FBXLoader.js 91 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 >= 6400 in Binary format
  8. * Versions lower than this may load but will probably have errors
  9. *
  10. * Needs Support:
  11. * Morph normals / blend shape normals
  12. *
  13. * FBX format references:
  14. * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
  15. * http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
  16. *
  17. * Binary format specification:
  18. * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  19. */
  20. ( function () {
  21. THREE.FBXLoader = function ( manager ) {
  22. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  23. };
  24. Object.assign( THREE.FBXLoader.prototype, {
  25. crossOrigin: 'anonymous',
  26. load: function ( url, onLoad, onProgress, onError ) {
  27. var self = this;
  28. var resourceDirectory = THREE.LoaderUtils.extractUrlBase( url );
  29. var loader = new THREE.FileLoader( this.manager );
  30. loader.setResponseType( 'arraybuffer' );
  31. loader.load( url, function ( buffer ) {
  32. try {
  33. var scene = self.parse( buffer, resourceDirectory );
  34. onLoad( scene );
  35. } catch ( error ) {
  36. setTimeout( function () {
  37. if ( onError ) onError( error );
  38. self.manager.itemError( url );
  39. }, 0 );
  40. }
  41. }, onProgress, onError );
  42. },
  43. setCrossOrigin: function ( value ) {
  44. this.crossOrigin = value;
  45. return this;
  46. },
  47. parse: function ( FBXBuffer, resourceDirectory ) {
  48. var FBXTree;
  49. if ( isFbxFormatBinary( FBXBuffer ) ) {
  50. FBXTree = new BinaryParser().parse( FBXBuffer );
  51. } else {
  52. var FBXText = convertArrayBufferToString( FBXBuffer );
  53. if ( ! isFbxFormatASCII( FBXText ) ) {
  54. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  55. }
  56. if ( getFbxVersion( FBXText ) < 7000 ) {
  57. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  58. }
  59. FBXTree = new TextParser().parse( FBXText );
  60. }
  61. console.log( FBXTree );
  62. var textureLoader = new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ).setCrossOrigin( this.crossOrigin );
  63. var connections = parseConnections( FBXTree );
  64. var images = parseImages( FBXTree );
  65. var textures = parseTextures( FBXTree, textureLoader, images, connections );
  66. var materials = parseMaterials( FBXTree, textures, connections );
  67. var deformers = parseDeformers( FBXTree, connections );
  68. var geometryMap = parseGeometries( FBXTree, connections, deformers );
  69. var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
  70. return sceneGraph;
  71. }
  72. } );
  73. // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
  74. // and details the connection type
  75. function parseConnections( FBXTree ) {
  76. var connectionMap = new Map();
  77. if ( 'Connections' in FBXTree ) {
  78. var rawConnections = FBXTree.Connections.connections;
  79. rawConnections.forEach( function ( rawConnection ) {
  80. var fromID = rawConnection[ 0 ];
  81. var toID = rawConnection[ 1 ];
  82. var relationship = rawConnection[ 2 ];
  83. if ( ! connectionMap.has( fromID ) ) {
  84. connectionMap.set( fromID, {
  85. parents: [],
  86. children: []
  87. } );
  88. }
  89. var parentRelationship = { ID: toID, relationship: relationship };
  90. connectionMap.get( fromID ).parents.push( parentRelationship );
  91. if ( ! connectionMap.has( toID ) ) {
  92. connectionMap.set( toID, {
  93. parents: [],
  94. children: []
  95. } );
  96. }
  97. var childRelationship = { ID: fromID, relationship: relationship };
  98. connectionMap.get( toID ).children.push( childRelationship );
  99. } );
  100. }
  101. return connectionMap;
  102. }
  103. // Parse FBXTree.Objects.Video for embedded image data
  104. // These images are connected to textures in FBXTree.Objects.Textures
  105. // via FBXTree.Connections.
  106. function parseImages( FBXTree ) {
  107. var images = {};
  108. var blobs = {};
  109. if ( 'Video' in FBXTree.Objects ) {
  110. var videoNodes = FBXTree.Objects.Video;
  111. for ( var nodeID in videoNodes ) {
  112. var videoNode = videoNodes[ nodeID ];
  113. var id = parseInt( nodeID );
  114. images[ id ] = videoNode.RelativeFilename || videoNode.Filename;
  115. // raw image data is in videoNode.Content
  116. if ( 'Content' in videoNode ) {
  117. var arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );
  118. var base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );
  119. if ( arrayBufferContent || base64Content ) {
  120. var image = parseImage( videoNodes[ nodeID ] );
  121. blobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;
  122. }
  123. }
  124. }
  125. }
  126. for ( var id in images ) {
  127. var filename = images[ id ];
  128. if ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];
  129. else images[ id ] = images[ id ].split( '\\' ).pop();
  130. }
  131. return images;
  132. }
  133. // Parse embedded image data in FBXTree.Video.Content
  134. function parseImage( videoNode ) {
  135. var content = videoNode.Content;
  136. var fileName = videoNode.RelativeFilename || videoNode.Filename;
  137. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  138. var type;
  139. switch ( extension ) {
  140. case 'bmp':
  141. type = 'image/bmp';
  142. break;
  143. case 'jpg':
  144. case 'jpeg':
  145. type = 'image/jpeg';
  146. break;
  147. case 'png':
  148. type = 'image/png';
  149. break;
  150. case 'tif':
  151. type = 'image/tiff';
  152. break;
  153. case 'tga':
  154. if ( typeof THREE.TGALoader !== 'function' ) {
  155. console.warn( 'FBXLoader: THREE.TGALoader is required to load TGA textures' );
  156. return;
  157. } else {
  158. if ( THREE.Loader.Handlers.get( '.tga' ) === null ) {
  159. THREE.Loader.Handlers.add( /\.tga$/i, new THREE.TGALoader() );
  160. }
  161. type = 'image/tga';
  162. break;
  163. }
  164. default:
  165. console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  166. return;
  167. }
  168. if ( typeof content === 'string' ) { // ASCII format
  169. return 'data:' + type + ';base64,' + content;
  170. } else { // Binary Format
  171. var array = new Uint8Array( content );
  172. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  173. }
  174. }
  175. // Parse nodes in FBXTree.Objects.Texture
  176. // These contain details such as UV scaling, cropping, rotation etc and are connected
  177. // to images in FBXTree.Objects.Video
  178. function parseTextures( FBXTree, loader, images, connections ) {
  179. var textureMap = new Map();
  180. if ( 'Texture' in FBXTree.Objects ) {
  181. var textureNodes = FBXTree.Objects.Texture;
  182. for ( var nodeID in textureNodes ) {
  183. var texture = parseTexture( textureNodes[ nodeID ], loader, images, connections );
  184. textureMap.set( parseInt( nodeID ), texture );
  185. }
  186. }
  187. return textureMap;
  188. }
  189. // Parse individual node in FBXTree.Objects.Texture
  190. function parseTexture( textureNode, loader, images, connections ) {
  191. var texture = loadTexture( textureNode, loader, images, connections );
  192. texture.ID = textureNode.id;
  193. texture.name = textureNode.attrName;
  194. var wrapModeU = textureNode.WrapModeU;
  195. var wrapModeV = textureNode.WrapModeV;
  196. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  197. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  198. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  199. // 0: repeat(default), 1: clamp
  200. texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  201. texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  202. if ( 'Scaling' in textureNode ) {
  203. var values = textureNode.Scaling.value;
  204. texture.repeat.x = values[ 0 ];
  205. texture.repeat.y = values[ 1 ];
  206. }
  207. return texture;
  208. }
  209. // load a texture specified as a blob or data URI, or via an external URL using THREE.TextureLoader
  210. function loadTexture( textureNode, loader, images, connections ) {
  211. var fileName;
  212. var currentPath = loader.path;
  213. var children = connections.get( textureNode.id ).children;
  214. if ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {
  215. fileName = images[ children[ 0 ].ID ];
  216. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  217. loader.setPath( undefined );
  218. }
  219. }
  220. var texture;
  221. if ( textureNode.FileName.slice( - 3 ).toLowerCase() === 'tga' ) {
  222. texture = THREE.Loader.Handlers.get( '.tga' ).load( fileName );
  223. } else {
  224. texture = loader.load( fileName );
  225. }
  226. loader.setPath( currentPath );
  227. return texture;
  228. }
  229. // Parse nodes in FBXTree.Objects.Material
  230. function parseMaterials( FBXTree, textureMap, connections ) {
  231. var materialMap = new Map();
  232. if ( 'Material' in FBXTree.Objects ) {
  233. var materialNodes = FBXTree.Objects.Material;
  234. for ( var nodeID in materialNodes ) {
  235. var material = parseMaterial( FBXTree, materialNodes[ nodeID ], textureMap, connections );
  236. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  237. }
  238. }
  239. return materialMap;
  240. }
  241. // Parse single node in FBXTree.Objects.Material
  242. // Materials are connected to texture maps in FBXTree.Objects.Textures
  243. // FBX format currently only supports Lambert and Phong shading models
  244. function parseMaterial( FBXTree, materialNode, textureMap, connections ) {
  245. var ID = materialNode.id;
  246. var name = materialNode.attrName;
  247. var type = materialNode.ShadingModel;
  248. // Case where FBX wraps shading model in property object.
  249. if ( typeof type === 'object' ) {
  250. type = type.value;
  251. }
  252. // Ignore unused materials which don't have any connections.
  253. if ( ! connections.has( ID ) ) return null;
  254. var parameters = parseParameters( FBXTree, materialNode, textureMap, ID, connections );
  255. var material;
  256. switch ( type.toLowerCase() ) {
  257. case 'phong':
  258. material = new THREE.MeshPhongMaterial();
  259. break;
  260. case 'lambert':
  261. material = new THREE.MeshLambertMaterial();
  262. break;
  263. default:
  264. console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  265. material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
  266. break;
  267. }
  268. material.setValues( parameters );
  269. material.name = name;
  270. return material;
  271. }
  272. // Parse FBX material and return parameters suitable for a three.js material
  273. // Also parse the texture map and return any textures associated with the material
  274. function parseParameters( FBXTree, properties, textureMap, ID, connections ) {
  275. var parameters = {};
  276. if ( properties.BumpFactor ) {
  277. parameters.bumpScale = properties.BumpFactor.value;
  278. }
  279. if ( properties.Diffuse ) {
  280. parameters.color = new THREE.Color().fromArray( properties.Diffuse.value );
  281. } else if ( properties.DiffuseColor && properties.DiffuseColor.type === 'Color' ) {
  282. // The blender exporter exports diffuse here instead of in properties.Diffuse
  283. parameters.color = new THREE.Color().fromArray( properties.DiffuseColor.value );
  284. }
  285. if ( properties.DisplacementFactor ) {
  286. parameters.displacementScale = properties.DisplacementFactor.value;
  287. }
  288. if ( properties.Emissive ) {
  289. parameters.emissive = new THREE.Color().fromArray( properties.Emissive.value );
  290. } else if ( properties.EmissiveColor && properties.EmissiveColor.type === 'Color' ) {
  291. // The blender exporter exports emissive color here instead of in properties.Emissive
  292. parameters.emissive = new THREE.Color().fromArray( properties.EmissiveColor.value );
  293. }
  294. if ( properties.EmissiveFactor ) {
  295. parameters.emissiveIntensity = parseFloat( properties.EmissiveFactor.value );
  296. }
  297. if ( properties.Opacity ) {
  298. parameters.opacity = parseFloat( properties.Opacity.value );
  299. }
  300. if ( parameters.opacity < 1.0 ) {
  301. parameters.transparent = true;
  302. }
  303. if ( properties.ReflectionFactor ) {
  304. parameters.reflectivity = properties.ReflectionFactor.value;
  305. }
  306. if ( properties.Shininess ) {
  307. parameters.shininess = properties.Shininess.value;
  308. }
  309. if ( properties.Specular ) {
  310. parameters.specular = new THREE.Color().fromArray( properties.Specular.value );
  311. } else if ( properties.SpecularColor && properties.SpecularColor.type === 'Color' ) {
  312. // The blender exporter exports specular color here instead of in properties.Specular
  313. parameters.specular = new THREE.Color().fromArray( properties.SpecularColor.value );
  314. }
  315. connections.get( ID ).children.forEach( function ( child ) {
  316. var type = child.relationship;
  317. switch ( type ) {
  318. case 'Bump':
  319. parameters.bumpMap = textureMap.get( child.ID );
  320. break;
  321. case 'DiffuseColor':
  322. parameters.map = getTexture( FBXTree, textureMap, child.ID, connections );
  323. break;
  324. case 'DisplacementColor':
  325. parameters.displacementMap = getTexture( FBXTree, textureMap, child.ID, connections );
  326. break;
  327. case 'EmissiveColor':
  328. parameters.emissiveMap = getTexture( FBXTree, textureMap, child.ID, connections );
  329. break;
  330. case 'NormalMap':
  331. parameters.normalMap = getTexture( FBXTree, textureMap, child.ID, connections );
  332. break;
  333. case 'ReflectionColor':
  334. parameters.envMap = getTexture( FBXTree, textureMap, child.ID, connections );
  335. parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
  336. break;
  337. case 'SpecularColor':
  338. parameters.specularMap = getTexture( FBXTree, textureMap, child.ID, connections );
  339. break;
  340. case 'TransparentColor':
  341. parameters.alphaMap = getTexture( FBXTree, textureMap, child.ID, connections );
  342. parameters.transparent = true;
  343. break;
  344. case 'AmbientColor':
  345. case 'ShininessExponent': // AKA glossiness map
  346. case 'SpecularFactor': // AKA specularLevel
  347. case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  348. default:
  349. console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  350. break;
  351. }
  352. } );
  353. return parameters;
  354. }
  355. // get a texture from the textureMap for use by a material.
  356. function getTexture( FBXTree, textureMap, id, connections ) {
  357. // if the texture is a layered texture, just use the first layer and issue a warning
  358. if ( 'LayeredTexture' in FBXTree.Objects && id in FBXTree.Objects.LayeredTexture ) {
  359. console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
  360. id = connections.get( id ).children[ 0 ].ID;
  361. }
  362. return textureMap.get( id );
  363. }
  364. // Parse nodes in FBXTree.Objects.Deformer
  365. // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
  366. // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  367. function parseDeformers( FBXTree, connections ) {
  368. var skeletons = {};
  369. var morphTargets = {};
  370. if ( 'Deformer' in FBXTree.Objects ) {
  371. var DeformerNodes = FBXTree.Objects.Deformer;
  372. for ( var nodeID in DeformerNodes ) {
  373. var deformerNode = DeformerNodes[ nodeID ];
  374. var relationships = connections.get( parseInt( nodeID ) );
  375. if ( deformerNode.attrType === 'Skin' ) {
  376. var skeleton = parseSkeleton( relationships, DeformerNodes );
  377. skeleton.ID = nodeID;
  378. if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
  379. skeleton.geometryID = relationships.parents[ 0 ].ID;
  380. skeletons[ nodeID ] = skeleton;
  381. } else if ( deformerNode.attrType === 'BlendShape' ) {
  382. var morphTarget = {
  383. id: nodeID,
  384. };
  385. morphTarget.rawTargets = parseMorphTargets( relationships, DeformerNodes, connections );
  386. morphTarget.id = nodeID;
  387. if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );
  388. morphTargets[ nodeID ] = morphTarget;
  389. }
  390. }
  391. }
  392. return {
  393. skeletons: skeletons,
  394. morphTargets: morphTargets,
  395. };
  396. }
  397. // Parse single nodes in FBXTree.Objects.Deformer
  398. // The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'
  399. // Each skin node represents a skeleton and each cluster node represents a bone
  400. function parseSkeleton( connections, deformerNodes ) {
  401. var rawBones = [];
  402. connections.children.forEach( function ( child ) {
  403. var boneNode = deformerNodes[ child.ID ];
  404. if ( boneNode.attrType !== 'Cluster' ) return;
  405. var rawBone = {
  406. ID: child.ID,
  407. indices: [],
  408. weights: [],
  409. transform: new THREE.Matrix4().fromArray( boneNode.Transform.a ),
  410. transformLink: new THREE.Matrix4().fromArray( boneNode.TransformLink.a ),
  411. linkMode: boneNode.Mode,
  412. };
  413. if ( 'Indexes' in boneNode ) {
  414. rawBone.indices = boneNode.Indexes.a;
  415. rawBone.weights = boneNode.Weights.a;
  416. }
  417. rawBones.push( rawBone );
  418. } );
  419. return {
  420. rawBones: rawBones,
  421. bones: []
  422. };
  423. }
  424. // The top level morph deformer node has type "BlendShape" and sub nodes have type "BlendShapeChannel"
  425. function parseMorphTargets( relationships, deformerNodes, connections ) {
  426. var rawMorphTargets = [];
  427. for ( var i = 0; i < relationships.children.length; i ++ ) {
  428. if ( i === 8 ) {
  429. console.warn( 'FBXLoader: maximum of 8 morph targets supported. Ignoring additional targets.' );
  430. break;
  431. }
  432. var child = relationships.children[ i ];
  433. var morphTargetNode = deformerNodes[ child.ID ];
  434. var rawMorphTarget = {
  435. name: morphTargetNode.attrName,
  436. initialWeight: morphTargetNode.DeformPercent,
  437. id: morphTargetNode.id,
  438. fullWeights: morphTargetNode.FullWeights.a
  439. };
  440. if ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;
  441. var targetRelationships = connections.get( parseInt( child.ID ) );
  442. targetRelationships.children.forEach( function ( child ) {
  443. if ( child.relationship === undefined ) rawMorphTarget.geoID = child.ID;
  444. } );
  445. rawMorphTargets.push( rawMorphTarget );
  446. }
  447. return rawMorphTargets;
  448. }
  449. // Parse nodes in FBXTree.Objects.Geometry
  450. function parseGeometries( FBXTree, connections, deformers ) {
  451. var geometryMap = new Map();
  452. if ( 'Geometry' in FBXTree.Objects ) {
  453. var geoNodes = FBXTree.Objects.Geometry;
  454. for ( var nodeID in geoNodes ) {
  455. var relationships = connections.get( parseInt( nodeID ) );
  456. var geo = parseGeometry( FBXTree, relationships, geoNodes[ nodeID ], deformers );
  457. geometryMap.set( parseInt( nodeID ), geo );
  458. }
  459. }
  460. return geometryMap;
  461. }
  462. // Parse single node in FBXTree.Objects.Geometry
  463. function parseGeometry( FBXTree, relationships, geoNode, deformers ) {
  464. switch ( geoNode.attrType ) {
  465. case 'Mesh':
  466. return parseMeshGeometry( FBXTree, relationships, geoNode, deformers );
  467. break;
  468. case 'NurbsCurve':
  469. return parseNurbsGeometry( geoNode );
  470. break;
  471. }
  472. }
  473. // Parse single node mesh geometry in FBXTree.Objects.Geometry
  474. function parseMeshGeometry( FBXTree, relationships, geoNode, deformers ) {
  475. var skeletons = deformers.skeletons;
  476. var morphTargets = deformers.morphTargets;
  477. var modelNodes = relationships.parents.map( function ( parent ) {
  478. return FBXTree.Objects.Model[ parent.ID ];
  479. } );
  480. // don't create geometry if it is not associated with any models
  481. if ( modelNodes.length === 0 ) return;
  482. var skeleton = relationships.children.reduce( function ( skeleton, child ) {
  483. if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];
  484. return skeleton;
  485. }, null );
  486. var morphTarget = relationships.children.reduce( function ( morphTarget, child ) {
  487. if ( morphTargets[ child.ID ] !== undefined ) morphTarget = morphTargets[ child.ID ];
  488. return morphTarget;
  489. }, null );
  490. var preTransform = new THREE.Matrix4();
  491. // TODO: if there is more than one model associated with the geometry, AND the models have
  492. // different geometric transforms, then this will cause problems
  493. // if ( modelNodes.length > 1 ) { }
  494. // For now just assume one model and get the preRotations from that
  495. var modelNode = modelNodes[ 0 ];
  496. if ( 'GeometricRotation' in modelNode ) {
  497. var eulerOrder = 'ZYX';
  498. if ( 'RotationOrder' in modelNode ) {
  499. eulerOrder = getEulerOrder( parseInt( modelNode.RotationOrder.value ) );
  500. }
  501. var array = modelNode.GeometricRotation.value.map( THREE.Math.degToRad );
  502. array.push( eulerOrder );
  503. preTransform.makeRotationFromEuler( new THREE.Euler().fromArray( array ) );
  504. }
  505. if ( 'GeometricTranslation' in modelNode ) {
  506. preTransform.setPosition( new THREE.Vector3().fromArray( modelNode.GeometricTranslation.value ) );
  507. }
  508. if ( 'GeometricScaling' in modelNode ) {
  509. preTransform.scale( new THREE.Vector3().fromArray( modelNode.GeometricScaling.value ) );
  510. }
  511. return genGeometry( FBXTree, geoNode, skeleton, morphTarget, preTransform );
  512. }
  513. // Generate a THREE.BufferGeometry from a node in FBXTree.Objects.Geometry
  514. function genGeometry( FBXTree, geoNode, skeleton, morphTarget, preTransform ) {
  515. var geo = new THREE.BufferGeometry();
  516. if ( geoNode.attrName ) geo.name = geoNode.attrName;
  517. var geoInfo = getGeoInfo( geoNode, skeleton );
  518. var buffers = genBuffers( geoInfo );
  519. var positionAttribute = new THREE.Float32BufferAttribute( buffers.vertex, 3 );
  520. preTransform.applyToBufferAttribute( positionAttribute );
  521. geo.addAttribute( 'position', positionAttribute );
  522. if ( buffers.colors.length > 0 ) {
  523. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( buffers.colors, 3 ) );
  524. }
  525. if ( skeleton ) {
  526. geo.addAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( buffers.weightsIndices, 4 ) );
  527. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( buffers.vertexWeights, 4 ) );
  528. // used later to bind the skeleton to the model
  529. geo.FBX_Deformer = skeleton;
  530. }
  531. if ( buffers.normal.length > 0 ) {
  532. var normalAttribute = new THREE.Float32BufferAttribute( buffers.normal, 3 );
  533. var normalMatrix = new THREE.Matrix3().getNormalMatrix( preTransform );
  534. normalMatrix.applyToBufferAttribute( normalAttribute );
  535. geo.addAttribute( 'normal', normalAttribute );
  536. }
  537. buffers.uvs.forEach( function ( uvBuffer, i ) {
  538. // subsequent uv buffers are called 'uv1', 'uv2', ...
  539. var name = 'uv' + ( i + 1 ).toString();
  540. // the first uv buffer is just called 'uv'
  541. if ( i === 0 ) {
  542. name = 'uv';
  543. }
  544. geo.addAttribute( name, new THREE.Float32BufferAttribute( buffers.uvs[ i ], 2 ) );
  545. } );
  546. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  547. // Convert the material indices of each vertex into rendering groups on the geometry.
  548. var prevMaterialIndex = buffers.materialIndex[ 0 ];
  549. var startIndex = 0;
  550. buffers.materialIndex.forEach( function ( currentIndex, i ) {
  551. if ( currentIndex !== prevMaterialIndex ) {
  552. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  553. prevMaterialIndex = currentIndex;
  554. startIndex = i;
  555. }
  556. } );
  557. // the loop above doesn't add the last group, do that here.
  558. if ( geo.groups.length > 0 ) {
  559. var lastGroup = geo.groups[ geo.groups.length - 1 ];
  560. var lastIndex = lastGroup.start + lastGroup.count;
  561. if ( lastIndex !== buffers.materialIndex.length ) {
  562. geo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );
  563. }
  564. }
  565. // case where there are multiple materials but the whole geometry is only
  566. // using one of them
  567. if ( geo.groups.length === 0 ) {
  568. geo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );
  569. }
  570. }
  571. addMorphTargets( FBXTree, geo, geoNode, morphTarget, preTransform );
  572. return geo;
  573. }
  574. function getGeoInfo( geoNode, skeleton ) {
  575. var geoInfo = {};
  576. geoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];
  577. geoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];
  578. if ( geoNode.LayerElementColor ) {
  579. geoInfo.color = getColors( geoNode.LayerElementColor[ 0 ] );
  580. }
  581. if ( geoNode.LayerElementMaterial ) {
  582. geoInfo.material = getMaterials( geoNode.LayerElementMaterial[ 0 ] );
  583. }
  584. if ( geoNode.LayerElementNormal ) {
  585. geoInfo.normal = getNormals( geoNode.LayerElementNormal[ 0 ] );
  586. }
  587. if ( geoNode.LayerElementUV ) {
  588. geoInfo.uv = [];
  589. var i = 0;
  590. while ( geoNode.LayerElementUV[ i ] ) {
  591. geoInfo.uv.push( getUVs( geoNode.LayerElementUV[ i ] ) );
  592. i ++;
  593. }
  594. }
  595. geoInfo.weightTable = {};
  596. if ( skeleton !== null ) {
  597. geoInfo.skeleton = skeleton;
  598. skeleton.rawBones.forEach( function ( rawBone, i ) {
  599. // loop over the bone's vertex indices and weights
  600. rawBone.indices.forEach( function ( index, j ) {
  601. if ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];
  602. geoInfo.weightTable[ index ].push( {
  603. id: i,
  604. weight: rawBone.weights[ j ],
  605. } );
  606. } );
  607. } );
  608. }
  609. return geoInfo;
  610. }
  611. function genBuffers( geoInfo ) {
  612. var buffers = {
  613. vertex: [],
  614. normal: [],
  615. colors: [],
  616. uvs: [],
  617. materialIndex: [],
  618. vertexWeights: [],
  619. weightsIndices: [],
  620. };
  621. var polygonIndex = 0;
  622. var faceLength = 0;
  623. var displayedWeightsWarning = false;
  624. // these will hold data for a single face
  625. var facePositionIndexes = [];
  626. var faceNormals = [];
  627. var faceColors = [];
  628. var faceUVs = [];
  629. var faceWeights = [];
  630. var faceWeightIndices = [];
  631. geoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {
  632. var endOfFace = false;
  633. // Face index and vertex index arrays are combined in a single array
  634. // A cube with quad faces looks like this:
  635. // PolygonVertexIndex: *24 {
  636. // 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
  637. // }
  638. // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
  639. // to find index of last vertex bit shift the index: ^ - 1
  640. if ( vertexIndex < 0 ) {
  641. vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
  642. endOfFace = true;
  643. }
  644. var weightIndices = [];
  645. var weights = [];
  646. facePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
  647. if ( geoInfo.color ) {
  648. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );
  649. faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  650. }
  651. if ( geoInfo.skeleton ) {
  652. if ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {
  653. geoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {
  654. weights.push( wt.weight );
  655. weightIndices.push( wt.id );
  656. } );
  657. }
  658. if ( weights.length > 4 ) {
  659. if ( ! displayedWeightsWarning ) {
  660. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  661. displayedWeightsWarning = true;
  662. }
  663. var wIndex = [ 0, 0, 0, 0 ];
  664. var Weight = [ 0, 0, 0, 0 ];
  665. weights.forEach( function ( weight, weightIndex ) {
  666. var currentWeight = weight;
  667. var currentIndex = weightIndices[ weightIndex ];
  668. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  669. if ( currentWeight > comparedWeight ) {
  670. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  671. currentWeight = comparedWeight;
  672. var tmp = wIndex[ comparedWeightIndex ];
  673. wIndex[ comparedWeightIndex ] = currentIndex;
  674. currentIndex = tmp;
  675. }
  676. } );
  677. } );
  678. weightIndices = wIndex;
  679. weights = Weight;
  680. }
  681. // if the weight array is shorter than 4 pad with 0s
  682. while ( weights.length < 4 ) {
  683. weights.push( 0 );
  684. weightIndices.push( 0 );
  685. }
  686. for ( var i = 0; i < 4; ++ i ) {
  687. faceWeights.push( weights[ i ] );
  688. faceWeightIndices.push( weightIndices[ i ] );
  689. }
  690. }
  691. if ( geoInfo.normal ) {
  692. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );
  693. faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  694. }
  695. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  696. var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];
  697. }
  698. if ( geoInfo.uv ) {
  699. geoInfo.uv.forEach( function ( uv, i ) {
  700. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );
  701. if ( faceUVs[ i ] === undefined ) {
  702. faceUVs[ i ] = [];
  703. }
  704. faceUVs[ i ].push( data[ 0 ] );
  705. faceUVs[ i ].push( data[ 1 ] );
  706. } );
  707. }
  708. faceLength ++;
  709. if ( endOfFace ) {
  710. genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );
  711. polygonIndex ++;
  712. faceLength = 0;
  713. // reset arrays for the next face
  714. facePositionIndexes = [];
  715. faceNormals = [];
  716. faceColors = [];
  717. faceUVs = [];
  718. faceWeights = [];
  719. faceWeightIndices = [];
  720. }
  721. } );
  722. return buffers;
  723. }
  724. // Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris
  725. function genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {
  726. for ( var i = 2; i < faceLength; i ++ ) {
  727. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );
  728. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );
  729. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );
  730. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );
  731. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
  732. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
  733. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );
  734. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );
  735. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );
  736. if ( geoInfo.skeleton ) {
  737. buffers.vertexWeights.push( faceWeights[ 0 ] );
  738. buffers.vertexWeights.push( faceWeights[ 1 ] );
  739. buffers.vertexWeights.push( faceWeights[ 2 ] );
  740. buffers.vertexWeights.push( faceWeights[ 3 ] );
  741. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );
  742. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
  743. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
  744. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
  745. buffers.vertexWeights.push( faceWeights[ i * 4 ] );
  746. buffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );
  747. buffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );
  748. buffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );
  749. buffers.weightsIndices.push( faceWeightIndices[ 0 ] );
  750. buffers.weightsIndices.push( faceWeightIndices[ 1 ] );
  751. buffers.weightsIndices.push( faceWeightIndices[ 2 ] );
  752. buffers.weightsIndices.push( faceWeightIndices[ 3 ] );
  753. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
  754. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
  755. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
  756. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
  757. buffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );
  758. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );
  759. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );
  760. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );
  761. }
  762. if ( geoInfo.color ) {
  763. buffers.colors.push( faceColors[ 0 ] );
  764. buffers.colors.push( faceColors[ 1 ] );
  765. buffers.colors.push( faceColors[ 2 ] );
  766. buffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );
  767. buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
  768. buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
  769. buffers.colors.push( faceColors[ i * 3 ] );
  770. buffers.colors.push( faceColors[ i * 3 + 1 ] );
  771. buffers.colors.push( faceColors[ i * 3 + 2 ] );
  772. }
  773. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  774. buffers.materialIndex.push( materialIndex );
  775. buffers.materialIndex.push( materialIndex );
  776. buffers.materialIndex.push( materialIndex );
  777. }
  778. if ( geoInfo.normal ) {
  779. buffers.normal.push( faceNormals[ 0 ] );
  780. buffers.normal.push( faceNormals[ 1 ] );
  781. buffers.normal.push( faceNormals[ 2 ] );
  782. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );
  783. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
  784. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
  785. buffers.normal.push( faceNormals[ i * 3 ] );
  786. buffers.normal.push( faceNormals[ i * 3 + 1 ] );
  787. buffers.normal.push( faceNormals[ i * 3 + 2 ] );
  788. }
  789. if ( geoInfo.uv ) {
  790. geoInfo.uv.forEach( function ( uv, j ) {
  791. if ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];
  792. buffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );
  793. buffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );
  794. buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
  795. buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
  796. buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );
  797. buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
  798. } );
  799. }
  800. }
  801. }
  802. function addMorphTargets( FBXTree, parentGeo, parentGeoNode, morphTarget, preTransform ) {
  803. if ( morphTarget === null ) return;
  804. parentGeo.morphAttributes.position = [];
  805. parentGeo.morphAttributes.normal = [];
  806. morphTarget.rawTargets.forEach( function ( rawTarget ) {
  807. var morphGeoNode = FBXTree.Objects.Geometry[ rawTarget.geoID ];
  808. if ( morphGeoNode !== undefined ) {
  809. genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform );
  810. }
  811. } );
  812. }
  813. // a morph geometry node is similar to a standard node, and the node is also contained
  814. // in FBXTree.Objects.Geometry, however it can only have attributes for position, normal
  815. // and a special attribute Index defining which vertices of the original geometry are affected
  816. // Normal and position attributes only have data for the vertices that are affected by the morph
  817. function genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform ) {
  818. var morphGeo = new THREE.BufferGeometry();
  819. if ( morphGeoNode.attrName ) morphGeo.name = morphGeoNode.attrName;
  820. var vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];
  821. // make a copy of the parent's vertex positions
  822. var vertexPositions = ( parentGeoNode.Vertices !== undefined ) ? parentGeoNode.Vertices.a.slice() : [];
  823. var morphPositions = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];
  824. var indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];
  825. for ( var i = 0; i < indices.length; i ++ ) {
  826. var morphIndex = indices[ i ] * 3;
  827. // FBX format uses blend shapes rather than morph targets. This can be converted
  828. // by additively combining the blend shape positions with the original geometry's positions
  829. vertexPositions[ morphIndex ] += morphPositions[ i * 3 ];
  830. vertexPositions[ morphIndex + 1 ] += morphPositions[ i * 3 + 1 ];
  831. vertexPositions[ morphIndex + 2 ] += morphPositions[ i * 3 + 2 ];
  832. }
  833. // TODO: add morph normal support
  834. var morphGeoInfo = {
  835. vertexIndices: vertexIndices,
  836. vertexPositions: vertexPositions,
  837. };
  838. var morphBuffers = genBuffers( morphGeoInfo );
  839. var positionAttribute = new THREE.Float32BufferAttribute( morphBuffers.vertex, 3 );
  840. positionAttribute.name = morphGeoNode.attrName;
  841. preTransform.applyToBufferAttribute( positionAttribute );
  842. parentGeo.morphAttributes.position.push( positionAttribute );
  843. }
  844. // Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists
  845. function getNormals( NormalNode ) {
  846. var mappingType = NormalNode.MappingInformationType;
  847. var referenceType = NormalNode.ReferenceInformationType;
  848. var buffer = NormalNode.Normals.a;
  849. var indexBuffer = [];
  850. if ( referenceType === 'IndexToDirect' ) {
  851. if ( 'NormalIndex' in NormalNode ) {
  852. indexBuffer = NormalNode.NormalIndex.a;
  853. } else if ( 'NormalsIndex' in NormalNode ) {
  854. indexBuffer = NormalNode.NormalsIndex.a;
  855. }
  856. }
  857. return {
  858. dataSize: 3,
  859. buffer: buffer,
  860. indices: indexBuffer,
  861. mappingType: mappingType,
  862. referenceType: referenceType
  863. };
  864. }
  865. // Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists
  866. function getUVs( UVNode ) {
  867. var mappingType = UVNode.MappingInformationType;
  868. var referenceType = UVNode.ReferenceInformationType;
  869. var buffer = UVNode.UV.a;
  870. var indexBuffer = [];
  871. if ( referenceType === 'IndexToDirect' ) {
  872. indexBuffer = UVNode.UVIndex.a;
  873. }
  874. return {
  875. dataSize: 2,
  876. buffer: buffer,
  877. indices: indexBuffer,
  878. mappingType: mappingType,
  879. referenceType: referenceType
  880. };
  881. }
  882. // Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists
  883. function getColors( ColorNode ) {
  884. var mappingType = ColorNode.MappingInformationType;
  885. var referenceType = ColorNode.ReferenceInformationType;
  886. var buffer = ColorNode.Colors.a;
  887. var indexBuffer = [];
  888. if ( referenceType === 'IndexToDirect' ) {
  889. indexBuffer = ColorNode.ColorIndex.a;
  890. }
  891. return {
  892. dataSize: 4,
  893. buffer: buffer,
  894. indices: indexBuffer,
  895. mappingType: mappingType,
  896. referenceType: referenceType
  897. };
  898. }
  899. // Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists
  900. function getMaterials( MaterialNode ) {
  901. var mappingType = MaterialNode.MappingInformationType;
  902. var referenceType = MaterialNode.ReferenceInformationType;
  903. if ( mappingType === 'NoMappingInformation' ) {
  904. return {
  905. dataSize: 1,
  906. buffer: [ 0 ],
  907. indices: [ 0 ],
  908. mappingType: 'AllSame',
  909. referenceType: referenceType
  910. };
  911. }
  912. var materialIndexBuffer = MaterialNode.Materials.a;
  913. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  914. // we expect.So we create an intermediate buffer that points to the index in the buffer,
  915. // for conforming with the other functions we've written for other data.
  916. var materialIndices = [];
  917. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  918. materialIndices.push( i );
  919. }
  920. return {
  921. dataSize: 1,
  922. buffer: materialIndexBuffer,
  923. indices: materialIndices,
  924. mappingType: mappingType,
  925. referenceType: referenceType
  926. };
  927. }
  928. var dataArray = [];
  929. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  930. var index;
  931. switch ( infoObject.mappingType ) {
  932. case 'ByPolygonVertex' :
  933. index = polygonVertexIndex;
  934. break;
  935. case 'ByPolygon' :
  936. index = polygonIndex;
  937. break;
  938. case 'ByVertice' :
  939. index = vertexIndex;
  940. break;
  941. case 'AllSame' :
  942. index = infoObject.indices[ 0 ];
  943. break;
  944. default :
  945. console.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );
  946. }
  947. if ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];
  948. var from = index * infoObject.dataSize;
  949. var to = from + infoObject.dataSize;
  950. return slice( dataArray, infoObject.buffer, from, to );
  951. }
  952. // Generate a NurbGeometry from a node in FBXTree.Objects.Geometry
  953. function parseNurbsGeometry( geoNode ) {
  954. if ( THREE.NURBSCurve === undefined ) {
  955. console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  956. return new THREE.BufferGeometry();
  957. }
  958. var order = parseInt( geoNode.Order );
  959. if ( isNaN( order ) ) {
  960. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );
  961. return new THREE.BufferGeometry();
  962. }
  963. var degree = order - 1;
  964. var knots = geoNode.KnotVector.a;
  965. var controlPoints = [];
  966. var pointsValues = geoNode.Points.a;
  967. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  968. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  969. }
  970. var startKnot, endKnot;
  971. if ( geoNode.Form === 'Closed' ) {
  972. controlPoints.push( controlPoints[ 0 ] );
  973. } else if ( geoNode.Form === 'Periodic' ) {
  974. startKnot = degree;
  975. endKnot = knots.length - 1 - startKnot;
  976. for ( var i = 0; i < degree; ++ i ) {
  977. controlPoints.push( controlPoints[ i ] );
  978. }
  979. }
  980. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  981. var vertices = curve.getPoints( controlPoints.length * 7 );
  982. var positions = new Float32Array( vertices.length * 3 );
  983. vertices.forEach( function ( vertex, i ) {
  984. vertex.toArray( positions, i * 3 );
  985. } );
  986. var geometry = new THREE.BufferGeometry();
  987. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  988. return geometry;
  989. }
  990. // create the main THREE.Group() to be returned by the loader
  991. function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
  992. var sceneGraph = new THREE.Group();
  993. var modelMap = parseModels( FBXTree, deformers.skeletons, geometryMap, materialMap, connections );
  994. var modelNodes = FBXTree.Objects.Model;
  995. modelMap.forEach( function ( model ) {
  996. var modelNode = modelNodes[ model.ID ];
  997. setLookAtProperties( FBXTree, model, modelNode, connections, sceneGraph );
  998. var parentConnections = connections.get( model.ID ).parents;
  999. parentConnections.forEach( function ( connection ) {
  1000. var parent = modelMap.get( connection.ID );
  1001. if ( parent !== undefined ) parent.add( model );
  1002. } );
  1003. if ( model.parent === null ) {
  1004. sceneGraph.add( model );
  1005. }
  1006. } );
  1007. bindSkeleton( FBXTree, deformers.skeletons, geometryMap, modelMap, connections );
  1008. addAnimations( FBXTree, connections, sceneGraph );
  1009. createAmbientLight( FBXTree, sceneGraph );
  1010. setupMorphMaterials( sceneGraph );
  1011. // if all the models where already combined in a single group, just return that
  1012. if ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {
  1013. sceneGraph.children[ 0 ].animations = sceneGraph.animations;
  1014. return sceneGraph.children[ 0 ];
  1015. }
  1016. return sceneGraph;
  1017. }
  1018. function setupMorphMaterials( sceneGraph ) {
  1019. sceneGraph.traverse( function ( child ) {
  1020. if ( child.isMesh ) {
  1021. if ( child.geometry.morphAttributes.position || child.geometry.morphAttributes.normal ) {
  1022. var uuid = child.uuid;
  1023. var matUuid = child.material.uuid;
  1024. // if a geometry has morph targets, it cannot share the material with other geometries
  1025. var sharedMat = false;
  1026. sceneGraph.traverse( function ( child ) {
  1027. if ( child.isMesh ) {
  1028. if ( child.material.uuid === matUuid && child.uuid !== uuid ) sharedMat = true;
  1029. }
  1030. } );
  1031. if ( sharedMat === true ) child.material = child.material.clone();
  1032. child.material.morphTargets = true;
  1033. }
  1034. }
  1035. } );
  1036. }
  1037. // parse nodes in FBXTree.Objects.Model
  1038. function parseModels( FBXTree, skeletons, geometryMap, materialMap, connections ) {
  1039. var modelMap = new Map();
  1040. var modelNodes = FBXTree.Objects.Model;
  1041. for ( var nodeID in modelNodes ) {
  1042. var id = parseInt( nodeID );
  1043. var node = modelNodes[ nodeID ];
  1044. var relationships = connections.get( id );
  1045. var model = buildSkeleton( relationships, skeletons, id, node.attrName );
  1046. if ( ! model ) {
  1047. switch ( node.attrType ) {
  1048. case 'Camera':
  1049. model = createCamera( FBXTree, relationships );
  1050. break;
  1051. case 'Light':
  1052. model = createLight( FBXTree, relationships );
  1053. break;
  1054. case 'Mesh':
  1055. model = createMesh( FBXTree, relationships, geometryMap, materialMap );
  1056. break;
  1057. case 'NurbsCurve':
  1058. model = createCurve( relationships, geometryMap );
  1059. break;
  1060. case 'LimbNode': // usually associated with a Bone, however if a Bone was not created we'll make a Group instead
  1061. case 'Null':
  1062. default:
  1063. model = new THREE.Group();
  1064. break;
  1065. }
  1066. model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
  1067. model.ID = id;
  1068. }
  1069. setModelTransforms( model, node );
  1070. modelMap.set( id, model );
  1071. }
  1072. return modelMap;
  1073. }
  1074. function buildSkeleton( relationships, skeletons, id, name ) {
  1075. var bone = null;
  1076. relationships.parents.forEach( function ( parent ) {
  1077. for ( var ID in skeletons ) {
  1078. var skeleton = skeletons[ ID ];
  1079. skeleton.rawBones.forEach( function ( rawBone, i ) {
  1080. if ( rawBone.ID === parent.ID ) {
  1081. var subBone = bone;
  1082. bone = new THREE.Bone();
  1083. bone.matrixWorld.copy( rawBone.transformLink );
  1084. // set name and id here - otherwise in cases where "subBone" is created it will not have a name / id
  1085. bone.name = THREE.PropertyBinding.sanitizeNodeName( name );
  1086. bone.ID = id;
  1087. skeleton.bones[ i ] = bone;
  1088. // In cases where a bone is shared between multiple meshes
  1089. // duplicate the bone here and and it as a child of the first bone
  1090. if ( subBone !== null ) {
  1091. bone.add( subBone );
  1092. }
  1093. }
  1094. } );
  1095. }
  1096. } );
  1097. return bone;
  1098. }
  1099. // create a THREE.PerspectiveCamera or THREE.OrthographicCamera
  1100. function createCamera( FBXTree, relationships ) {
  1101. var model;
  1102. var cameraAttribute;
  1103. relationships.children.forEach( function ( child ) {
  1104. var attr = FBXTree.Objects.NodeAttribute[ child.ID ];
  1105. if ( attr !== undefined ) {
  1106. cameraAttribute = attr;
  1107. }
  1108. } );
  1109. if ( cameraAttribute === undefined ) {
  1110. model = new THREE.Object3D();
  1111. } else {
  1112. var type = 0;
  1113. if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  1114. type = 1;
  1115. }
  1116. var nearClippingPlane = 1;
  1117. if ( cameraAttribute.NearPlane !== undefined ) {
  1118. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  1119. }
  1120. var farClippingPlane = 1000;
  1121. if ( cameraAttribute.FarPlane !== undefined ) {
  1122. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  1123. }
  1124. var width = window.innerWidth;
  1125. var height = window.innerHeight;
  1126. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  1127. width = cameraAttribute.AspectWidth.value;
  1128. height = cameraAttribute.AspectHeight.value;
  1129. }
  1130. var aspect = width / height;
  1131. var fov = 45;
  1132. if ( cameraAttribute.FieldOfView !== undefined ) {
  1133. fov = cameraAttribute.FieldOfView.value;
  1134. }
  1135. var focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;
  1136. switch ( type ) {
  1137. case 0: // Perspective
  1138. model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  1139. if ( focalLength !== null ) model.setFocalLength( focalLength );
  1140. break;
  1141. case 1: // Orthographic
  1142. model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  1143. break;
  1144. default:
  1145. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  1146. model = new THREE.Object3D();
  1147. break;
  1148. }
  1149. }
  1150. return model;
  1151. }
  1152. // Create a THREE.DirectionalLight, THREE.PointLight or THREE.SpotLight
  1153. function createLight( FBXTree, relationships ) {
  1154. var model;
  1155. var lightAttribute;
  1156. relationships.children.forEach( function ( child ) {
  1157. var attr = FBXTree.Objects.NodeAttribute[ child.ID ];
  1158. if ( attr !== undefined ) {
  1159. lightAttribute = attr;
  1160. }
  1161. } );
  1162. if ( lightAttribute === undefined ) {
  1163. model = new THREE.Object3D();
  1164. } else {
  1165. var type;
  1166. // LightType can be undefined for Point lights
  1167. if ( lightAttribute.LightType === undefined ) {
  1168. type = 0;
  1169. } else {
  1170. type = lightAttribute.LightType.value;
  1171. }
  1172. var color = 0xffffff;
  1173. if ( lightAttribute.Color !== undefined ) {
  1174. color = new THREE.Color().fromArray( lightAttribute.Color.value );
  1175. }
  1176. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  1177. // light disabled
  1178. if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  1179. intensity = 0;
  1180. }
  1181. var distance = 0;
  1182. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  1183. if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
  1184. distance = 0;
  1185. } else {
  1186. distance = lightAttribute.FarAttenuationEnd.value;
  1187. }
  1188. }
  1189. // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  1190. var decay = 1;
  1191. switch ( type ) {
  1192. case 0: // Point
  1193. model = new THREE.PointLight( color, intensity, distance, decay );
  1194. break;
  1195. case 1: // Directional
  1196. model = new THREE.DirectionalLight( color, intensity );
  1197. break;
  1198. case 2: // Spot
  1199. var angle = Math.PI / 3;
  1200. if ( lightAttribute.InnerAngle !== undefined ) {
  1201. angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  1202. }
  1203. var penumbra = 0;
  1204. if ( lightAttribute.OuterAngle !== undefined ) {
  1205. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  1206. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  1207. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  1208. penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  1209. penumbra = Math.max( penumbra, 1 );
  1210. }
  1211. model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  1212. break;
  1213. default:
  1214. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  1215. model = new THREE.PointLight( color, intensity );
  1216. break;
  1217. }
  1218. if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  1219. model.castShadow = true;
  1220. }
  1221. }
  1222. return model;
  1223. }
  1224. function createMesh( FBXTree, relationships, geometryMap, materialMap ) {
  1225. var model;
  1226. var geometry = null;
  1227. var material = null;
  1228. var materials = [];
  1229. // get geometry and materials(s) from connections
  1230. relationships.children.forEach( function ( child ) {
  1231. if ( geometryMap.has( child.ID ) ) {
  1232. geometry = geometryMap.get( child.ID );
  1233. }
  1234. if ( materialMap.has( child.ID ) ) {
  1235. materials.push( materialMap.get( child.ID ) );
  1236. }
  1237. } );
  1238. if ( materials.length > 1 ) {
  1239. material = materials;
  1240. } else if ( materials.length > 0 ) {
  1241. material = materials[ 0 ];
  1242. } else {
  1243. material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
  1244. materials.push( material );
  1245. }
  1246. if ( 'color' in geometry.attributes ) {
  1247. materials.forEach( function ( material ) {
  1248. material.vertexColors = THREE.VertexColors;
  1249. } );
  1250. }
  1251. if ( geometry.FBX_Deformer ) {
  1252. materials.forEach( function ( material ) {
  1253. material.skinning = true;
  1254. } );
  1255. model = new THREE.SkinnedMesh( geometry, material );
  1256. } else {
  1257. model = new THREE.Mesh( geometry, material );
  1258. }
  1259. return model;
  1260. }
  1261. function createCurve( relationships, geometryMap ) {
  1262. var geometry = relationships.children.reduce( function ( geo, child ) {
  1263. if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );
  1264. return geo;
  1265. }, null );
  1266. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  1267. var material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
  1268. return new THREE.Line( geometry, material );
  1269. }
  1270. // Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
  1271. function createAmbientLight( FBXTree, sceneGraph ) {
  1272. if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings ) {
  1273. var ambientColor = FBXTree.GlobalSettings.AmbientColor.value;
  1274. var r = ambientColor[ 0 ];
  1275. var g = ambientColor[ 1 ];
  1276. var b = ambientColor[ 2 ];
  1277. if ( r !== 0 || g !== 0 || b !== 0 ) {
  1278. var color = new THREE.Color( r, g, b );
  1279. sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  1280. }
  1281. }
  1282. }
  1283. function setLookAtProperties( FBXTree, model, modelNode, connections, sceneGraph ) {
  1284. if ( 'LookAtProperty' in modelNode ) {
  1285. var children = connections.get( model.ID ).children;
  1286. children.forEach( function ( child ) {
  1287. if ( child.relationship === 'LookAtProperty' ) {
  1288. var lookAtTarget = FBXTree.Objects.Model[ child.ID ];
  1289. if ( 'Lcl_Translation' in lookAtTarget ) {
  1290. var pos = lookAtTarget.Lcl_Translation.value;
  1291. // DirectionalLight, SpotLight
  1292. if ( model.target !== undefined ) {
  1293. model.target.position.fromArray( pos );
  1294. sceneGraph.add( model.target );
  1295. } else { // Cameras and other Object3Ds
  1296. model.lookAt( new THREE.Vector3().fromArray( pos ) );
  1297. }
  1298. }
  1299. }
  1300. } );
  1301. }
  1302. }
  1303. // parse the model node for transform details and apply them to the model
  1304. function setModelTransforms( model, modelNode ) {
  1305. var transformData = {};
  1306. if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = parseInt( modelNode.RotationOrder.value );
  1307. if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;
  1308. if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;
  1309. if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;
  1310. if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;
  1311. if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;
  1312. if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;
  1313. var transform = generateTransform( transformData );
  1314. model.applyMatrix( transform );
  1315. }
  1316. function bindSkeleton( FBXTree, skeletons, geometryMap, modelMap, connections ) {
  1317. var bindMatrices = parsePoseNodes( FBXTree );
  1318. for ( var ID in skeletons ) {
  1319. var skeleton = skeletons[ ID ];
  1320. var parents = connections.get( parseInt( skeleton.ID ) ).parents;
  1321. parents.forEach( function ( parent ) {
  1322. if ( geometryMap.has( parent.ID ) ) {
  1323. var geoID = parent.ID;
  1324. var geoRelationships = connections.get( geoID );
  1325. geoRelationships.parents.forEach( function ( geoConnParent ) {
  1326. if ( modelMap.has( geoConnParent.ID ) ) {
  1327. var model = modelMap.get( geoConnParent.ID );
  1328. model.bind( new THREE.Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );
  1329. }
  1330. } );
  1331. }
  1332. } );
  1333. }
  1334. }
  1335. function parsePoseNodes( FBXTree ) {
  1336. var bindMatrices = {};
  1337. if ( 'Pose' in FBXTree.Objects ) {
  1338. var BindPoseNode = FBXTree.Objects.Pose;
  1339. for ( var nodeID in BindPoseNode ) {
  1340. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  1341. var poseNodes = BindPoseNode[ nodeID ].PoseNode;
  1342. if ( Array.isArray( poseNodes ) ) {
  1343. poseNodes.forEach( function ( poseNode ) {
  1344. bindMatrices[ poseNode.Node ] = new THREE.Matrix4().fromArray( poseNode.Matrix.a );
  1345. } );
  1346. } else {
  1347. bindMatrices[ poseNodes.Node ] = new THREE.Matrix4().fromArray( poseNodes.Matrix.a );
  1348. }
  1349. }
  1350. }
  1351. }
  1352. return bindMatrices;
  1353. }
  1354. function parseAnimations( FBXTree, connections ) {
  1355. // since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,
  1356. // if this is undefined we can safely assume there are no animations
  1357. if ( FBXTree.Objects.AnimationCurve === undefined ) return undefined;
  1358. var curveNodesMap = parseAnimationCurveNodes( FBXTree );
  1359. parseAnimationCurves( FBXTree, connections, curveNodesMap );
  1360. var layersMap = parseAnimationLayers( FBXTree, connections, curveNodesMap );
  1361. var rawClips = parseAnimStacks( FBXTree, connections, layersMap );
  1362. return rawClips;
  1363. }
  1364. // parse nodes in FBXTree.Objects.AnimationCurveNode
  1365. // each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
  1366. // and is referenced by an AnimationLayer
  1367. function parseAnimationCurveNodes( FBXTree ) {
  1368. var rawCurveNodes = FBXTree.Objects.AnimationCurveNode;
  1369. var curveNodesMap = new Map();
  1370. for ( var nodeID in rawCurveNodes ) {
  1371. var rawCurveNode = rawCurveNodes[ nodeID ];
  1372. if ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {
  1373. var curveNode = {
  1374. id: rawCurveNode.id,
  1375. attr: rawCurveNode.attrName,
  1376. curves: {},
  1377. };
  1378. curveNodesMap.set( curveNode.id, curveNode );
  1379. }
  1380. }
  1381. return curveNodesMap;
  1382. }
  1383. // parse nodes in FBXTree.Objects.AnimationCurve and connect them up to
  1384. // previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
  1385. // axis ( e.g. times and values of x rotation)
  1386. function parseAnimationCurves( FBXTree, connections, curveNodesMap ) {
  1387. var rawCurves = FBXTree.Objects.AnimationCurve;
  1388. // TODO: Many values are identical up to roundoff error, but won't be optimised
  1389. // e.g. position times: [0, 0.4, 0. 8]
  1390. // position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]
  1391. // clearly, this should be optimised to
  1392. // times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]
  1393. // this shows up in nearly every FBX file, and generally time array is length > 100
  1394. for ( var nodeID in rawCurves ) {
  1395. var animationCurve = {
  1396. id: rawCurves[ nodeID ].id,
  1397. times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),
  1398. values: rawCurves[ nodeID ].KeyValueFloat.a,
  1399. };
  1400. var relationships = connections.get( animationCurve.id );
  1401. if ( relationships !== undefined ) {
  1402. var animationCurveID = relationships.parents[ 0 ].ID;
  1403. var animationCurveRelationship = relationships.parents[ 0 ].relationship;
  1404. if ( animationCurveRelationship.match( /X/ ) ) {
  1405. curveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;
  1406. } else if ( animationCurveRelationship.match( /Y/ ) ) {
  1407. curveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;
  1408. } else if ( animationCurveRelationship.match( /Z/ ) ) {
  1409. curveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;
  1410. } else if ( animationCurveRelationship.match( /d|DeformPercent/ ) ) {
  1411. curveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;
  1412. }
  1413. }
  1414. }
  1415. }
  1416. // parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references
  1417. // to various AnimationCurveNodes and is referenced by an AnimationStack node
  1418. // note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack
  1419. function parseAnimationLayers( FBXTree, connections, curveNodesMap ) {
  1420. var rawLayers = FBXTree.Objects.AnimationLayer;
  1421. var layersMap = new Map();
  1422. for ( var nodeID in rawLayers ) {
  1423. var layerCurveNodes = [];
  1424. var connection = connections.get( parseInt( nodeID ) );
  1425. if ( connection !== undefined ) {
  1426. // all the animationCurveNodes used in the layer
  1427. var children = connection.children;
  1428. children.forEach( function ( child, i ) {
  1429. if ( curveNodesMap.has( child.ID ) ) {
  1430. var curveNode = curveNodesMap.get( child.ID );
  1431. // check that the curves are defined for at least one axis, otherwise ignore the curveNode
  1432. if ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {
  1433. if ( layerCurveNodes[ i ] === undefined ) {
  1434. var modelID;
  1435. connections.get( child.ID ).parents.forEach( function ( parent ) {
  1436. if ( parent.relationship !== undefined ) modelID = parent.ID;
  1437. } );
  1438. var rawModel = FBXTree.Objects.Model[ modelID.toString() ];
  1439. var node = {
  1440. modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
  1441. initialPosition: [ 0, 0, 0 ],
  1442. initialRotation: [ 0, 0, 0 ],
  1443. initialScale: [ 1, 1, 1 ],
  1444. };
  1445. if ( 'Lcl_Translation' in rawModel ) node.initialPosition = rawModel.Lcl_Translation.value;
  1446. if ( 'Lcl_Rotation' in rawModel ) node.initialRotation = rawModel.Lcl_Rotation.value;
  1447. if ( 'Lcl_Scaling' in rawModel ) node.initialScale = rawModel.Lcl_Scaling.value;
  1448. // if the animated model is pre rotated, we'll have to apply the pre rotations to every
  1449. // animation value as well
  1450. if ( 'PreRotation' in rawModel ) node.preRotations = rawModel.PreRotation.value;
  1451. layerCurveNodes[ i ] = node;
  1452. }
  1453. layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  1454. } else if ( curveNode.curves.morph !== undefined ) {
  1455. if ( layerCurveNodes[ i ] === undefined ) {
  1456. var deformerID;
  1457. connections.get( child.ID ).parents.forEach( function ( parent ) {
  1458. if ( parent.relationship !== undefined ) deformerID = parent.ID;
  1459. } );
  1460. var morpherID = connections.get( deformerID ).parents[ 0 ].ID;
  1461. var geoID = connections.get( morpherID ).parents[ 0 ].ID;
  1462. // assuming geometry is not used in more than one model
  1463. var modelID = connections.get( geoID ).parents[ 0 ].ID;
  1464. var rawModel = FBXTree.Objects.Model[ modelID ];
  1465. var node = {
  1466. modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
  1467. morphName: FBXTree.Objects.Deformer[ deformerID ].attrName,
  1468. };
  1469. layerCurveNodes[ i ] = node;
  1470. }
  1471. layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  1472. }
  1473. }
  1474. } );
  1475. layersMap.set( parseInt( nodeID ), layerCurveNodes );
  1476. }
  1477. }
  1478. return layersMap;
  1479. }
  1480. // parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation
  1481. // hierarchy. Each Stack node will be used to create a THREE.AnimationClip
  1482. function parseAnimStacks( FBXTree, connections, layersMap ) {
  1483. var rawStacks = FBXTree.Objects.AnimationStack;
  1484. // connect the stacks (clips) up to the layers
  1485. var rawClips = {};
  1486. for ( var nodeID in rawStacks ) {
  1487. var children = connections.get( parseInt( nodeID ) ).children;
  1488. if ( children.length > 1 ) {
  1489. // it seems like stacks will always be associated with a single layer. But just in case there are files
  1490. // where there are multiple layers per stack, we'll display a warning
  1491. console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );
  1492. }
  1493. var layer = layersMap.get( children[ 0 ].ID );
  1494. rawClips[ nodeID ] = {
  1495. name: rawStacks[ nodeID ].attrName,
  1496. layer: layer,
  1497. };
  1498. }
  1499. return rawClips;
  1500. }
  1501. // take raw animation clips and turn them into three.js animation clips
  1502. function addAnimations( FBXTree, connections, sceneGraph ) {
  1503. sceneGraph.animations = [];
  1504. var rawClips = parseAnimations( FBXTree, connections );
  1505. if ( rawClips === undefined ) return;
  1506. for ( var key in rawClips ) {
  1507. var rawClip = rawClips[ key ];
  1508. var clip = addClip( rawClip, sceneGraph );
  1509. sceneGraph.animations.push( clip );
  1510. }
  1511. }
  1512. function addClip( rawClip, sceneGraph ) {
  1513. var tracks = [];
  1514. rawClip.layer.forEach( function ( rawTracks ) {
  1515. tracks = tracks.concat( generateTracks( rawTracks, sceneGraph ) );
  1516. } );
  1517. return new THREE.AnimationClip( rawClip.name, - 1, tracks );
  1518. }
  1519. function generateTracks( rawTracks, sceneGraph ) {
  1520. var tracks = [];
  1521. if ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {
  1522. var positionTrack = generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, rawTracks.initialPosition, 'position' );
  1523. if ( positionTrack !== undefined ) tracks.push( positionTrack );
  1524. }
  1525. if ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {
  1526. var rotationTrack = generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, rawTracks.initialRotation, rawTracks.preRotations );
  1527. if ( rotationTrack !== undefined ) tracks.push( rotationTrack );
  1528. }
  1529. if ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {
  1530. var scaleTrack = generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, rawTracks.initialScale, 'scale' );
  1531. if ( scaleTrack !== undefined ) tracks.push( scaleTrack );
  1532. }
  1533. if ( rawTracks.DeformPercent !== undefined ) {
  1534. var morphTrack = generateMorphTrack( rawTracks, sceneGraph );
  1535. if ( morphTrack !== undefined ) tracks.push( morphTrack );
  1536. }
  1537. return tracks;
  1538. }
  1539. function generateVectorTrack( modelName, curves, initialValue, type ) {
  1540. var times = getTimesForAllAxes( curves );
  1541. var values = getKeyframeTrackValues( times, curves, initialValue );
  1542. return new THREE.VectorKeyframeTrack( modelName + '.' + type, times, values );
  1543. }
  1544. function generateRotationTrack( modelName, curves, initialValue, preRotations ) {
  1545. if ( curves.x !== undefined ) {
  1546. interpolateRotations( curves.x );
  1547. curves.x.values = curves.x.values.map( THREE.Math.degToRad );
  1548. }
  1549. if ( curves.y !== undefined ) {
  1550. interpolateRotations( curves.y );
  1551. curves.y.values = curves.y.values.map( THREE.Math.degToRad );
  1552. }
  1553. if ( curves.z !== undefined ) {
  1554. interpolateRotations( curves.z );
  1555. curves.z.values = curves.z.values.map( THREE.Math.degToRad );
  1556. }
  1557. var times = getTimesForAllAxes( curves );
  1558. var values = getKeyframeTrackValues( times, curves, initialValue );
  1559. if ( preRotations !== undefined ) {
  1560. preRotations = preRotations.map( THREE.Math.degToRad );
  1561. preRotations.push( 'ZYX' );
  1562. preRotations = new THREE.Euler().fromArray( preRotations );
  1563. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1564. }
  1565. var quaternion = new THREE.Quaternion();
  1566. var euler = new THREE.Euler();
  1567. var quaternionValues = [];
  1568. for ( var i = 0; i < values.length; i += 3 ) {
  1569. euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], 'ZYX' );
  1570. quaternion.setFromEuler( euler );
  1571. if ( preRotations !== undefined )quaternion.premultiply( preRotations );
  1572. quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );
  1573. }
  1574. return new THREE.QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );
  1575. }
  1576. function generateMorphTrack( rawTracks, sceneGraph ) {
  1577. var curves = rawTracks.DeformPercent.curves.morph;
  1578. var values = curves.values.map( function ( val ) {
  1579. return val / 100;
  1580. } );
  1581. var morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];
  1582. return new THREE.NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );
  1583. }
  1584. function getKeyframeTrackValues( times, curves, initialValue ) {
  1585. var prevValue = initialValue;
  1586. var values = [];
  1587. var xIndex = - 1;
  1588. var yIndex = - 1;
  1589. var zIndex = - 1;
  1590. times.forEach( function ( time ) {
  1591. if ( curves.x ) xIndex = curves.x.times.indexOf( time );
  1592. if ( curves.y ) yIndex = curves.y.times.indexOf( time );
  1593. if ( curves.z ) zIndex = curves.z.times.indexOf( time );
  1594. // if there is an x value defined for this frame, use that
  1595. if ( xIndex !== - 1 ) {
  1596. var xValue = curves.x.values[ xIndex ];
  1597. values.push( xValue );
  1598. prevValue[ 0 ] = xValue;
  1599. } else {
  1600. // otherwise use the x value from the previous frame
  1601. values.push( prevValue[ 0 ] );
  1602. }
  1603. if ( yIndex !== - 1 ) {
  1604. var yValue = curves.y.values[ yIndex ];
  1605. values.push( yValue );
  1606. prevValue[ 1 ] = yValue;
  1607. } else {
  1608. values.push( prevValue[ 1 ] );
  1609. }
  1610. if ( zIndex !== - 1 ) {
  1611. var zValue = curves.z.values[ zIndex ];
  1612. values.push( zValue );
  1613. prevValue[ 2 ] = zValue;
  1614. } else {
  1615. values.push( prevValue[ 2 ] );
  1616. }
  1617. } );
  1618. return values;
  1619. }
  1620. // For all animated objects, times are defined separately for each axis
  1621. // Here we'll combine the times into one sorted array without duplicates
  1622. function getTimesForAllAxes( curves ) {
  1623. var times = [];
  1624. // first join together the times for each axis, if defined
  1625. if ( curves.x !== undefined ) times = times.concat( curves.x.times );
  1626. if ( curves.y !== undefined ) times = times.concat( curves.y.times );
  1627. if ( curves.z !== undefined ) times = times.concat( curves.z.times );
  1628. // then sort them and remove duplicates
  1629. times = times.sort( function ( a, b ) {
  1630. return a - b;
  1631. } ).filter( function ( elem, index, array ) {
  1632. return array.indexOf( elem ) == index;
  1633. } );
  1634. return times;
  1635. }
  1636. // Rotations are defined as Euler angles which can have values of any size
  1637. // These will be converted to quaternions which don't support values greater than
  1638. // PI, so we'll interpolate large rotations
  1639. function interpolateRotations( curve ) {
  1640. for ( var i = 1; i < curve.values.length; i ++ ) {
  1641. var initialValue = curve.values[ i - 1 ];
  1642. var valuesSpan = curve.values[ i ] - initialValue;
  1643. var absoluteSpan = Math.abs( valuesSpan );
  1644. if ( absoluteSpan >= 180 ) {
  1645. var numSubIntervals = absoluteSpan / 180;
  1646. var step = valuesSpan / numSubIntervals;
  1647. var nextValue = initialValue + step;
  1648. var initialTime = curve.times[ i - 1 ];
  1649. var timeSpan = curve.times[ i ] - initialTime;
  1650. var interval = timeSpan / numSubIntervals;
  1651. var nextTime = initialTime + interval;
  1652. var interpolatedTimes = [];
  1653. var interpolatedValues = [];
  1654. while ( nextTime < curve.times[ i ] ) {
  1655. interpolatedTimes.push( nextTime );
  1656. nextTime += interval;
  1657. interpolatedValues.push( nextValue );
  1658. nextValue += step;
  1659. }
  1660. curve.times = inject( curve.times, i, interpolatedTimes );
  1661. curve.values = inject( curve.values, i, interpolatedValues );
  1662. }
  1663. }
  1664. }
  1665. // parse an FBX file in ASCII format
  1666. function TextParser() {}
  1667. Object.assign( TextParser.prototype, {
  1668. getPrevNode: function () {
  1669. return this.nodeStack[ this.currentIndent - 2 ];
  1670. },
  1671. getCurrentNode: function () {
  1672. return this.nodeStack[ this.currentIndent - 1 ];
  1673. },
  1674. getCurrentProp: function () {
  1675. return this.currentProp;
  1676. },
  1677. pushStack: function ( node ) {
  1678. this.nodeStack.push( node );
  1679. this.currentIndent += 1;
  1680. },
  1681. popStack: function () {
  1682. this.nodeStack.pop();
  1683. this.currentIndent -= 1;
  1684. },
  1685. setCurrentProp: function ( val, name ) {
  1686. this.currentProp = val;
  1687. this.currentPropName = name;
  1688. },
  1689. parse: function ( text ) {
  1690. this.currentIndent = 0;
  1691. this.allNodes = new FBXTree();
  1692. this.nodeStack = [];
  1693. this.currentProp = [];
  1694. this.currentPropName = '';
  1695. var self = this;
  1696. var split = text.split( /[\r\n]+/ );
  1697. split.forEach( function ( line, i ) {
  1698. var matchComment = line.match( /^[\s\t]*;/ );
  1699. var matchEmpty = line.match( /^[\s\t]*$/ );
  1700. if ( matchComment || matchEmpty ) return;
  1701. var matchBeginning = line.match( '^\\t{' + self.currentIndent + '}(\\w+):(.*){', '' );
  1702. var matchProperty = line.match( '^\\t{' + ( self.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  1703. var matchEnd = line.match( '^\\t{' + ( self.currentIndent - 1 ) + '}}' );
  1704. if ( matchBeginning ) {
  1705. self.parseNodeBegin( line, matchBeginning );
  1706. } else if ( matchProperty ) {
  1707. self.parseNodeProperty( line, matchProperty, split[ ++ i ] );
  1708. } else if ( matchEnd ) {
  1709. self.popStack();
  1710. } else if ( line.match( /^[^\s\t}]/ ) ) {
  1711. // large arrays are split over multiple lines terminated with a ',' character
  1712. // if this is encountered the line needs to be joined to the previous line
  1713. self.parseNodePropertyContinued( line );
  1714. }
  1715. } );
  1716. return this.allNodes;
  1717. },
  1718. parseNodeBegin: function ( line, property ) {
  1719. var nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  1720. var nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {
  1721. return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );
  1722. } );
  1723. var node = { name: nodeName };
  1724. var attrs = this.parseNodeAttr( nodeAttrs );
  1725. var currentNode = this.getCurrentNode();
  1726. // a top node
  1727. if ( this.currentIndent === 0 ) {
  1728. this.allNodes.add( nodeName, node );
  1729. } else { // a subnode
  1730. // if the subnode already exists, append it
  1731. if ( nodeName in currentNode ) {
  1732. // special case Pose needs PoseNodes as an array
  1733. if ( nodeName === 'PoseNode' ) {
  1734. currentNode.PoseNode.push( node );
  1735. } else if ( currentNode[ nodeName ].id !== undefined ) {
  1736. currentNode[ nodeName ] = {};
  1737. currentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];
  1738. }
  1739. if ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;
  1740. } else if ( typeof attrs.id === 'number' ) {
  1741. currentNode[ nodeName ] = {};
  1742. currentNode[ nodeName ][ attrs.id ] = node;
  1743. } else if ( nodeName !== 'Properties70' ) {
  1744. if ( nodeName === 'PoseNode' ) currentNode[ nodeName ] = [ node ];
  1745. else currentNode[ nodeName ] = node;
  1746. }
  1747. }
  1748. if ( typeof attrs.id === 'number' ) node.id = attrs.id;
  1749. if ( attrs.name !== '' ) node.attrName = attrs.name;
  1750. if ( attrs.type !== '' ) node.attrType = attrs.type;
  1751. this.pushStack( node );
  1752. },
  1753. parseNodeAttr: function ( attrs ) {
  1754. var id = attrs[ 0 ];
  1755. if ( attrs[ 0 ] !== '' ) {
  1756. id = parseInt( attrs[ 0 ] );
  1757. if ( isNaN( id ) ) {
  1758. id = attrs[ 0 ];
  1759. }
  1760. }
  1761. var name = '', type = '';
  1762. if ( attrs.length > 1 ) {
  1763. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  1764. type = attrs[ 2 ];
  1765. }
  1766. return { id: id, name: name, type: type };
  1767. },
  1768. parseNodeProperty: function ( line, property, contentLine ) {
  1769. var propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1770. var propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1771. // for special case: base64 image data follows "Content: ," line
  1772. // Content: ,
  1773. // "/9j/4RDaRXhpZgAATU0A..."
  1774. if ( propName === 'Content' && propValue === ',' ) {
  1775. propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();
  1776. }
  1777. var currentNode = this.getCurrentNode();
  1778. var parentName = currentNode.name;
  1779. if ( parentName === 'Properties70' ) {
  1780. this.parseNodeSpecialProperty( line, propName, propValue );
  1781. return;
  1782. }
  1783. // Connections
  1784. if ( propName === 'C' ) {
  1785. var connProps = propValue.split( ',' ).slice( 1 );
  1786. var from = parseInt( connProps[ 0 ] );
  1787. var to = parseInt( connProps[ 1 ] );
  1788. var rest = propValue.split( ',' ).slice( 3 );
  1789. rest = rest.map( function ( elem ) {
  1790. return elem.trim().replace( /^"/, '' );
  1791. } );
  1792. propName = 'connections';
  1793. propValue = [ from, to ];
  1794. append( propValue, rest );
  1795. if ( currentNode[ propName ] === undefined ) {
  1796. currentNode[ propName ] = [];
  1797. }
  1798. }
  1799. // Node
  1800. if ( propName === 'Node' ) currentNode.id = propValue;
  1801. // connections
  1802. if ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {
  1803. currentNode[ propName ].push( propValue );
  1804. } else {
  1805. if ( propName !== 'a' ) currentNode[ propName ] = propValue;
  1806. else currentNode.a = propValue;
  1807. }
  1808. this.setCurrentProp( currentNode, propName );
  1809. // convert string to array, unless it ends in ',' in which case more will be added to it
  1810. if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
  1811. currentNode.a = parseNumberArray( propValue );
  1812. }
  1813. },
  1814. parseNodePropertyContinued: function ( line ) {
  1815. var currentNode = this.getCurrentNode();
  1816. currentNode.a += line;
  1817. // if the line doesn't end in ',' we have reached the end of the property value
  1818. // so convert the string to an array
  1819. if ( line.slice( - 1 ) !== ',' ) {
  1820. currentNode.a = parseNumberArray( currentNode.a );
  1821. }
  1822. },
  1823. // parse "Property70"
  1824. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  1825. // split this
  1826. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  1827. // into array like below
  1828. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  1829. var props = propValue.split( '",' ).map( function ( prop ) {
  1830. return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  1831. } );
  1832. var innerPropName = props[ 0 ];
  1833. var innerPropType1 = props[ 1 ];
  1834. var innerPropType2 = props[ 2 ];
  1835. var innerPropFlag = props[ 3 ];
  1836. var innerPropValue = props[ 4 ];
  1837. // cast values where needed, otherwise leave as strings
  1838. switch ( innerPropType1 ) {
  1839. case 'int':
  1840. case 'enum':
  1841. case 'bool':
  1842. case 'ULongLong':
  1843. case 'double':
  1844. case 'Number':
  1845. case 'FieldOfView':
  1846. innerPropValue = parseFloat( innerPropValue );
  1847. break;
  1848. case 'Color':
  1849. case 'ColorRGB':
  1850. case 'Vector3D':
  1851. case 'Lcl_Translation':
  1852. case 'Lcl_Rotation':
  1853. case 'Lcl_Scaling':
  1854. innerPropValue = parseNumberArray( innerPropValue );
  1855. break;
  1856. }
  1857. // CAUTION: these props must append to parent's parent
  1858. this.getPrevNode()[ innerPropName ] = {
  1859. 'type': innerPropType1,
  1860. 'type2': innerPropType2,
  1861. 'flag': innerPropFlag,
  1862. 'value': innerPropValue
  1863. };
  1864. this.setCurrentProp( this.getPrevNode(), innerPropName );
  1865. },
  1866. } );
  1867. // Parse an FBX file in Binary format
  1868. function BinaryParser() {}
  1869. Object.assign( BinaryParser.prototype, {
  1870. parse: function ( buffer ) {
  1871. var reader = new BinaryReader( buffer );
  1872. reader.skip( 23 ); // skip magic 23 bytes
  1873. var version = reader.getUint32();
  1874. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  1875. var allNodes = new FBXTree();
  1876. while ( ! this.endOfContent( reader ) ) {
  1877. var node = this.parseNode( reader, version );
  1878. if ( node !== null ) allNodes.add( node.name, node );
  1879. }
  1880. return allNodes;
  1881. },
  1882. // Check if reader has reached the end of content.
  1883. endOfContent: function ( reader ) {
  1884. // footer size: 160bytes + 16-byte alignment padding
  1885. // - 16bytes: magic
  1886. // - padding til 16-byte alignment (at least 1byte?)
  1887. // (seems like some exporters embed fixed 15 or 16bytes?)
  1888. // - 4bytes: magic
  1889. // - 4bytes: version
  1890. // - 120bytes: zero
  1891. // - 16bytes: magic
  1892. if ( reader.size() % 16 === 0 ) {
  1893. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  1894. } else {
  1895. return reader.getOffset() + 160 + 16 >= reader.size();
  1896. }
  1897. },
  1898. // recursively parse nodes until the end of the file is reached
  1899. parseNode: function ( reader, version ) {
  1900. var node = {};
  1901. // The first three data sizes depends on version.
  1902. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1903. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1904. // note: do not remove this even if you get a linter warning as it moves the buffer forward
  1905. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1906. var nameLen = reader.getUint8();
  1907. var name = reader.getString( nameLen );
  1908. // Regards this node as NULL-record if endOffset is zero
  1909. if ( endOffset === 0 ) return null;
  1910. var propertyList = [];
  1911. for ( var i = 0; i < numProperties; i ++ ) {
  1912. propertyList.push( this.parseProperty( reader ) );
  1913. }
  1914. // Regards the first three elements in propertyList as id, attrName, and attrType
  1915. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  1916. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  1917. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  1918. // check if this node represents just a single property
  1919. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  1920. node.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;
  1921. while ( endOffset > reader.getOffset() ) {
  1922. var subNode = this.parseNode( reader, version );
  1923. if ( subNode !== null ) this.parseSubNode( name, node, subNode );
  1924. }
  1925. node.propertyList = propertyList; // raw property list used by parent
  1926. if ( typeof id === 'number' ) node.id = id;
  1927. if ( attrName !== '' ) node.attrName = attrName;
  1928. if ( attrType !== '' ) node.attrType = attrType;
  1929. if ( name !== '' ) node.name = name;
  1930. return node;
  1931. },
  1932. parseSubNode: function ( name, node, subNode ) {
  1933. // special case: child node is single property
  1934. if ( subNode.singleProperty === true ) {
  1935. var value = subNode.propertyList[ 0 ];
  1936. if ( Array.isArray( value ) ) {
  1937. node[ subNode.name ] = subNode;
  1938. subNode.a = value;
  1939. } else {
  1940. node[ subNode.name ] = value;
  1941. }
  1942. } else if ( name === 'Connections' && subNode.name === 'C' ) {
  1943. var array = [];
  1944. subNode.propertyList.forEach( function ( property, i ) {
  1945. // first Connection is FBX type (OO, OP, etc.). We'll discard these
  1946. if ( i !== 0 ) array.push( property );
  1947. } );
  1948. if ( node.connections === undefined ) {
  1949. node.connections = [];
  1950. }
  1951. node.connections.push( array );
  1952. } else if ( subNode.name === 'Properties70' ) {
  1953. var keys = Object.keys( subNode );
  1954. keys.forEach( function ( key ) {
  1955. node[ key ] = subNode[ key ];
  1956. } );
  1957. } else if ( name === 'Properties70' && subNode.name === 'P' ) {
  1958. var innerPropName = subNode.propertyList[ 0 ];
  1959. var innerPropType1 = subNode.propertyList[ 1 ];
  1960. var innerPropType2 = subNode.propertyList[ 2 ];
  1961. var innerPropFlag = subNode.propertyList[ 3 ];
  1962. var innerPropValue;
  1963. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  1964. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  1965. if ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  1966. innerPropValue = [
  1967. subNode.propertyList[ 4 ],
  1968. subNode.propertyList[ 5 ],
  1969. subNode.propertyList[ 6 ]
  1970. ];
  1971. } else {
  1972. innerPropValue = subNode.propertyList[ 4 ];
  1973. }
  1974. // this will be copied to parent, see above
  1975. node[ innerPropName ] = {
  1976. 'type': innerPropType1,
  1977. 'type2': innerPropType2,
  1978. 'flag': innerPropFlag,
  1979. 'value': innerPropValue
  1980. };
  1981. } else if ( node[ subNode.name ] === undefined ) {
  1982. if ( typeof subNode.id === 'number' ) {
  1983. node[ subNode.name ] = {};
  1984. node[ subNode.name ][ subNode.id ] = subNode;
  1985. } else {
  1986. node[ subNode.name ] = subNode;
  1987. }
  1988. } else {
  1989. if ( subNode.name === 'PoseNode' ) {
  1990. if ( ! Array.isArray( node[ subNode.name ] ) ) {
  1991. node[ subNode.name ] = [ node[ subNode.name ] ];
  1992. }
  1993. node[ subNode.name ].push( subNode );
  1994. } else if ( node[ subNode.name ][ subNode.id ] === undefined ) {
  1995. node[ subNode.name ][ subNode.id ] = subNode;
  1996. }
  1997. }
  1998. },
  1999. parseProperty: function ( reader ) {
  2000. var type = reader.getString( 1 );
  2001. switch ( type ) {
  2002. case 'C':
  2003. return reader.getBoolean();
  2004. case 'D':
  2005. return reader.getFloat64();
  2006. case 'F':
  2007. return reader.getFloat32();
  2008. case 'I':
  2009. return reader.getInt32();
  2010. case 'L':
  2011. return reader.getInt64();
  2012. case 'R':
  2013. var length = reader.getUint32();
  2014. return reader.getArrayBuffer( length );
  2015. case 'S':
  2016. var length = reader.getUint32();
  2017. return reader.getString( length );
  2018. case 'Y':
  2019. return reader.getInt16();
  2020. case 'b':
  2021. case 'c':
  2022. case 'd':
  2023. case 'f':
  2024. case 'i':
  2025. case 'l':
  2026. var arrayLength = reader.getUint32();
  2027. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  2028. var compressedLength = reader.getUint32();
  2029. if ( encoding === 0 ) {
  2030. switch ( type ) {
  2031. case 'b':
  2032. case 'c':
  2033. return reader.getBooleanArray( arrayLength );
  2034. case 'd':
  2035. return reader.getFloat64Array( arrayLength );
  2036. case 'f':
  2037. return reader.getFloat32Array( arrayLength );
  2038. case 'i':
  2039. return reader.getInt32Array( arrayLength );
  2040. case 'l':
  2041. return reader.getInt64Array( arrayLength );
  2042. }
  2043. }
  2044. if ( typeof Zlib === 'undefined' ) {
  2045. console.error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  2046. }
  2047. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  2048. var reader2 = new BinaryReader( inflate.decompress().buffer );
  2049. switch ( type ) {
  2050. case 'b':
  2051. case 'c':
  2052. return reader2.getBooleanArray( arrayLength );
  2053. case 'd':
  2054. return reader2.getFloat64Array( arrayLength );
  2055. case 'f':
  2056. return reader2.getFloat32Array( arrayLength );
  2057. case 'i':
  2058. return reader2.getInt32Array( arrayLength );
  2059. case 'l':
  2060. return reader2.getInt64Array( arrayLength );
  2061. }
  2062. default:
  2063. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  2064. }
  2065. }
  2066. } );
  2067. function BinaryReader( buffer, littleEndian ) {
  2068. this.dv = new DataView( buffer );
  2069. this.offset = 0;
  2070. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  2071. }
  2072. Object.assign( BinaryReader.prototype, {
  2073. getOffset: function () {
  2074. return this.offset;
  2075. },
  2076. size: function () {
  2077. return this.dv.buffer.byteLength;
  2078. },
  2079. skip: function ( length ) {
  2080. this.offset += length;
  2081. },
  2082. // seems like true/false representation depends on exporter.
  2083. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  2084. // then sees LSB.
  2085. getBoolean: function () {
  2086. return ( this.getUint8() & 1 ) === 1;
  2087. },
  2088. getBooleanArray: function ( size ) {
  2089. var a = [];
  2090. for ( var i = 0; i < size; i ++ ) {
  2091. a.push( this.getBoolean() );
  2092. }
  2093. return a;
  2094. },
  2095. getUint8: function () {
  2096. var value = this.dv.getUint8( this.offset );
  2097. this.offset += 1;
  2098. return value;
  2099. },
  2100. getInt16: function () {
  2101. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2102. this.offset += 2;
  2103. return value;
  2104. },
  2105. getInt32: function () {
  2106. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2107. this.offset += 4;
  2108. return value;
  2109. },
  2110. getInt32Array: function ( size ) {
  2111. var a = [];
  2112. for ( var i = 0; i < size; i ++ ) {
  2113. a.push( this.getInt32() );
  2114. }
  2115. return a;
  2116. },
  2117. getUint32: function () {
  2118. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2119. this.offset += 4;
  2120. return value;
  2121. },
  2122. // JavaScript doesn't support 64-bit integer so calculate this here
  2123. // 1 << 32 will return 1 so using multiply operation instead here.
  2124. // There's a possibility that this method returns wrong value if the value
  2125. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  2126. // TODO: safely handle 64-bit integer
  2127. getInt64: function () {
  2128. var low, high;
  2129. if ( this.littleEndian ) {
  2130. low = this.getUint32();
  2131. high = this.getUint32();
  2132. } else {
  2133. high = this.getUint32();
  2134. low = this.getUint32();
  2135. }
  2136. // calculate negative value
  2137. if ( high & 0x80000000 ) {
  2138. high = ~ high & 0xFFFFFFFF;
  2139. low = ~ low & 0xFFFFFFFF;
  2140. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  2141. low = ( low + 1 ) & 0xFFFFFFFF;
  2142. return - ( high * 0x100000000 + low );
  2143. }
  2144. return high * 0x100000000 + low;
  2145. },
  2146. getInt64Array: function ( size ) {
  2147. var a = [];
  2148. for ( var i = 0; i < size; i ++ ) {
  2149. a.push( this.getInt64() );
  2150. }
  2151. return a;
  2152. },
  2153. // Note: see getInt64() comment
  2154. getUint64: function () {
  2155. var low, high;
  2156. if ( this.littleEndian ) {
  2157. low = this.getUint32();
  2158. high = this.getUint32();
  2159. } else {
  2160. high = this.getUint32();
  2161. low = this.getUint32();
  2162. }
  2163. return high * 0x100000000 + low;
  2164. },
  2165. getFloat32: function () {
  2166. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2167. this.offset += 4;
  2168. return value;
  2169. },
  2170. getFloat32Array: function ( size ) {
  2171. var a = [];
  2172. for ( var i = 0; i < size; i ++ ) {
  2173. a.push( this.getFloat32() );
  2174. }
  2175. return a;
  2176. },
  2177. getFloat64: function () {
  2178. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2179. this.offset += 8;
  2180. return value;
  2181. },
  2182. getFloat64Array: function ( size ) {
  2183. var a = [];
  2184. for ( var i = 0; i < size; i ++ ) {
  2185. a.push( this.getFloat64() );
  2186. }
  2187. return a;
  2188. },
  2189. getArrayBuffer: function ( size ) {
  2190. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  2191. this.offset += size;
  2192. return value;
  2193. },
  2194. getString: function ( size ) {
  2195. var a = new Uint8Array( size );
  2196. for ( var i = 0; i < size; i ++ ) {
  2197. a[ i ] = this.getUint8();
  2198. }
  2199. var nullByte = a.indexOf( 0 );
  2200. if ( nullByte >= 0 ) a = a.slice( 0, nullByte );
  2201. return THREE.LoaderUtils.decodeText( a );
  2202. }
  2203. } );
  2204. // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
  2205. // and BinaryParser( FBX Binary format)
  2206. function FBXTree() {}
  2207. Object.assign( FBXTree.prototype, {
  2208. add: function ( key, val ) {
  2209. this[ key ] = val;
  2210. },
  2211. } );
  2212. function isFbxFormatBinary( buffer ) {
  2213. var CORRECT = 'Kaydara FBX Binary \0';
  2214. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  2215. }
  2216. function isFbxFormatASCII( text ) {
  2217. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2218. var cursor = 0;
  2219. function read( offset ) {
  2220. var result = text[ offset - 1 ];
  2221. text = text.slice( cursor + offset );
  2222. cursor ++;
  2223. return result;
  2224. }
  2225. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2226. var num = read( 1 );
  2227. if ( num === CORRECT[ i ] ) {
  2228. return false;
  2229. }
  2230. }
  2231. return true;
  2232. }
  2233. function getFbxVersion( text ) {
  2234. var versionRegExp = /FBXVersion: (\d+)/;
  2235. var match = text.match( versionRegExp );
  2236. if ( match ) {
  2237. var version = parseInt( match[ 1 ] );
  2238. return version;
  2239. }
  2240. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  2241. }
  2242. // Converts FBX ticks into real time seconds.
  2243. function convertFBXTimeToSeconds( time ) {
  2244. return time / 46186158000;
  2245. }
  2246. var tempMat = new THREE.Matrix4();
  2247. var tempEuler = new THREE.Euler();
  2248. var tempVec = new THREE.Vector3();
  2249. var translation = new THREE.Vector3();
  2250. var rotation = new THREE.Matrix4();
  2251. // generate transformation from FBX transform data
  2252. // ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
  2253. // transformData = {
  2254. // eulerOrder: int,
  2255. // translation: [],
  2256. // rotationOffset: [],
  2257. // preRotation
  2258. // rotation
  2259. // postRotation
  2260. // scale
  2261. // }
  2262. // all entries are optional
  2263. function generateTransform( transformData ) {
  2264. var transform = new THREE.Matrix4();
  2265. translation.set( 0, 0, 0 );
  2266. rotation.identity();
  2267. var order = ( transformData.eulerOrder ) ? getEulerOrder( transformData.eulerOrder ) : getEulerOrder( 0 );
  2268. if ( transformData.translation ) translation.fromArray( transformData.translation );
  2269. if ( transformData.rotationOffset ) translation.add( tempVec.fromArray( transformData.rotationOffset ) );
  2270. if ( transformData.rotation ) {
  2271. var array = transformData.rotation.map( THREE.Math.degToRad );
  2272. array.push( order );
  2273. rotation.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2274. }
  2275. if ( transformData.preRotation ) {
  2276. var array = transformData.preRotation.map( THREE.Math.degToRad );
  2277. array.push( order );
  2278. tempMat.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2279. rotation.premultiply( tempMat );
  2280. }
  2281. if ( transformData.postRotation ) {
  2282. var array = transformData.postRotation.map( THREE.Math.degToRad );
  2283. array.push( order );
  2284. tempMat.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2285. rotation.multiply( tempMat );
  2286. }
  2287. if ( transformData.scale ) transform.scale( tempVec.fromArray( transformData.scale ) );
  2288. transform.setPosition( translation );
  2289. transform.multiply( rotation );
  2290. return transform;
  2291. }
  2292. function getEulerOrder( order ) {
  2293. var enums = [
  2294. 'ZYX', // -> XYZ in FBX
  2295. 'YXZ',
  2296. 'ZXY',
  2297. 'YZX',
  2298. 'XZY',
  2299. 'XYZ',
  2300. //'SphericXYZ', // not possible to support
  2301. ];
  2302. if ( order === 6 ) {
  2303. console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
  2304. return enums[ 0 ];
  2305. }
  2306. return enums[ order ];
  2307. }
  2308. // Parses comma separated list of numbers and returns them an array.
  2309. // Used internally by the TextParser
  2310. function parseNumberArray( value ) {
  2311. var array = value.split( ',' ).map( function ( val ) {
  2312. return parseFloat( val );
  2313. } );
  2314. return array;
  2315. }
  2316. function convertArrayBufferToString( buffer, from, to ) {
  2317. if ( from === undefined ) from = 0;
  2318. if ( to === undefined ) to = buffer.byteLength;
  2319. return THREE.LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );
  2320. }
  2321. function append( a, b ) {
  2322. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  2323. a[ j ] = b[ i ];
  2324. }
  2325. }
  2326. function slice( a, b, from, to ) {
  2327. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  2328. a[ j ] = b[ i ];
  2329. }
  2330. return a;
  2331. }
  2332. // inject array a2 into array a1 at index
  2333. function inject( a1, index, a2 ) {
  2334. return a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );
  2335. }
  2336. } )();