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