;
  221. if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
  222. fileName = imageMap.get( children[ 0 ].ID );
  223. }
  224. // check that relative path is not an actually an absolute path and if so use it to load texture
  225. else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' && relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
  226. fileName = relativeFilePath;
  227. }
  228. // texture specified by absolute path
  229. else {
  230. var split = filePath.split( /[\\\/]/ );
  231. if ( split.length > 0 ) {
  232. fileName = split[ split.length - 1 ];
  233. } else {
  234. fileName = filePath;
  235. }
  236. }
  237. var currentPath = loader.path;
  238. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  239. loader.setPath( undefined );
  240. }
  241. var texture = loader.load( fileName );
  242. loader.setPath( currentPath );
  243. return texture;
  244. }
  245. // Parse nodes in FBXTree.Objects.subNodes.Material
  246. function parseMaterials( FBXTree, textureMap, connections ) {
  247. var materialMap = new Map();
  248. if ( 'Material' in FBXTree.Objects.subNodes ) {
  249. var materialNodes = FBXTree.Objects.subNodes.Material;
  250. for ( var nodeID in materialNodes ) {
  251. var material = parseMaterial( FBXTree, materialNodes[ nodeID ], textureMap, connections );
  252. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  253. }
  254. }
  255. return materialMap;
  256. }
  257. // Parse single node in FBXTree.Objects.subNodes.Material
  258. // Materials are connected to texture maps in FBXTree.Objects.subNodes.Textures
  259. // FBX format currently only supports Lambert and Phong shading models
  260. function parseMaterial( FBXTree, materialNode, textureMap, connections ) {
  261. var FBX_ID = materialNode.id;
  262. var name = materialNode.attrName;
  263. var type = materialNode.properties.ShadingModel;
  264. //Case where FBX wraps shading model in property object.
  265. if ( typeof type === 'object' ) {
  266. type = type.value;
  267. }
  268. // Ignore unused materials which don't have any connections.
  269. if ( ! connections.has( FBX_ID ) ) return null;
  270. var parameters = parseParameters( FBXTree, materialNode.properties, textureMap, FBX_ID, connections );
  271. var material;
  272. switch ( type.toLowerCase() ) {
  273. case 'phong':
  274. material = new THREE.MeshPhongMaterial();
  275. break;
  276. case 'lambert':
  277. material = new THREE.MeshLambertMaterial();
  278. break;
  279. default:
  280. console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  281. material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
  282. break;
  283. }
  284. material.setValues( parameters );
  285. material.name = name;
  286. return material;
  287. }
  288. // Parse FBX material and return parameters suitable for a three.js material
  289. // Also parse the texture map and return any textures associated with the material
  290. function parseParameters( FBXTree, properties, textureMap, FBX_ID, connections ) {
  291. var parameters = {};
  292. if ( properties.BumpFactor ) {
  293. parameters.bumpScale = properties.BumpFactor.value;
  294. }
  295. if ( properties.Diffuse ) {
  296. parameters.color = parseColor( properties.Diffuse );
  297. }
  298. if ( properties.DisplacementFactor ) {
  299. parameters.displacementScale = properties.DisplacementFactor.value;
  300. }
  301. if ( properties.ReflectionFactor ) {
  302. parameters.reflectivity = properties.ReflectionFactor.value;
  303. }
  304. if ( properties.Specular ) {
  305. parameters.specular = parseColor( properties.Specular );
  306. }
  307. if ( properties.Shininess ) {
  308. parameters.shininess = properties.Shininess.value;
  309. }
  310. if ( properties.Emissive ) {
  311. parameters.emissive = parseColor( properties.Emissive );
  312. }
  313. if ( properties.EmissiveFactor ) {
  314. parameters.emissiveIntensity = parseFloat( properties.EmissiveFactor.value );
  315. }
  316. if ( properties.Opacity ) {
  317. parameters.opacity = parseFloat( properties.Opacity.value );
  318. }
  319. if ( parameters.opacity < 1.0 ) {
  320. parameters.transparent = true;
  321. }
  322. connections.get( FBX_ID ).children.forEach( function ( child ) {
  323. var type = child.relationship;
  324. switch ( type ) {
  325. case 'Bump':
  326. parameters.bumpMap = textureMap.get( child.ID );
  327. break;
  328. case 'DiffuseColor':
  329. parameters.map = getTexture( FBXTree, textureMap, child.ID, connections );
  330. break;
  331. case 'DisplacementColor':
  332. parameters.displacementMap = getTexture( FBXTree, textureMap, child.ID, connections );
  333. break;
  334. case 'EmissiveColor':
  335. parameters.emissiveMap = getTexture( FBXTree, textureMap, child.ID, connections );
  336. break;
  337. case 'NormalMap':
  338. parameters.normalMap = getTexture( FBXTree, textureMap, child.ID, connections );
  339. break;
  340. case 'ReflectionColor':
  341. parameters.envMap = getTexture( FBXTree, textureMap, child.ID, connections );
  342. parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
  343. break;
  344. case 'SpecularColor':
  345. parameters.specularMap = getTexture( FBXTree, textureMap, child.ID, connections );
  346. break;
  347. case 'TransparentColor':
  348. parameters.alphaMap = getTexture( FBXTree, textureMap, child.ID, connections );
  349. parameters.transparent = true;
  350. break;
  351. case 'AmbientColor':
  352. case 'ShininessExponent': // AKA glossiness map
  353. case 'SpecularFactor': // AKA specularLevel
  354. case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  355. default:
  356. console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  357. break;
  358. }
  359. } );
  360. return parameters;
  361. }
  362. // get a texture from the textureMap for use by a material.
  363. function getTexture( FBXTree, textureMap, id, connections ) {
  364. // if the texture is a layered texture, just use the first layer and issue a warning
  365. if ( 'LayeredTexture' in FBXTree.Objects.subNodes && id in FBXTree.Objects.subNodes.LayeredTexture ) {
  366. console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
  367. id = connections.get( id ).children[ 0 ].ID;
  368. }
  369. return textureMap.get( id );
  370. }
  371. // Parse nodes in FBXTree.Objects.subNodes.Deformer
  372. // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
  373. // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  374. function parseDeformers( FBXTree, connections ) {
  375. var deformers = {};
  376. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  377. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  378. for ( var nodeID in DeformerNodes ) {
  379. var deformerNode = DeformerNodes[ nodeID ];
  380. if ( deformerNode.attrType === 'Skin' ) {
  381. var relationships = connections.get( parseInt( nodeID ) );
  382. var skeleton = parseSkeleton( relationships, DeformerNodes );
  383. skeleton.FBX_ID = parseInt( nodeID );
  384. deformers[ nodeID ] = skeleton;
  385. }
  386. }
  387. }
  388. return deformers;
  389. }
  390. // Parse single nodes in FBXTree.Objects.subNodes.Deformer
  391. // Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections
  392. // and an object containing SubDeformer nodes.
  393. function parseSkeleton( connections, DeformerNodes ) {
  394. var subDeformers = {};
  395. connections.children.forEach( function ( child, i ) {
  396. var subDeformerNode = DeformerNodes[ child.ID ];
  397. var subDeformer = {
  398. FBX_ID: child.ID,
  399. index: i,
  400. indices: [],
  401. weights: [],
  402. transform: new THREE.Matrix4().fromArray( subDeformerNode.subNodes.Transform.a ),
  403. transformLink: new THREE.Matrix4().fromArray( subDeformerNode.subNodes.TransformLink.a ),
  404. linkMode: subDeformerNode.properties.Mode,
  405. };
  406. if ( 'Indexes' in subDeformerNode.subNodes ) {
  407. subDeformer.indices = subDeformerNode.subNodes.Indexes.a;
  408. subDeformer.weights = subDeformerNode.subNodes.Weights.a;
  409. }
  410. subDeformers[ child.ID ] = subDeformer;
  411. } );
  412. return {
  413. map: subDeformers,
  414. bones: []
  415. };
  416. }
  417. // Parse nodes in FBXTree.Objects.subNodes.Geometry
  418. function parseGeometries( FBXTree, connections, deformers ) {
  419. var geometryMap = new Map();
  420. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  421. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  422. for ( var nodeID in geometryNodes ) {
  423. var relationships = connections.get( parseInt( nodeID ) );
  424. var geo = parseGeometry( FBXTree, relationships, geometryNodes[ nodeID ], deformers );
  425. geometryMap.set( parseInt( nodeID ), geo );
  426. }
  427. }
  428. return geometryMap;
  429. }
  430. // Parse single node in FBXTree.Objects.subNodes.Geometry
  431. function parseGeometry( FBXTree, relationships, geometryNode, deformers ) {
  432. switch ( geometryNode.attrType ) {
  433. case 'Mesh':
  434. return parseMeshGeometry( FBXTree, relationships, geometryNode, deformers );
  435. break;
  436. case 'NurbsCurve':
  437. return parseNurbsGeometry( geometryNode );
  438. break;
  439. }
  440. }
  441. // Parse single node mesh geometry in FBXTree.Objects.subNodes.Geometry
  442. function parseMeshGeometry( FBXTree, relationships, geometryNode, deformers ) {
  443. var deformer = relationships.children.reduce( function ( deformer, child ) {
  444. if ( deformers[ child.ID ] !== undefined ) deformer = deformers[ child.ID ];
  445. return deformer;
  446. }, null );
  447. var modelNodes = relationships.parents.map( function ( parent ) {
  448. var modelNode = FBXTree.Objects.subNodes.Model[ parent.ID ];
  449. return modelNode;
  450. } );
  451. // don't create geometry if it is not associated with any models
  452. if ( modelNodes.length === 0 ) return;
  453. var preTransform = new THREE.Matrix4();
  454. // TODO: if there is more than one model associated with the geometry, AND the models have
  455. // different geometric transforms, then this will cause problems
  456. // if ( modelNodes.length > 1 ) { }
  457. // For now just assume one model and get the preRotations from that
  458. var modelNode = modelNodes[ 0 ];
  459. if ( 'GeometricRotation' in modelNode.properties ) {
  460. var array = modelNode.properties.GeometricRotation.value.map( THREE.Math.degToRad );
  461. array[ 3 ] = 'ZYX';
  462. preTransform.makeRotationFromEuler( new THREE.Euler().fromArray( array ) );
  463. }
  464. if ( 'GeometricTranslation' in modelNode.properties ) {
  465. preTransform.setPosition( new THREE.Vector3().fromArray( modelNode.properties.GeometricTranslation.value ) );
  466. }
  467. return genGeometry( FBXTree, relationships, geometryNode, deformer, preTransform );
  468. }
  469. // Generate a THREE.BufferGeometry from a node in FBXTree.Objects.subNodes.Geometry
  470. function genGeometry( FBXTree, relationships, geometryNode, deformer, preTransform ) {
  471. var subNodes = geometryNode.subNodes;
  472. var vertexPositions = subNodes.Vertices.a;
  473. var vertexIndices = subNodes.PolygonVertexIndex.a;
  474. // create arrays to hold the final data used to build the buffergeometry
  475. var vertexBuffer = [];
  476. var normalBuffer = [];
  477. var colorsBuffer = [];
  478. var uvsBuffer = [];
  479. var materialIndexBuffer = [];
  480. var vertexWeightsBuffer = [];
  481. var weightsIndicesBuffer = [];
  482. if ( subNodes.LayerElementColor ) {
  483. var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
  484. }
  485. if ( subNodes.LayerElementMaterial ) {
  486. var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
  487. }
  488. if ( subNodes.LayerElementNormal ) {
  489. var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
  490. }
  491. if ( subNodes.LayerElementUV ) {
  492. var uvInfo = [];
  493. var i = 0;
  494. while ( subNodes.LayerElementUV[ i ] ) {
  495. uvInfo.push( getUVs( subNodes.LayerElementUV[ i ] ) );
  496. i ++;
  497. }
  498. }
  499. var weightTable = {};
  500. if ( deformer ) {
  501. var subDeformers = deformer.map;
  502. for ( var key in subDeformers ) {
  503. var subDeformer = subDeformers[ key ];
  504. subDeformer.indices.forEach( function ( index, i ) {
  505. var weight = subDeformer.weights[ i ];
  506. if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
  507. weightTable[ index ].push( {
  508. id: subDeformer.index,
  509. weight: weight
  510. } );
  511. } );
  512. }
  513. }
  514. var polygonIndex = 0;
  515. var faceLength = 0;
  516. var displayedWeightsWarning = false;
  517. // these will hold data for a single face
  518. var vertexPositionIndexes = [];
  519. var faceNormals = [];
  520. var faceColors = [];
  521. var faceUVs = [];
  522. var faceWeights = [];
  523. var faceWeightIndices = [];
  524. vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {
  525. var endOfFace = false;
  526. // Face index and vertex index arrays are combined in a single array
  527. // A cube with quad faces looks like this:
  528. // PolygonVertexIndex: *24 {
  529. // 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
  530. // }
  531. // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
  532. // to find index of last vertex multiply by -1 and subtract 1: -3 * - 1 - 1 = 2
  533. if ( vertexIndex < 0 ) {
  534. vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
  535. vertexIndices[ polygonVertexIndex ] = vertexIndex;
  536. endOfFace = true;
  537. }
  538. var weightIndices = [];
  539. var weights = [];
  540. vertexPositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
  541. if ( colorInfo ) {
  542. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo );
  543. faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  544. }
  545. if ( deformer ) {
  546. if ( weightTable[ vertexIndex ] !== undefined ) {
  547. weightTable[ vertexIndex ].forEach( function ( wt ) {
  548. weights.push( wt.weight );
  549. weightIndices.push( wt.id );
  550. } );
  551. }
  552. if ( weights.length > 4 ) {
  553. if ( ! displayedWeightsWarning ) {
  554. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  555. displayedWeightsWarning = true;
  556. }
  557. var wIndex = [ 0, 0, 0, 0 ];
  558. var Weight = [ 0, 0, 0, 0 ];
  559. weights.forEach( function ( weight, weightIndex ) {
  560. var currentWeight = weight;
  561. var currentIndex = weightIndices[ weightIndex ];
  562. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  563. if ( currentWeight > comparedWeight ) {
  564. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  565. currentWeight = comparedWeight;
  566. var tmp = wIndex[ comparedWeightIndex ];
  567. wIndex[ comparedWeightIndex ] = currentIndex;
  568. currentIndex = tmp;
  569. }
  570. } );
  571. } );
  572. weightIndices = wIndex;
  573. weights = Weight;
  574. }
  575. // if the weight array is shorter than 4 pad with 0s
  576. while ( weights.length < 4 ) {
  577. weights.push( 0 );
  578. weightIndices.push( 0 );
  579. }
  580. for ( var i = 0; i < 4; ++ i ) {
  581. faceWeights.push( weights[ i ] );
  582. faceWeightIndices.push( weightIndices[ i ] );
  583. }
  584. }
  585. if ( normalInfo ) {
  586. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo );
  587. faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  588. }
  589. if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  590. var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo )[ 0 ];
  591. }
  592. if ( uvInfo ) {
  593. uvInfo.forEach( function ( uv, i ) {
  594. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );
  595. if ( faceUVs[ i ] === undefined ) {
  596. faceUVs[ i ] = [];
  597. }
  598. faceUVs[ i ].push( data[ 0 ] );
  599. faceUVs[ i ].push( data[ 1 ] );
  600. } );
  601. }
  602. faceLength ++;
  603. // we have reached the end of a face - it may have 4 sides though
  604. // in which case the data is split to represent two 3 sided faces
  605. if ( endOfFace ) {
  606. for ( var i = 2; i < faceLength; i ++ ) {
  607. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 0 ] ] );
  608. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 1 ] ] );
  609. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 2 ] ] );
  610. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 ] ] );
  611. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
  612. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
  613. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 ] ] );
  614. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 1 ] ] );
  615. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 2 ] ] );
  616. if ( deformer ) {
  617. vertexWeightsBuffer.push( faceWeights[ 0 ] );
  618. vertexWeightsBuffer.push( faceWeights[ 1 ] );
  619. vertexWeightsBuffer.push( faceWeights[ 2 ] );
  620. vertexWeightsBuffer.push( faceWeights[ 3 ] );
  621. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 ] );
  622. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
  623. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
  624. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
  625. vertexWeightsBuffer.push( faceWeights[ i * 4 ] );
  626. vertexWeightsBuffer.push( faceWeights[ i * 4 + 1 ] );
  627. vertexWeightsBuffer.push( faceWeights[ i * 4 + 2 ] );
  628. vertexWeightsBuffer.push( faceWeights[ i * 4 + 3 ] );
  629. weightsIndicesBuffer.push( faceWeightIndices[ 0 ] );
  630. weightsIndicesBuffer.push( faceWeightIndices[ 1 ] );
  631. weightsIndicesBuffer.push( faceWeightIndices[ 2 ] );
  632. weightsIndicesBuffer.push( faceWeightIndices[ 3 ] );
  633. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
  634. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
  635. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
  636. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
  637. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 ] );
  638. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 1 ] );
  639. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 2 ] );
  640. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 3 ] );
  641. }
  642. if ( colorInfo ) {
  643. colorsBuffer.push( faceColors[ 0 ] );
  644. colorsBuffer.push( faceColors[ 1 ] );
  645. colorsBuffer.push( faceColors[ 2 ] );
  646. colorsBuffer.push( faceColors[ ( i - 1 ) * 3 ] );
  647. colorsBuffer.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
  648. colorsBuffer.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
  649. colorsBuffer.push( faceColors[ i * 3 ] );
  650. colorsBuffer.push( faceColors[ i * 3 + 1 ] );
  651. colorsBuffer.push( faceColors[ i * 3 + 2 ] );
  652. }
  653. if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  654. materialIndexBuffer.push( materialIndex );
  655. materialIndexBuffer.push( materialIndex );
  656. materialIndexBuffer.push( materialIndex );
  657. }
  658. if ( normalInfo ) {
  659. normalBuffer.push( faceNormals[ 0 ] );
  660. normalBuffer.push( faceNormals[ 1 ] );
  661. normalBuffer.push( faceNormals[ 2 ] );
  662. normalBuffer.push( faceNormals[ ( i - 1 ) * 3 ] );
  663. normalBuffer.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
  664. normalBuffer.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
  665. normalBuffer.push( faceNormals[ i * 3 ] );
  666. normalBuffer.push( faceNormals[ i * 3 + 1 ] );
  667. normalBuffer.push( faceNormals[ i * 3 + 2 ] );
  668. }
  669. if ( uvInfo ) {
  670. uvInfo.forEach( function ( uv, j ) {
  671. if ( uvsBuffer[ j ] === undefined ) uvsBuffer[ j ] = [];
  672. uvsBuffer[ j ].push( faceUVs[ j ][ 0 ] );
  673. uvsBuffer[ j ].push( faceUVs[ j ][ 1 ] );
  674. uvsBuffer[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
  675. uvsBuffer[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
  676. uvsBuffer[ j ].push( faceUVs[ j ][ i * 2 ] );
  677. uvsBuffer[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
  678. } );
  679. }
  680. }
  681. polygonIndex ++;
  682. endOfFace = false;
  683. faceLength = 0;
  684. // reset arrays for the next face
  685. vertexPositionIndexes = [];
  686. faceNormals = [];
  687. faceColors = [];
  688. faceUVs = [];
  689. faceWeights = [];
  690. faceWeightIndices = [];
  691. }
  692. } );
  693. var geo = new THREE.BufferGeometry();
  694. geo.name = geometryNode.name;
  695. var positionAttribute = new THREE.Float32BufferAttribute( vertexBuffer, 3 );
  696. preTransform.applyToBufferAttribute( positionAttribute );
  697. geo.addAttribute( 'position', positionAttribute );
  698. if ( colorsBuffer.length > 0 ) {
  699. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( colorsBuffer, 3 ) );
  700. }
  701. if ( deformer ) {
  702. geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( weightsIndicesBuffer, 4 ) );
  703. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( vertexWeightsBuffer, 4 ) );
  704. // used later to bind the skeleton to the model
  705. geo.FBX_Deformer = deformer;
  706. }
  707. if ( normalBuffer.length > 0 ) {
  708. geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( normalBuffer, 3 ) );
  709. }
  710. uvsBuffer.forEach( function ( uvBuffer, i ) {
  711. // subsequent uv buffers are called 'uv1', 'uv2', ...
  712. var name = 'uv' + ( i + 1 ).toString();
  713. // the first uv buffer is just called 'uv'
  714. if ( i === 0 ) {
  715. name = 'uv';
  716. }
  717. geo.addAttribute( name, new THREE.Float32BufferAttribute( uvsBuffer[ i ], 2 ) );
  718. } );
  719. if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  720. // Convert the material indices of each vertex into rendering groups on the geometry.
  721. var prevMaterialIndex = materialIndexBuffer[ 0 ];
  722. var startIndex = 0;
  723. materialIndexBuffer.forEach( function ( currentIndex, i ) {
  724. if ( currentIndex !== prevMaterialIndex ) {
  725. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  726. prevMaterialIndex = currentIndex;
  727. startIndex = i;
  728. }
  729. } );
  730. // the loop above doesn't add the last group, do that here.
  731. if ( geo.groups.length > 0 ) {
  732. var lastGroup = geo.groups[ geo.groups.length - 1 ];
  733. var lastIndex = lastGroup.start + lastGroup.count;
  734. if ( lastIndex !== materialIndexBuffer.length ) {
  735. geo.addGroup( lastIndex, materialIndexBuffer.length - lastIndex, prevMaterialIndex );
  736. }
  737. }
  738. // case where there are multiple materials but the whole geometry is only
  739. // using one of them
  740. if ( geo.groups.length === 0 ) {
  741. geo.addGroup( 0, materialIndexBuffer.length, materialIndexBuffer[ 0 ] );
  742. }
  743. }
  744. return geo;
  745. }
  746. // Parse normal from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementNormal if it exists
  747. function getNormals( NormalNode ) {
  748. var mappingType = NormalNode.properties.MappingInformationType;
  749. var referenceType = NormalNode.properties.ReferenceInformationType;
  750. var buffer = NormalNode.subNodes.Normals.a;
  751. var indexBuffer = [];
  752. if ( referenceType === 'IndexToDirect' ) {
  753. if ( 'NormalIndex' in NormalNode.subNodes ) {
  754. indexBuffer = NormalNode.subNodes.NormalIndex.a;
  755. } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
  756. indexBuffer = NormalNode.subNodes.NormalsIndex.a;
  757. }
  758. }
  759. return {
  760. dataSize: 3,
  761. buffer: buffer,
  762. indices: indexBuffer,
  763. mappingType: mappingType,
  764. referenceType: referenceType
  765. };
  766. }
  767. // Parse UVs from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementUV if it exists
  768. function getUVs( UVNode ) {
  769. var mappingType = UVNode.properties.MappingInformationType;
  770. var referenceType = UVNode.properties.ReferenceInformationType;
  771. var buffer = UVNode.subNodes.UV.a;
  772. var indexBuffer = [];
  773. if ( referenceType === 'IndexToDirect' ) {
  774. indexBuffer = UVNode.subNodes.UVIndex.a;
  775. }
  776. return {
  777. dataSize: 2,
  778. buffer: buffer,
  779. indices: indexBuffer,
  780. mappingType: mappingType,
  781. referenceType: referenceType
  782. };
  783. }
  784. // Parse Vertex Colors from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementColor if it exists
  785. function getColors( ColorNode ) {
  786. var mappingType = ColorNode.properties.MappingInformationType;
  787. var referenceType = ColorNode.properties.ReferenceInformationType;
  788. var buffer = ColorNode.subNodes.Colors.a;
  789. var indexBuffer = [];
  790. if ( referenceType === 'IndexToDirect' ) {
  791. indexBuffer = ColorNode.subNodes.ColorIndex.a;
  792. }
  793. return {
  794. dataSize: 4,
  795. buffer: buffer,
  796. indices: indexBuffer,
  797. mappingType: mappingType,
  798. referenceType: referenceType
  799. };
  800. }
  801. // Parse mapping and material data in FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementMaterial if it exists
  802. function getMaterials( MaterialNode ) {
  803. var mappingType = MaterialNode.properties.MappingInformationType;
  804. var referenceType = MaterialNode.properties.ReferenceInformationType;
  805. if ( mappingType === 'NoMappingInformation' ) {
  806. return {
  807. dataSize: 1,
  808. buffer: [ 0 ],
  809. indices: [ 0 ],
  810. mappingType: 'AllSame',
  811. referenceType: referenceType
  812. };
  813. }
  814. var materialIndexBuffer = MaterialNode.subNodes.Materials.a;
  815. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  816. // we expect.So we create an intermediate buffer that points to the index in the buffer,
  817. // for conforming with the other functions we've written for other data.
  818. var materialIndices = [];
  819. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  820. materialIndices.push( i );
  821. }
  822. return {
  823. dataSize: 1,
  824. buffer: materialIndexBuffer,
  825. indices: materialIndices,
  826. mappingType: mappingType,
  827. referenceType: referenceType
  828. };
  829. }
  830. // Functions use the infoObject and given indices to return value array of geometry.
  831. // Parameters:
  832. // - polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  833. // - polygonIndex - Index of polygon in geometry.
  834. // - vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  835. // - infoObject: can be materialInfo, normalInfo, UVInfo or colorInfo
  836. // Index type:
  837. // - Direct: index is same as polygonVertexIndex
  838. // - IndexToDirect: infoObject has it's own set of indices
  839. var dataArray = [];
  840. var GetData = {
  841. ByPolygonVertex: {
  842. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  843. var from = ( polygonVertexIndex * infoObject.dataSize );
  844. var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  845. return slice( dataArray, infoObject.buffer, from, to );
  846. },
  847. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  848. var index = infoObject.indices[ polygonVertexIndex ];
  849. var from = ( index * infoObject.dataSize );
  850. var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
  851. return slice( dataArray, infoObject.buffer, from, to );
  852. }
  853. },
  854. ByPolygon: {
  855. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  856. var from = polygonIndex * infoObject.dataSize;
  857. var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
  858. return slice( dataArray, infoObject.buffer, from, to );
  859. },
  860. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  861. var index = infoObject.indices[ polygonIndex ];
  862. var from = index * infoObject.dataSize;
  863. var to = index * infoObject.dataSize + infoObject.dataSize;
  864. return slice( dataArray, infoObject.buffer, from, to );
  865. }
  866. },
  867. ByVertice: {
  868. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  869. var from = ( vertexIndex * infoObject.dataSize );
  870. var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  871. return slice( dataArray, infoObject.buffer, from, to );
  872. }
  873. },
  874. AllSame: {
  875. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  876. var from = infoObject.indices[ 0 ] * infoObject.dataSize;
  877. var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
  878. return slice( dataArray, infoObject.buffer, from, to );
  879. }
  880. }
  881. };
  882. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  883. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  884. }
  885. // Generate a NurbGeometry from a node in FBXTree.Objects.subNodes.Geometry
  886. function parseNurbsGeometry( geometryNode ) {
  887. if ( THREE.NURBSCurve === undefined ) {
  888. console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  889. return new THREE.BufferGeometry();
  890. }
  891. var order = parseInt( geometryNode.properties.Order );
  892. if ( isNaN( order ) ) {
  893. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.properties.Order, geometryNode.id );
  894. return new THREE.BufferGeometry();
  895. }
  896. var degree = order - 1;
  897. var knots = geometryNode.subNodes.KnotVector.a;
  898. var controlPoints = [];
  899. var pointsValues = geometryNode.subNodes.Points.a;
  900. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  901. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  902. }
  903. var startKnot, endKnot;
  904. if ( geometryNode.properties.Form === 'Closed' ) {
  905. controlPoints.push( controlPoints[ 0 ] );
  906. } else if ( geometryNode.properties.Form === 'Periodic' ) {
  907. startKnot = degree;
  908. endKnot = knots.length - 1 - startKnot;
  909. for ( var i = 0; i < degree; ++ i ) {
  910. controlPoints.push( controlPoints[ i ] );
  911. }
  912. }
  913. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  914. var vertices = curve.getPoints( controlPoints.length * 7 );
  915. var positions = new Float32Array( vertices.length * 3 );
  916. vertices.forEach( function ( vertex, i ) {
  917. vertex.toArray( positions, i * 3 );
  918. } );
  919. var geometry = new THREE.BufferGeometry();
  920. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  921. return geometry;
  922. }
  923. // create the main THREE.Group() to be returned by the loader
  924. function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
  925. var sceneGraph = new THREE.Group();
  926. var modelMap = parseModels( FBXTree, deformers, geometryMap, materialMap, connections );
  927. var modelNodes = FBXTree.Objects.subNodes.Model;
  928. modelMap.forEach( function ( model ) {
  929. var modelNode = modelNodes[ model.FBX_ID ];
  930. setModelTransforms( FBXTree, model, modelNode, connections, sceneGraph );
  931. var parentConnections = connections.get( model.FBX_ID ).parents;
  932. parentConnections.forEach( function ( connection ) {
  933. var parent = modelMap.get( connection.ID );
  934. if ( parent !== undefined ) parent.add( model );
  935. } );
  936. if ( model.parent === null ) {
  937. sceneGraph.add( model );
  938. }
  939. } );
  940. bindSkeleton( FBXTree, deformers, geometryMap, modelMap, connections, sceneGraph );
  941. addAnimations( FBXTree, connections, sceneGraph, modelMap );
  942. createAmbientLight( FBXTree, sceneGraph );
  943. return sceneGraph;
  944. }
  945. // parse nodes in FBXTree.Objects.subNodes.Model
  946. function parseModels( FBXTree, deformers, geometryMap, materialMap, connections ) {
  947. var modelMap = new Map();
  948. var modelNodes = FBXTree.Objects.subNodes.Model;
  949. for ( var nodeID in modelNodes ) {
  950. var id = parseInt( nodeID );
  951. var node = modelNodes[ nodeID ];
  952. var relationships = connections.get( id );
  953. var model = null;
  954. // create bones
  955. relationships.parents.forEach( function ( parent ) {
  956. for ( var FBX_ID in deformers ) {
  957. var deformer = deformers[ FBX_ID ];
  958. var subDeformers = deformer.map;
  959. var subDeformer = subDeformers[ parent.ID ];
  960. if ( subDeformer ) {
  961. var model2 = model;
  962. model = new THREE.Bone();
  963. deformer.bones[ subDeformer.index ] = model;
  964. // In cases where a bone is shared between multiple meshes
  965. // model will already be defined and we'll hit this case
  966. // TODO: currently doesn't work correctly
  967. if ( model2 !== null ) {
  968. model.add( model2 );
  969. }
  970. }
  971. }
  972. } );
  973. if ( ! model ) {
  974. switch ( node.attrType ) {
  975. case 'Camera':
  976. model = createCamera( FBXTree, relationships );
  977. break;
  978. case 'Light':
  979. model = createLight( FBXTree, relationships );
  980. break;
  981. case 'Mesh':
  982. model = createMesh( FBXTree, relationships, geometryMap, materialMap );
  983. break;
  984. case 'NurbsCurve':
  985. model = createCurve( relationships, geometryMap );
  986. break;
  987. default:
  988. model = new THREE.Group();
  989. break;
  990. }
  991. }
  992. model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
  993. model.FBX_ID = id;
  994. modelMap.set( id, model );
  995. }
  996. return modelMap;
  997. }
  998. // create a THREE.PerspectiveCamera or THREE.OrthographicCamera
  999. function createCamera( FBXTree, relationships ) {
  1000. var model;
  1001. var cameraAttribute;
  1002. relationships.children.forEach( function ( child ) {
  1003. var attr = FBXTree.Objects.subNodes.NodeAttribute[ child.ID ];
  1004. if ( attr !== undefined && attr.properties !== undefined ) {
  1005. cameraAttribute = attr.properties;
  1006. }
  1007. } );
  1008. if ( cameraAttribute === undefined ) {
  1009. model = new THREE.Object3D();
  1010. } else {
  1011. var type = 0;
  1012. if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  1013. type = 1;
  1014. }
  1015. var nearClippingPlane = 1;
  1016. if ( cameraAttribute.NearPlane !== undefined ) {
  1017. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  1018. }
  1019. var farClippingPlane = 1000;
  1020. if ( cameraAttribute.FarPlane !== undefined ) {
  1021. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  1022. }
  1023. var width = window.innerWidth;
  1024. var height = window.innerHeight;
  1025. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  1026. width = cameraAttribute.AspectWidth.value;
  1027. height = cameraAttribute.AspectHeight.value;
  1028. }
  1029. var aspect = width / height;
  1030. var fov = 45;
  1031. if ( cameraAttribute.FieldOfView !== undefined ) {
  1032. fov = cameraAttribute.FieldOfView.value;
  1033. }
  1034. switch ( type ) {
  1035. case 0: // Perspective
  1036. model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  1037. break;
  1038. case 1: // Orthographic
  1039. model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  1040. break;
  1041. default:
  1042. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  1043. model = new THREE.Object3D();
  1044. break;
  1045. }
  1046. }
  1047. return model;
  1048. }
  1049. // Create a THREE.DirectionalLight, THREE.PointLight or THREE.SpotLight
  1050. function createLight( FBXTree, relationships ) {
  1051. var model;
  1052. var lightAttribute;
  1053. relationships.children.forEach( function ( child ) {
  1054. var attr = FBXTree.Objects.subNodes.NodeAttribute[ child.ID ];
  1055. if ( attr !== undefined && attr.properties !== undefined ) {
  1056. lightAttribute = attr.properties;
  1057. }
  1058. } );
  1059. if ( lightAttribute === undefined ) {
  1060. model = new THREE.Object3D();
  1061. } else {
  1062. var type;
  1063. // LightType can be undefined for Point lights
  1064. if ( lightAttribute.LightType === undefined ) {
  1065. type = 0;
  1066. } else {
  1067. type = lightAttribute.LightType.value;
  1068. }
  1069. var color = 0xffffff;
  1070. if ( lightAttribute.Color !== undefined ) {
  1071. color = parseColor( lightAttribute.Color );
  1072. }
  1073. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  1074. // light disabled
  1075. if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  1076. intensity = 0;
  1077. }
  1078. var distance = 0;
  1079. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  1080. if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
  1081. distance = 0;
  1082. } else {
  1083. distance = lightAttribute.FarAttenuationEnd.value / 1000;
  1084. }
  1085. }
  1086. // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  1087. var decay = 1;
  1088. switch ( type ) {
  1089. case 0: // Point
  1090. model = new THREE.PointLight( color, intensity, distance, decay );
  1091. break;
  1092. case 1: // Directional
  1093. model = new THREE.DirectionalLight( color, intensity );
  1094. break;
  1095. case 2: // Spot
  1096. var angle = Math.PI / 3;
  1097. if ( lightAttribute.InnerAngle !== undefined ) {
  1098. angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  1099. }
  1100. var penumbra = 0;
  1101. if ( lightAttribute.OuterAngle !== undefined ) {
  1102. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  1103. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  1104. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  1105. penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  1106. penumbra = Math.max( penumbra, 1 );
  1107. }
  1108. model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  1109. break;
  1110. default:
  1111. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  1112. model = new THREE.PointLight( color, intensity );
  1113. break;
  1114. }
  1115. if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  1116. model.castShadow = true;
  1117. }
  1118. }
  1119. return model;
  1120. }
  1121. function createMesh( FBXTree, relationships, geometryMap, materialMap ) {
  1122. var model;
  1123. var geometry = null;
  1124. var material = null;
  1125. var materials = [];
  1126. // get geometry and materials(s) from connections
  1127. relationships.children.forEach( function ( child ) {
  1128. if ( geometryMap.has( child.ID ) ) {
  1129. geometry = geometryMap.get( child.ID );
  1130. }
  1131. if ( materialMap.has( child.ID ) ) {
  1132. materials.push( materialMap.get( child.ID ) );
  1133. }
  1134. } );
  1135. if ( materials.length > 1 ) {
  1136. material = materials;
  1137. } else if ( materials.length > 0 ) {
  1138. material = materials[ 0 ];
  1139. } else {
  1140. material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
  1141. materials.push( material );
  1142. }
  1143. if ( 'color' in geometry.attributes ) {
  1144. materials.forEach( function ( material ) {
  1145. material.vertexColors = THREE.VertexColors;
  1146. } );
  1147. }
  1148. if ( geometry.FBX_Deformer ) {
  1149. materials.forEach( function ( material ) {
  1150. material.skinning = true;
  1151. } );
  1152. model = new THREE.SkinnedMesh( geometry, material );
  1153. } else {
  1154. model = new THREE.Mesh( geometry, material );
  1155. }
  1156. return model;
  1157. }
  1158. function createCurve( relationships, geometryMap ) {
  1159. var geometry = relationships.children.reduce( function ( geo, child ) {
  1160. if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );
  1161. return geo;
  1162. }, null );
  1163. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  1164. var material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
  1165. return new THREE.Line( geometry, material );
  1166. }
  1167. // Parse ambient color in FBXTree.GlobalSettings.properties - if it's not set to black (default), create an ambient light
  1168. function createAmbientLight( FBXTree, sceneGraph ) {
  1169. if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings.properties ) {
  1170. var ambientColor = FBXTree.GlobalSettings.properties.AmbientColor.value;
  1171. var r = ambientColor[ 0 ];
  1172. var g = ambientColor[ 1 ];
  1173. var b = ambientColor[ 2 ];
  1174. if ( r !== 0 || g !== 0 || b !== 0 ) {
  1175. var color = new THREE.Color( r, g, b );
  1176. sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  1177. }
  1178. }
  1179. }
  1180. // parse the model node for transform details and apply them to the model
  1181. function setModelTransforms( FBXTree, model, modelNode, connections, sceneGraph ) {
  1182. // http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
  1183. if ( 'RotationOrder' in modelNode.properties ) {
  1184. var enums = [
  1185. 'XYZ', // default
  1186. 'XZY',
  1187. 'YZX',
  1188. 'ZXY',
  1189. 'YXZ',
  1190. 'ZYX',
  1191. 'SphericXYZ',
  1192. ];
  1193. var value = parseInt( modelNode.properties.RotationOrder.value, 10 );
  1194. if ( value > 0 && value < 6 ) {
  1195. // model.rotation.order = enums[ value ];
  1196. // Note: Euler order other than XYZ is currently not supported, so just display a warning for now
  1197. console.warn( 'THREE.FBXLoader: unsupported Euler Order: %s. Currently only XYZ order is supported. Animations and rotations may be incorrect.', enums[ value ] );
  1198. } else if ( value === 6 ) {
  1199. console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
  1200. }
  1201. }
  1202. if ( 'Lcl_Translation' in modelNode.properties ) {
  1203. model.position.fromArray( modelNode.properties.Lcl_Translation.value );
  1204. }
  1205. if ( 'Lcl_Rotation' in modelNode.properties ) {
  1206. var rotation = modelNode.properties.Lcl_Rotation.value.map( THREE.Math.degToRad );
  1207. rotation.push( 'ZYX' );
  1208. model.rotation.fromArray( rotation );
  1209. }
  1210. if ( 'Lcl_Scaling' in modelNode.properties ) {
  1211. model.scale.fromArray( modelNode.properties.Lcl_Scaling.value );
  1212. }
  1213. if ( 'PreRotation' in modelNode.properties ) {
  1214. var array = modelNode.properties.PreRotation.value.map( THREE.Math.degToRad );
  1215. array[ 3 ] = 'ZYX';
  1216. var preRotations = new THREE.Euler().fromArray( array );
  1217. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1218. var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
  1219. preRotations.multiply( currentRotation );
  1220. model.rotation.setFromQuaternion( preRotations, 'ZYX' );
  1221. }
  1222. if ( 'LookAtProperty' in modelNode.properties ) {
  1223. var children = connections.get( model.FBX_ID ).children;
  1224. children.forEach( function ( child ) {
  1225. if ( child.relationship === 'LookAtProperty' ) {
  1226. var lookAtTarget = FBXTree.Objects.subNodes.Model[ child.ID ];
  1227. if ( 'Lcl_Translation' in lookAtTarget.properties ) {
  1228. var pos = lookAtTarget.properties.Lcl_Translation.value;
  1229. // DirectionalLight, SpotLight
  1230. if ( model.target !== undefined ) {
  1231. model.target.position.fromArray( pos );
  1232. sceneGraph.add( model.target );
  1233. } else { // Cameras and other Object3Ds
  1234. model.lookAt( new THREE.Vector3().fromArray( pos ) );
  1235. }
  1236. }
  1237. }
  1238. } );
  1239. }
  1240. }
  1241. function bindSkeleton( FBXTree, deformers, geometryMap, modelMap, connections, sceneGraph ) {
  1242. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  1243. sceneGraph.updateMatrixWorld( true );
  1244. var worldMatrices = new Map();
  1245. // Put skeleton into bind pose.
  1246. if ( 'Pose' in FBXTree.Objects.subNodes ) {
  1247. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  1248. for ( var nodeID in BindPoseNode ) {
  1249. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  1250. var poseNodes = BindPoseNode[ nodeID ].subNodes.PoseNode;
  1251. if ( Array.isArray( poseNodes ) ) {
  1252. poseNodes.forEach( function ( node ) {
  1253. var rawMatWrd = new THREE.Matrix4().fromArray( node.subNodes.Matrix.a );
  1254. worldMatrices.set( parseInt( node.properties.Node ), rawMatWrd );
  1255. } );
  1256. } else {
  1257. var rawMatWrd = new THREE.Matrix4().fromArray( poseNodes.subNodes.Matrix.a );
  1258. worldMatrices.set( parseInt( poseNodes.properties.Node ), rawMatWrd );
  1259. }
  1260. }
  1261. }
  1262. }
  1263. for ( var FBX_ID in deformers ) {
  1264. var deformer = deformers[ FBX_ID ];
  1265. var subDeformers = deformer.map;
  1266. for ( var key in subDeformers ) {
  1267. var subDeformer = subDeformers[ key ];
  1268. var subDeformerIndex = subDeformer.index;
  1269. var bone = deformer.bones[ subDeformerIndex ];
  1270. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  1271. break;
  1272. }
  1273. var mat = worldMatrices.get( bone.FBX_ID );
  1274. bone.matrixWorld.copy( mat );
  1275. }
  1276. // Now that skeleton is in bind pose, bind to model.
  1277. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  1278. var relationships = connections.get( deformer.FBX_ID );
  1279. var parents = relationships.parents;
  1280. parents.forEach( function ( parent ) {
  1281. if ( geometryMap.has( parent.ID ) ) {
  1282. var geoID = parent.ID;
  1283. var georelationships = connections.get( geoID );
  1284. georelationships.parents.forEach( function ( geoConnParent ) {
  1285. if ( modelMap.has( geoConnParent.ID ) ) {
  1286. var model = modelMap.get( geoConnParent.ID );
  1287. model.bind( deformer.skeleton, model.matrixWorld );
  1288. }
  1289. } );
  1290. }
  1291. } );
  1292. }
  1293. //Skeleton is now bound, return objects to starting world positions.
  1294. sceneGraph.updateMatrixWorld( true );
  1295. }
  1296. function parseAnimations( FBXTree, connections ) {
  1297. // since the actual transformation data is stored in FBXTree.Objects.subNodes.AnimationCurve,
  1298. // if this is undefined we can safely assume there are no animations
  1299. if ( FBXTree.Objects.subNodes.AnimationCurve === undefined ) return undefined;
  1300. var curveNodesMap = parseAnimationCurveNodes( FBXTree );
  1301. parseAnimationCurves( FBXTree, connections, curveNodesMap );
  1302. var layersMap = parseAnimationLayers( FBXTree, connections, curveNodesMap );
  1303. var rawClips = parseAnimStacks( FBXTree, connections, layersMap );
  1304. return rawClips;
  1305. }
  1306. // parse nodes in FBXTree.Objects.subNodes.AnimationCurveNode
  1307. // each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
  1308. // and is referenced by an AnimationLayer
  1309. function parseAnimationCurveNodes( FBXTree ) {
  1310. var rawCurveNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  1311. var curveNodesMap = new Map();
  1312. for ( var nodeID in rawCurveNodes ) {
  1313. var rawCurveNode = rawCurveNodes[ nodeID ];
  1314. if ( rawCurveNode.attrName.match( /S|R|T/ ) !== null ) {
  1315. var curveNode = {
  1316. id: rawCurveNode.id,
  1317. attr: rawCurveNode.attrName,
  1318. curves: {},
  1319. };
  1320. curveNodesMap.set( curveNode.id, curveNode );
  1321. }
  1322. }
  1323. return curveNodesMap;
  1324. }
  1325. // parse nodes in FBXTree.Objects.subNodes.AnimationCurve and connect them up to
  1326. // previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
  1327. // axis ( e.g. times and values of x rotation)
  1328. function parseAnimationCurves( FBXTree, connections, curveNodesMap ) {
  1329. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  1330. for ( var nodeID in rawCurves ) {
  1331. var animationCurve = {
  1332. id: rawCurves[ nodeID ].id,
  1333. times: rawCurves[ nodeID ].subNodes.KeyTime.a.map( convertFBXTimeToSeconds ),
  1334. values: rawCurves[ nodeID ].subNodes.KeyValueFloat.a,
  1335. };
  1336. var relationships = connections.get( animationCurve.id );
  1337. if ( relationships !== undefined ) {
  1338. var animationCurveID = relationships.parents[ 0 ].ID;
  1339. var animationCurveRelationship = relationships.parents[ 0 ].relationship;
  1340. var axis = '';
  1341. if ( animationCurveRelationship.match( /X/ ) ) {
  1342. axis = 'x';
  1343. } else if ( animationCurveRelationship.match( /Y/ ) ) {
  1344. axis = 'y';
  1345. } else if ( animationCurveRelationship.match( /Z/ ) ) {
  1346. axis = 'z';
  1347. } else {
  1348. continue;
  1349. }
  1350. curveNodesMap.get( animationCurveID ).curves[ axis ] = animationCurve;
  1351. }
  1352. }
  1353. }
  1354. // parse nodes in FBXTree.Objects.subNodes.AnimationLayer. Each layers holds references
  1355. // to various AnimationCurveNodes and is referenced by an AnimationStack node
  1356. // note: theoretically a stack can multiple layers, however in practice there always seems to be one per stack
  1357. function parseAnimationLayers( FBXTree, connections, curveNodesMap ) {
  1358. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  1359. var layersMap = new Map();
  1360. for ( var nodeID in rawLayers ) {
  1361. var layerCurveNodes = [];
  1362. var connection = connections.get( parseInt( nodeID ) );
  1363. if ( connection !== undefined ) {
  1364. // all the animationCurveNodes used in the layer
  1365. var children = connection.children;
  1366. children.forEach( function ( child, i ) {
  1367. if ( curveNodesMap.has( child.ID ) ) {
  1368. var curveNode = curveNodesMap.get( child.ID );
  1369. if ( layerCurveNodes[ i ] === undefined ) {
  1370. var modelID;
  1371. connections.get( child.ID ).parents.forEach( function ( parent ) {
  1372. if ( parent.relationship !== undefined ) modelID = parent.ID;
  1373. } );
  1374. var rawModel = FBXTree.Objects.subNodes.Model[ modelID.toString() ];
  1375. var node = {
  1376. modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
  1377. initialPosition: [ 0, 0, 0 ],
  1378. initialRotation: [ 0, 0, 0 ],
  1379. initialScale: [ 1, 1, 1 ],
  1380. };
  1381. if ( 'Lcl_Translation' in rawModel.properties ) node.initialPosition = rawModel.properties.Lcl_Translation.value;
  1382. if ( 'Lcl_Rotation' in rawModel.properties ) node.initialRotation = rawModel.properties.Lcl_Rotation.value;
  1383. if ( 'Lcl_Scaling' in rawModel.properties ) node.initialScale = rawModel.properties.Lcl_Scaling.value;
  1384. // if the animated model is pre rotated, we'll have to apply the pre rotations to every
  1385. // animation value as well
  1386. if ( 'PreRotation' in rawModel.properties ) node.preRotations = rawModel.properties.PreRotation.value;
  1387. layerCurveNodes[ i ] = node;
  1388. }
  1389. layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  1390. }
  1391. } );
  1392. layersMap.set( parseInt( nodeID ), layerCurveNodes );
  1393. }
  1394. }
  1395. return layersMap;
  1396. }
  1397. // parse nodes in FBXTree.Objects.subNodes.AnimationStack. These are the top level node in the animation
  1398. // hierarchy. Each Stack node will be used to create a THREE.AnimationClip
  1399. function parseAnimStacks( FBXTree, connections, layersMap ) {
  1400. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  1401. // connect the stacks (clips) up to the layers
  1402. var rawClips = {};
  1403. for ( var nodeID in rawStacks ) {
  1404. var children = connections.get( parseInt( nodeID ) ).children;
  1405. if ( children.length > 1 ) {
  1406. // it seems like stacks will always be associated with a single layer. But just in case there are files
  1407. // where there are multiple layers per stack, we'll display a warning
  1408. console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );
  1409. }
  1410. var layer = layersMap.get( children[ 0 ].ID );
  1411. rawClips[ nodeID ] = {
  1412. name: rawStacks[ nodeID ].attrName,
  1413. layer: layer,
  1414. };
  1415. }
  1416. return rawClips;
  1417. }
  1418. // take raw animation data from parseAnimations and connect it up to the loaded models
  1419. function addAnimations( FBXTree, connections, sceneGraph ) {
  1420. sceneGraph.animations = [];
  1421. var rawClips = parseAnimations( FBXTree, connections );
  1422. if ( rawClips === undefined ) return;
  1423. for ( var key in rawClips ) {
  1424. var rawClip = rawClips[ key ];
  1425. var clip = addClip( rawClip );
  1426. sceneGraph.animations.push( clip );
  1427. }
  1428. }
  1429. function addClip( rawClip ) {
  1430. var tracks = [];
  1431. rawClip.layer.forEach( function ( rawTracks ) {
  1432. tracks = tracks.concat( generateTracks( rawTracks ) );
  1433. } );
  1434. return new THREE.AnimationClip( rawClip.name, - 1, tracks );
  1435. }
  1436. function generateTracks( rawTracks ) {
  1437. var tracks = [];
  1438. if ( rawTracks.T !== undefined ) {
  1439. var positionTrack = generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, rawTracks.initialPosition, 'position' );
  1440. if ( positionTrack !== undefined ) tracks.push( positionTrack );
  1441. }
  1442. if ( rawTracks.R !== undefined ) {
  1443. var rotationTrack = generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, rawTracks.initialRotation, rawTracks.preRotations );
  1444. if ( rotationTrack !== undefined ) tracks.push( rotationTrack );
  1445. }
  1446. if ( rawTracks.S !== undefined ) {
  1447. var scaleTrack = generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, rawTracks.initialScale, 'scale' );
  1448. if ( scaleTrack !== undefined ) tracks.push( scaleTrack );
  1449. }
  1450. return tracks;
  1451. }
  1452. function generateVectorTrack( modelName, curves, initialValue, type ) {
  1453. var times = getTimesForAllAxes( curves );
  1454. var values = getKeyframeTrackValues( times, curves, initialValue );
  1455. return new THREE.VectorKeyframeTrack( modelName + '.' + type, times, values );
  1456. }
  1457. function generateRotationTrack( modelName, curves, initialValue, preRotations ) {
  1458. if ( curves.x !== undefined ) curves.x.values = curves.x.values.map( THREE.Math.degToRad );
  1459. if ( curves.y !== undefined ) curves.y.values = curves.y.values.map( THREE.Math.degToRad );
  1460. if ( curves.z !== undefined ) curves.z.values = curves.z.values.map( THREE.Math.degToRad );
  1461. var times = getTimesForAllAxes( curves );
  1462. var values = getKeyframeTrackValues( times, curves, initialValue );
  1463. if ( preRotations !== undefined ) {
  1464. preRotations = preRotations.map( THREE.Math.degToRad );
  1465. preRotations.push( 'ZYX' );
  1466. preRotations = new THREE.Euler().fromArray( preRotations );
  1467. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1468. }
  1469. var quaternion = new THREE.Quaternion();
  1470. var euler = new THREE.Euler();
  1471. var quaternionValues = [];
  1472. for ( var i = 0; i < values.length; i += 3 ) {
  1473. euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], 'ZYX' );
  1474. quaternion.setFromEuler( euler );
  1475. if ( preRotations !== undefined )quaternion.premultiply( preRotations );
  1476. quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );
  1477. }
  1478. return new THREE.QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );
  1479. }
  1480. function getKeyframeTrackValues( times, curves, initialValue ) {
  1481. var prevValue = initialValue;
  1482. var values = [];
  1483. var xIndex = - 1;
  1484. var yIndex = - 1;
  1485. var zIndex = - 1;
  1486. times.forEach( function ( time ) {
  1487. if ( curves.x ) xIndex = curves.x.times.indexOf( time );
  1488. if ( curves.y ) yIndex = curves.y.times.indexOf( time );
  1489. if ( curves.z ) zIndex = curves.z.times.indexOf( time );
  1490. // if there is an x value defined for this frame, use that
  1491. if ( xIndex !== - 1 ) {
  1492. var xValue = curves.x.values[ xIndex ];
  1493. values.push( xValue );
  1494. prevValue[ 0 ] = xValue;
  1495. } else {
  1496. // otherwise use the x value from the previous frame
  1497. values.push( prevValue[ 0 ] );
  1498. }
  1499. if ( yIndex !== - 1 ) {
  1500. var yValue = curves.y.values[ yIndex ];
  1501. values.push( yValue );
  1502. prevValue[ 1 ] = yValue;
  1503. } else {
  1504. values.push( prevValue[ 1 ] );
  1505. }
  1506. if ( zIndex !== - 1 ) {
  1507. var zValue = curves.z.values[ zIndex ];
  1508. values.push( zValue );
  1509. prevValue[ 2 ] = zValue;
  1510. } else {
  1511. values.push( prevValue[ 2 ] );
  1512. }
  1513. } );
  1514. return values;
  1515. }
  1516. // For all animated objects, times are defined separately for each axis
  1517. // Here we'll combine the times into one sorted array without duplicates
  1518. function getTimesForAllAxes( curves ) {
  1519. var times = [];
  1520. // first join together the times for each axis, if defined
  1521. if ( curves.x !== undefined ) times = times.concat( curves.x.times );
  1522. if ( curves.y !== undefined ) times = times.concat( curves.y.times );
  1523. if ( curves.z !== undefined ) times = times.concat( curves.z.times );
  1524. // then sort them and remove duplicates
  1525. times = times.sort( function ( a, b ) {
  1526. return a - b;
  1527. } ).filter( function ( elem, index, array ) {
  1528. return array.indexOf( elem ) == index;
  1529. } );
  1530. return times;
  1531. }
  1532. // parse an FBX file in ASCII format
  1533. function TextParser() {}
  1534. Object.assign( TextParser.prototype, {
  1535. getPrevNode: function () {
  1536. return this.nodeStack[ this.currentIndent - 2 ];
  1537. },
  1538. getCurrentNode: function () {
  1539. return this.nodeStack[ this.currentIndent - 1 ];
  1540. },
  1541. getCurrentProp: function () {
  1542. return this.currentProp;
  1543. },
  1544. pushStack: function ( node ) {
  1545. this.nodeStack.push( node );
  1546. this.currentIndent += 1;
  1547. },
  1548. popStack: function () {
  1549. this.nodeStack.pop();
  1550. this.currentIndent -= 1;
  1551. },
  1552. setCurrentProp: function ( val, name ) {
  1553. this.currentProp = val;
  1554. this.currentPropName = name;
  1555. },
  1556. parse: function ( text ) {
  1557. this.currentIndent = 0;
  1558. this.allNodes = new FBXTree();
  1559. this.nodeStack = [];
  1560. this.currentProp = [];
  1561. this.currentPropName = '';
  1562. var self = this;
  1563. var split = text.split( '\n' );
  1564. split.forEach( function ( line, i ) {
  1565. var matchComment = line.match( /^[\s\t]*;/ );
  1566. var matchEmpty = line.match( /^[\s\t]*$/ );
  1567. if ( matchComment || matchEmpty ) return;
  1568. var matchBeginning = line.match( '^\\t{' + self.currentIndent + '}(\\w+):(.*){', '' );
  1569. var matchProperty = line.match( '^\\t{' + ( self.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  1570. var matchEnd = line.match( '^\\t{' + ( self.currentIndent - 1 ) + '}}' );
  1571. if ( matchBeginning ) {
  1572. self.parseNodeBegin( line, matchBeginning );
  1573. } else if ( matchProperty ) {
  1574. self.parseNodeProperty( line, matchProperty, split[ ++ i ] );
  1575. } else if ( matchEnd ) {
  1576. self.popStack();
  1577. } else if ( line.match( /^[^\s\t}]/ ) ) {
  1578. // large arrays are split over multiple lines terminated with a ',' character
  1579. // if this is encountered the line needs to be joined to the previous line
  1580. self.parseNodePropertyContinued( line );
  1581. }
  1582. } );
  1583. return this.allNodes;
  1584. },
  1585. parseNodeBegin: function ( line, property ) {
  1586. var nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  1587. var nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {
  1588. return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );
  1589. } );
  1590. var node = { name: nodeName, properties: {}, subNodes: {} };
  1591. var attrs = this.parseNodeAttr( nodeAttrs );
  1592. var currentNode = this.getCurrentNode();
  1593. // a top node
  1594. if ( this.currentIndent === 0 ) {
  1595. this.allNodes.add( nodeName, node );
  1596. } else { // a subnode
  1597. // if the subnode already exists, append it
  1598. if ( nodeName in currentNode.subNodes ) {
  1599. var tmp = currentNode.subNodes[ nodeName ];
  1600. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  1601. if ( attrs.id === '' ) {
  1602. currentNode.subNodes[ nodeName ] = [];
  1603. currentNode.subNodes[ nodeName ].push( tmp );
  1604. } else {
  1605. currentNode.subNodes[ nodeName ] = {};
  1606. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  1607. }
  1608. }
  1609. if ( attrs.id === '' ) {
  1610. currentNode.subNodes[ nodeName ].push( node );
  1611. } else {
  1612. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  1613. }
  1614. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  1615. currentNode.subNodes[ nodeName ] = {};
  1616. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  1617. } else if ( nodeName !== 'Properties70' ) {
  1618. currentNode.subNodes[ nodeName ] = node;
  1619. }
  1620. }
  1621. if ( typeof attrs.id === 'number' ) node.id = attrs.id;
  1622. if ( attrs.name !== '' ) node.attrName = attrs.name;
  1623. if ( attrs.type !== '' ) node.attrType = attrs.type;
  1624. this.pushStack( node );
  1625. },
  1626. parseNodeAttr: function ( attrs ) {
  1627. var id = attrs[ 0 ];
  1628. if ( attrs[ 0 ] !== '' ) {
  1629. id = parseInt( attrs[ 0 ] );
  1630. if ( isNaN( id ) ) {
  1631. id = attrs[ 0 ];
  1632. }
  1633. }
  1634. var name = '', type = '';
  1635. if ( attrs.length > 1 ) {
  1636. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  1637. type = attrs[ 2 ];
  1638. }
  1639. return { id: id, name: name, type: type };
  1640. },
  1641. parseNodeProperty: function ( line, property, contentLine ) {
  1642. var propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1643. var propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1644. // for special case: base64 image data follows "Content: ," line
  1645. // Content: ,
  1646. // "iVB..."
  1647. if ( propName === 'Content' && propValue === ',' ) {
  1648. propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();
  1649. }
  1650. var currentNode = this.getCurrentNode();
  1651. var parentName = currentNode.name;
  1652. // special case where the parent node is something like "Properties70"
  1653. // these children nodes must treated carefully
  1654. if ( parentName !== undefined ) {
  1655. var propMatch = parentName.match( /Properties(\d)+/ );
  1656. if ( propMatch ) {
  1657. this.parseNodeSpecialProperty( line, propName, propValue );
  1658. return;
  1659. }
  1660. }
  1661. // Connections
  1662. if ( propName === 'C' ) {
  1663. var connProps = propValue.split( ',' ).slice( 1 );
  1664. var from = parseInt( connProps[ 0 ] );
  1665. var to = parseInt( connProps[ 1 ] );
  1666. var rest = propValue.split( ',' ).slice( 3 );
  1667. rest = rest.map( function ( elem ) {
  1668. return elem.trim().replace( /^"/, '' );
  1669. } );
  1670. propName = 'connections';
  1671. propValue = [ from, to ];
  1672. append( propValue, rest );
  1673. if ( currentNode.properties[ propName ] === undefined ) {
  1674. currentNode.properties[ propName ] = [];
  1675. }
  1676. }
  1677. // Node
  1678. if ( propName === 'Node' ) {
  1679. var id = parseInt( propValue );
  1680. currentNode.properties.id = id;
  1681. currentNode.id = id;
  1682. }
  1683. // already exists in properties, then append this
  1684. if ( propName in currentNode.properties ) {
  1685. // connections
  1686. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  1687. currentNode.properties[ propName ].push( propValue );
  1688. }
  1689. } else {
  1690. if ( propName !== 'a' ) currentNode.properties[ propName ] = propValue;
  1691. else currentNode.a = propValue;
  1692. }
  1693. this.setCurrentProp( currentNode.properties, propName );
  1694. // convert string to array, unless it ends in ',' in which case more will be added to it
  1695. if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
  1696. currentNode.a = parseNumberArray( propValue );
  1697. }
  1698. },
  1699. parseNodePropertyContinued: function ( line ) {
  1700. var currentNode = this.getCurrentNode();
  1701. currentNode.a += line;
  1702. // if the line doesn't end in ',' we have reached the end of the property value
  1703. // so convert the string to an array
  1704. if ( line.slice( - 1 ) !== ',' ) {
  1705. currentNode.a = parseNumberArray( currentNode.a );
  1706. }
  1707. },
  1708. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  1709. // split this
  1710. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  1711. // into array like below
  1712. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  1713. var props = propValue.split( '",' ).map( function ( prop ) {
  1714. return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  1715. } );
  1716. var innerPropName = props[ 0 ];
  1717. var innerPropType1 = props[ 1 ];
  1718. var innerPropType2 = props[ 2 ];
  1719. var innerPropFlag = props[ 3 ];
  1720. var innerPropValue = props[ 4 ];
  1721. // cast value to its type
  1722. switch ( innerPropType1 ) {
  1723. case 'int':
  1724. case 'enum':
  1725. case 'bool':
  1726. case 'ULongLong':
  1727. innerPropValue = parseInt( innerPropValue );
  1728. break;
  1729. case 'double':
  1730. case 'Number':
  1731. case 'FieldOfView':
  1732. innerPropValue = parseFloat( innerPropValue );
  1733. break;
  1734. case 'ColorRGB':
  1735. case 'Vector3D':
  1736. case 'Lcl_Translation':
  1737. case 'Lcl_Rotation':
  1738. case 'Lcl_Scaling':
  1739. innerPropValue = parseNumberArray( innerPropValue );
  1740. break;
  1741. }
  1742. // CAUTION: these props must append to parent's parent
  1743. this.getPrevNode().properties[ innerPropName ] = {
  1744. 'type': innerPropType1,
  1745. 'type2': innerPropType2,
  1746. 'flag': innerPropFlag,
  1747. 'value': innerPropValue
  1748. };
  1749. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  1750. },
  1751. isFlattenNode: function ( node ) {
  1752. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  1753. }
  1754. } );
  1755. // Parse an FBX file in Binary format
  1756. function BinaryParser() {}
  1757. Object.assign( BinaryParser.prototype, {
  1758. parse: function ( buffer ) {
  1759. var reader = new BinaryReader( buffer );
  1760. reader.skip( 23 ); // skip magic 23 bytes
  1761. var version = reader.getUint32();
  1762. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  1763. var allNodes = new FBXTree();
  1764. while ( ! this.endOfContent( reader ) ) {
  1765. var node = this.parseNode( reader, version );
  1766. if ( node !== null ) allNodes.add( node.name, node );
  1767. }
  1768. return allNodes;
  1769. },
  1770. // Check if reader has reached the end of content.
  1771. endOfContent: function ( reader ) {
  1772. // footer size: 160bytes + 16-byte alignment padding
  1773. // - 16bytes: magic
  1774. // - padding til 16-byte alignment (at least 1byte?)
  1775. // (seems like some exporters embed fixed 15 or 16bytes?)
  1776. // - 4bytes: magic
  1777. // - 4bytes: version
  1778. // - 120bytes: zero
  1779. // - 16bytes: magic
  1780. if ( reader.size() % 16 === 0 ) {
  1781. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  1782. } else {
  1783. return reader.getOffset() + 160 + 16 >= reader.size();
  1784. }
  1785. },
  1786. parseNode: function ( reader, version ) {
  1787. // The first three data sizes depends on version.
  1788. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1789. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1790. // note: do not remove this even if you get a linter warning as it moves the buffer forward
  1791. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1792. var nameLen = reader.getUint8();
  1793. var name = reader.getString( nameLen );
  1794. // Regards this node as NULL-record if endOffset is zero
  1795. if ( endOffset === 0 ) return null;
  1796. var propertyList = [];
  1797. for ( var i = 0; i < numProperties; i ++ ) {
  1798. propertyList.push( this.parseProperty( reader ) );
  1799. }
  1800. // Regards the first three elements in propertyList as id, attrName, and attrType
  1801. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  1802. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  1803. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  1804. var subNodes = {};
  1805. var properties = {};
  1806. var isSingleProperty = false;
  1807. // check if this node represents just a single property
  1808. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  1809. if ( numProperties === 1 && reader.getOffset() === endOffset ) {
  1810. isSingleProperty = true;
  1811. }
  1812. while ( endOffset > reader.getOffset() ) {
  1813. var node = this.parseNode( reader, version );
  1814. if ( node === null ) continue;
  1815. // special case: child node is single property
  1816. if ( node.singleProperty === true ) {
  1817. var value = node.propertyList[ 0 ];
  1818. if ( Array.isArray( value ) ) {
  1819. subNodes[ node.name ] = node;
  1820. node.a = value;
  1821. } else {
  1822. properties[ node.name ] = value;
  1823. }
  1824. continue;
  1825. }
  1826. // parse connections
  1827. if ( name === 'Connections' && node.name === 'C' ) {
  1828. var array = [];
  1829. node.propertyList.forEach( function ( property, i ) {
  1830. // first Connection is FBX type (OO, OP, etc.). We'll discard these
  1831. if ( i !== 0 ) array.push( property );
  1832. } );
  1833. if ( properties.connections === undefined ) {
  1834. properties.connections = [];
  1835. }
  1836. properties.connections.push( array );
  1837. continue;
  1838. }
  1839. // special case: child node is Properties\d+
  1840. // move child node's properties to this node.
  1841. if ( node.name === 'Properties70' ) {
  1842. var keys = Object.keys( node.properties );
  1843. keys.forEach( function ( key ) {
  1844. properties[ key ] = node.properties[ key ];
  1845. } );
  1846. continue;
  1847. }
  1848. // parse 'properties70'
  1849. if ( name === 'Properties70' && node.name === 'P' ) {
  1850. var innerPropName = node.propertyList[ 0 ];
  1851. var innerPropType1 = node.propertyList[ 1 ];
  1852. var innerPropType2 = node.propertyList[ 2 ];
  1853. var innerPropFlag = node.propertyList[ 3 ];
  1854. var innerPropValue;
  1855. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  1856. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  1857. if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  1858. innerPropValue = [
  1859. node.propertyList[ 4 ],
  1860. node.propertyList[ 5 ],
  1861. node.propertyList[ 6 ]
  1862. ];
  1863. } else {
  1864. innerPropValue = node.propertyList[ 4 ];
  1865. }
  1866. // this will be copied to parent, see above
  1867. properties[ innerPropName ] = {
  1868. 'type': innerPropType1,
  1869. 'type2': innerPropType2,
  1870. 'flag': innerPropFlag,
  1871. 'value': innerPropValue
  1872. };
  1873. continue;
  1874. }
  1875. if ( subNodes[ node.name ] === undefined ) {
  1876. if ( typeof node.id === 'number' ) {
  1877. subNodes[ node.name ] = {};
  1878. subNodes[ node.name ][ node.id ] = node;
  1879. } else {
  1880. subNodes[ node.name ] = node;
  1881. }
  1882. } else {
  1883. if ( node.id === undefined ) {
  1884. if ( ! Array.isArray( subNodes[ node.name ] ) ) {
  1885. subNodes[ node.name ] = [ subNodes[ node.name ] ];
  1886. }
  1887. subNodes[ node.name ].push( node );
  1888. } else if ( subNodes[ node.name ][ node.id ] === undefined ) {
  1889. subNodes[ node.name ][ node.id ] = node;
  1890. }
  1891. }
  1892. }
  1893. var node = {
  1894. singleProperty: isSingleProperty,
  1895. propertyList: propertyList, // raw property list used by parent
  1896. subNodes: subNodes
  1897. };
  1898. if ( Object.keys( properties ).length !== 0 ) node.properties = properties;
  1899. if ( typeof id === 'number' ) node.id = id;
  1900. if ( attrName !== '' ) node.attrName = attrName;
  1901. if ( attrType !== '' ) node.attrType = attrType;
  1902. if ( name !== '' ) node.name = name;
  1903. return node;
  1904. },
  1905. parseProperty: function ( reader ) {
  1906. var type = reader.getChar();
  1907. switch ( type ) {
  1908. case 'C':
  1909. return reader.getBoolean();
  1910. case 'D':
  1911. return reader.getFloat64();
  1912. case 'F':
  1913. return reader.getFloat32();
  1914. case 'I':
  1915. return reader.getInt32();
  1916. case 'L':
  1917. return reader.getInt64();
  1918. case 'R':
  1919. var length = reader.getUint32();
  1920. return reader.getArrayBuffer( length );
  1921. case 'S':
  1922. var length = reader.getUint32();
  1923. return reader.getString( length );
  1924. case 'Y':
  1925. return reader.getInt16();
  1926. case 'b':
  1927. case 'c':
  1928. case 'd':
  1929. case 'f':
  1930. case 'i':
  1931. case 'l':
  1932. var arrayLength = reader.getUint32();
  1933. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  1934. var compressedLength = reader.getUint32();
  1935. if ( encoding === 0 ) {
  1936. switch ( type ) {
  1937. case 'b':
  1938. case 'c':
  1939. return reader.getBooleanArray( arrayLength );
  1940. case 'd':
  1941. return reader.getFloat64Array( arrayLength );
  1942. case 'f':
  1943. return reader.getFloat32Array( arrayLength );
  1944. case 'i':
  1945. return reader.getInt32Array( arrayLength );
  1946. case 'l':
  1947. return reader.getInt64Array( arrayLength );
  1948. }
  1949. }
  1950. if ( window.Zlib === undefined ) {
  1951. throw new Error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  1952. }
  1953. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  1954. var reader2 = new BinaryReader( inflate.decompress().buffer );
  1955. switch ( type ) {
  1956. case 'b':
  1957. case 'c':
  1958. return reader2.getBooleanArray( arrayLength );
  1959. case 'd':
  1960. return reader2.getFloat64Array( arrayLength );
  1961. case 'f':
  1962. return reader2.getFloat32Array( arrayLength );
  1963. case 'i':
  1964. return reader2.getInt32Array( arrayLength );
  1965. case 'l':
  1966. return reader2.getInt64Array( arrayLength );
  1967. }
  1968. default:
  1969. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  1970. }
  1971. }
  1972. } );
  1973. function BinaryReader( buffer, littleEndian ) {
  1974. this.dv = new DataView( buffer );
  1975. this.offset = 0;
  1976. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  1977. }
  1978. Object.assign( BinaryReader.prototype, {
  1979. getOffset: function () {
  1980. return this.offset;
  1981. },
  1982. size: function () {
  1983. return this.dv.buffer.byteLength;
  1984. },
  1985. skip: function ( length ) {
  1986. this.offset += length;
  1987. },
  1988. // seems like true/false representation depends on exporter.
  1989. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  1990. // then sees LSB.
  1991. getBoolean: function () {
  1992. return ( this.getUint8() & 1 ) === 1;
  1993. },
  1994. getBooleanArray: function ( size ) {
  1995. var a = [];
  1996. for ( var i = 0; i < size; i ++ ) {
  1997. a.push( this.getBoolean() );
  1998. }
  1999. return a;
  2000. },
  2001. getInt8: function () {
  2002. var value = this.dv.getInt8( this.offset );
  2003. this.offset += 1;
  2004. return value;
  2005. },
  2006. getInt8Array: function ( size ) {
  2007. var a = [];
  2008. for ( var i = 0; i < size; i ++ ) {
  2009. a.push( this.getInt8() );
  2010. }
  2011. return a;
  2012. },
  2013. getUint8: function () {
  2014. var value = this.dv.getUint8( this.offset );
  2015. this.offset += 1;
  2016. return value;
  2017. },
  2018. getUint8Array: function ( size ) {
  2019. var a = [];
  2020. for ( var i = 0; i < size; i ++ ) {
  2021. a.push( this.getUint8() );
  2022. }
  2023. return a;
  2024. },
  2025. getInt16: function () {
  2026. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2027. this.offset += 2;
  2028. return value;
  2029. },
  2030. getInt16Array: function ( size ) {
  2031. var a = [];
  2032. for ( var i = 0; i < size; i ++ ) {
  2033. a.push( this.getInt16() );
  2034. }
  2035. return a;
  2036. },
  2037. getUint16: function () {
  2038. var value = this.dv.getUint16( this.offset, this.littleEndian );
  2039. this.offset += 2;
  2040. return value;
  2041. },
  2042. getUint16Array: function ( size ) {
  2043. var a = [];
  2044. for ( var i = 0; i < size; i ++ ) {
  2045. a.push( this.getUint16() );
  2046. }
  2047. return a;
  2048. },
  2049. getInt32: function () {
  2050. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2051. this.offset += 4;
  2052. return value;
  2053. },
  2054. getInt32Array: function ( size ) {
  2055. var a = [];
  2056. for ( var i = 0; i < size; i ++ ) {
  2057. a.push( this.getInt32() );
  2058. }
  2059. return a;
  2060. },
  2061. getUint32: function () {
  2062. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2063. this.offset += 4;
  2064. return value;
  2065. },
  2066. getUint32Array: function ( size ) {
  2067. var a = [];
  2068. for ( var i = 0; i < size; i ++ ) {
  2069. a.push( this.getUint32() );
  2070. }
  2071. return a;
  2072. },
  2073. // JavaScript doesn't support 64-bit integer so calculate this here
  2074. // 1 << 32 will return 1 so using multiply operation instead here.
  2075. // There's a possibility that this method returns wrong value if the value
  2076. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  2077. // TODO: safely handle 64-bit integer
  2078. getInt64: function () {
  2079. var low, high;
  2080. if ( this.littleEndian ) {
  2081. low = this.getUint32();
  2082. high = this.getUint32();
  2083. } else {
  2084. high = this.getUint32();
  2085. low = this.getUint32();
  2086. }
  2087. // calculate negative value
  2088. if ( high & 0x80000000 ) {
  2089. high = ~ high & 0xFFFFFFFF;
  2090. low = ~ low & 0xFFFFFFFF;
  2091. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  2092. low = ( low + 1 ) & 0xFFFFFFFF;
  2093. return - ( high * 0x100000000 + low );
  2094. }
  2095. return high * 0x100000000 + low;
  2096. },
  2097. getInt64Array: function ( size ) {
  2098. var a = [];
  2099. for ( var i = 0; i < size; i ++ ) {
  2100. a.push( this.getInt64() );
  2101. }
  2102. return a;
  2103. },
  2104. // Note: see getInt64() comment
  2105. getUint64: function () {
  2106. var low, high;
  2107. if ( this.littleEndian ) {
  2108. low = this.getUint32();
  2109. high = this.getUint32();
  2110. } else {
  2111. high = this.getUint32();
  2112. low = this.getUint32();
  2113. }
  2114. return high * 0x100000000 + low;
  2115. },
  2116. getUint64Array: function ( size ) {
  2117. var a = [];
  2118. for ( var i = 0; i < size; i ++ ) {
  2119. a.push( this.getUint64() );
  2120. }
  2121. return a;
  2122. },
  2123. getFloat32: function () {
  2124. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2125. this.offset += 4;
  2126. return value;
  2127. },
  2128. getFloat32Array: function ( size ) {
  2129. var a = [];
  2130. for ( var i = 0; i < size; i ++ ) {
  2131. a.push( this.getFloat32() );
  2132. }
  2133. return a;
  2134. },
  2135. getFloat64: function () {
  2136. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2137. this.offset += 8;
  2138. return value;
  2139. },
  2140. getFloat64Array: function ( size ) {
  2141. var a = [];
  2142. for ( var i = 0; i < size; i ++ ) {
  2143. a.push( this.getFloat64() );
  2144. }
  2145. return a;
  2146. },
  2147. getArrayBuffer: function ( size ) {
  2148. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  2149. this.offset += size;
  2150. return value;
  2151. },
  2152. getChar: function () {
  2153. return String.fromCharCode( this.getUint8() );
  2154. },
  2155. getString: function ( size ) {
  2156. var s = '';
  2157. while ( size > 0 ) {
  2158. var value = this.getUint8();
  2159. size --;
  2160. if ( value === 0 ) break;
  2161. s += String.fromCharCode( value );
  2162. }
  2163. // Manage UTF8 encoding
  2164. s = decodeURIComponent( escape( s ) );
  2165. this.skip( size );
  2166. return s;
  2167. }
  2168. } );
  2169. // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
  2170. // and BinaryParser( FBX Binary format)
  2171. function FBXTree() {}
  2172. Object.assign( FBXTree.prototype, {
  2173. add: function ( key, val ) {
  2174. this[ key ] = val;
  2175. },
  2176. } );
  2177. function isFbxFormatBinary( buffer ) {
  2178. var CORRECT = 'Kaydara FBX Binary \0';
  2179. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  2180. }
  2181. function isFbxFormatASCII( text ) {
  2182. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2183. var cursor = 0;
  2184. function read( offset ) {
  2185. var result = text[ offset - 1 ];
  2186. text = text.slice( cursor + offset );
  2187. cursor ++;
  2188. return result;
  2189. }
  2190. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2191. var num = read( 1 );
  2192. if ( num === CORRECT[ i ] ) {
  2193. return false;
  2194. }
  2195. }
  2196. return true;
  2197. }
  2198. function getFbxVersion( text ) {
  2199. var versionRegExp = /FBXVersion: (\d+)/;
  2200. var match = text.match( versionRegExp );
  2201. if ( match ) {
  2202. var version = parseInt( match[ 1 ] );
  2203. return version;
  2204. }
  2205. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  2206. }
  2207. // Converts FBX ticks into real time seconds.
  2208. function convertFBXTimeToSeconds( time ) {
  2209. return time / 46186158000;
  2210. }
  2211. // Parses comma separated list of numbers and returns them an array.
  2212. // Used internally by the TextParser
  2213. function parseNumberArray( value ) {
  2214. var array = value.split( ',' ).map( function ( val ) {
  2215. return parseFloat( val );
  2216. } );
  2217. return array;
  2218. }
  2219. function parseColor( property ) {
  2220. var color = new THREE.Color();
  2221. if ( property.type === 'Color' ) {
  2222. return color.setScalar( property.value );
  2223. }
  2224. return color.fromArray( property.value );
  2225. }
  2226. // Converts ArrayBuffer to String.
  2227. function convertArrayBufferToString( buffer, from, to ) {
  2228. if ( from === undefined ) from = 0;
  2229. if ( to === undefined ) to = buffer.byteLength;
  2230. var array = new Uint8Array( buffer, from, to );
  2231. if ( window.TextDecoder !== undefined ) {
  2232. return new TextDecoder().decode( array );
  2233. }
  2234. var s = '';
  2235. for ( var i = 0, il = array.length; i < il; i ++ ) {
  2236. s += String.fromCharCode( array[ i ] );
  2237. }
  2238. return s;
  2239. }
  2240. function append( a, b ) {
  2241. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  2242. a[ j ] = b[ i ];
  2243. }
  2244. }
  2245. function slice( a, b, from, to ) {
  2246. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  2247. a[ j ] = b[ i ];
  2248. }
  2249. return a;
  2250. }
  2251. } )();