FBXLoader.js 87 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. * @author Takahiro https://github.com/takahirox
  4. * @author Lewy Blue https://github.com/looeee
  5. *
  6. * Loader loads FBX file and generates Group representing FBX scene.
  7. * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
  8. *
  9. * Supports:
  10. * Mesh Generation (Positional Data)
  11. * Normal Data (Per Vertex Drawing Instance)
  12. * UV Data (Per Vertex Drawing Instance)
  13. * Skinning
  14. * Animation
  15. * - Separated Animations based on stacks.
  16. * - Skeletal & Non-Skeletal Animations
  17. * NURBS (Open, Closed and Periodic forms)
  18. *
  19. * Needs Support:
  20. * Euler rotation order
  21. *
  22. *
  23. * FBX format references:
  24. * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
  25. *
  26. * Binary format specification:
  27. * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  28. * https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
  29. */
  30. ( function () {
  31. THREE.FBXLoader = function ( manager ) {
  32. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  33. };
  34. Object.assign( THREE.FBXLoader.prototype, {
  35. load: function ( url, onLoad, onProgress, onError ) {
  36. var self = this;
  37. var resourceDirectory = THREE.Loader.prototype.extractUrlBase( url );
  38. var loader = new THREE.FileLoader( this.manager );
  39. loader.setResponseType( 'arraybuffer' );
  40. loader.load( url, function ( buffer ) {
  41. try {
  42. var scene = self.parse( buffer, resourceDirectory );
  43. onLoad( scene );
  44. } catch ( error ) {
  45. window.setTimeout( function () {
  46. if ( onError ) onError( error );
  47. self.manager.itemError( url );
  48. }, 0 );
  49. }
  50. }, onProgress, onError );
  51. },
  52. parse: function ( FBXBuffer, resourceDirectory ) {
  53. var FBXTree;
  54. if ( isFbxFormatBinary( FBXBuffer ) ) {
  55. FBXTree = new BinaryParser().parse( FBXBuffer );
  56. } else {
  57. var FBXText = convertArrayBufferToString( FBXBuffer );
  58. if ( ! isFbxFormatASCII( FBXText ) ) {
  59. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  60. }
  61. if ( getFbxVersion( FBXText ) < 7000 ) {
  62. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  63. }
  64. FBXTree = new TextParser().parse( FBXText );
  65. }
  66. // console.log( FBXTree );
  67. var connections = parseConnections( FBXTree );
  68. var images = parseImages( FBXTree );
  69. var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
  70. var materials = parseMaterials( FBXTree, textures, connections );
  71. var skeletons = parseDeformers( FBXTree, connections );
  72. var geometryMap = parseGeometries( FBXTree, connections, skeletons );
  73. var sceneGraph = parseScene( FBXTree, connections, skeletons, geometryMap, materials );
  74. return sceneGraph;
  75. }
  76. } );
  77. // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
  78. // and details the connection type
  79. function parseConnections( FBXTree ) {
  80. var connectionMap = new Map();
  81. if ( 'Connections' in FBXTree ) {
  82. var rawConnections = FBXTree.Connections.properties.connections;
  83. rawConnections.forEach( function ( rawConnection ) {
  84. var fromID = rawConnection[ 0 ];
  85. var toID = rawConnection[ 1 ];
  86. var relationship = rawConnection[ 2 ];
  87. if ( ! connectionMap.has( fromID ) ) {
  88. connectionMap.set( fromID, {
  89. parents: [],
  90. children: []
  91. } );
  92. }
  93. var parentRelationship = { ID: toID, relationship: relationship };
  94. connectionMap.get( fromID ).parents.push( parentRelationship );
  95. if ( ! connectionMap.has( toID ) ) {
  96. connectionMap.set( toID, {
  97. parents: [],
  98. children: []
  99. } );
  100. }
  101. var childRelationship = { ID: fromID, relationship: relationship };
  102. connectionMap.get( toID ).children.push( childRelationship );
  103. } );
  104. }
  105. return connectionMap;
  106. }
  107. // Parse FBXTree.Objects.subNodes.Video for embedded image data
  108. // These images are connected to textures in FBXTree.Objects.subNodes.Textures
  109. // via FBXTree.Connections. Note that images can be duplicated here, in which case only one
  110. // may have a .Content field - we'll check for this and duplicate the data in the imageMap
  111. function parseImages( FBXTree ) {
  112. var imageMap = new Map();
  113. var names = {};
  114. var duplicates = [];
  115. if ( 'Video' in FBXTree.Objects.subNodes ) {
  116. var videoNodes = FBXTree.Objects.subNodes.Video;
  117. for ( var nodeID in videoNodes ) {
  118. var videoNode = videoNodes[ nodeID ];
  119. var id = parseInt( nodeID );
  120. // check whether the file name is used by another videoNode
  121. // and if so keep a record of both ids as a duplicate pair [ id1, id2 ]
  122. if ( videoNode.properties.fileName in names ) {
  123. duplicates.push( [ id, names[ videoNode.properties.fileName ] ] );
  124. }
  125. names[ videoNode.properties.fileName ] = id;
  126. // raw image data is in videoNode.properties.Content
  127. if ( 'Content' in videoNode.properties && videoNode.properties.Content !== '' ) {
  128. var image = parseImage( videoNodes[ nodeID ] );
  129. imageMap.set( id, image );
  130. }
  131. }
  132. }
  133. // check each duplicate pair - if only one is in the image map then
  134. // create an entry for the other id containing the same image data
  135. // Note: it seems to be possible for entries to have the same file name but different
  136. // content, we won't overwrite these
  137. duplicates.forEach( function ( duplicatePair ) {
  138. if ( imageMap.has( duplicatePair[ 0 ] ) && ! imageMap.has( duplicatePair[ 1 ] ) ) {
  139. var image = imageMap.get( duplicatePair[ 0 ] );
  140. imageMap.set( duplicatePair[ 1 ], image );
  141. } else if ( imageMap.has( duplicatePair[ 1 ] ) && ! imageMap.has( duplicatePair[ 0 ] ) ) {
  142. var image = imageMap.get( duplicatePair[ 1 ] );
  143. imageMap.set( duplicatePair[ 0 ], image );
  144. }
  145. } );
  146. return imageMap;
  147. }
  148. // Parse embedded image data in FBXTree.Video.properties.Content
  149. function parseImage( videoNode ) {
  150. var content = videoNode.properties.Content;
  151. var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
  152. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  153. var type;
  154. switch ( extension ) {
  155. case 'bmp':
  156. type = 'image/bmp';
  157. break;
  158. case 'jpg':
  159. case 'jpeg':
  160. type = 'image/jpeg';
  161. break;
  162. case 'png':
  163. type = 'image/png';
  164. break;
  165. case 'tif':
  166. type = 'image/tiff';
  167. break;
  168. default:
  169. console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  170. return;
  171. }
  172. if ( typeof content === 'string' ) { // ASCII format
  173. return 'data:' + type + ';base64,' + content;
  174. } else { // Binary Format
  175. var array = new Uint8Array( content );
  176. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  177. }
  178. }
  179. // Parse nodes in FBXTree.Objects.subNodes.Texture
  180. // These contain details such as UV scaling, cropping, rotation etc and are connected
  181. // to images in FBXTree.Objects.subNodes.Video
  182. function parseTextures( FBXTree, loader, imageMap, connections ) {
  183. var textureMap = new Map();
  184. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  185. var textureNodes = FBXTree.Objects.subNodes.Texture;
  186. for ( var nodeID in textureNodes ) {
  187. var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
  188. textureMap.set( parseInt( nodeID ), texture );
  189. }
  190. }
  191. return textureMap;
  192. }
  193. // Parse individual node in FBXTree.Objects.subNodes.Texture
  194. function parseTexture( textureNode, loader, imageMap, connections ) {
  195. var texture = loadTexture( textureNode, loader, imageMap, connections );
  196. texture.ID = textureNode.id;
  197. texture.name = textureNode.attrName;
  198. var wrapModeU = textureNode.properties.WrapModeU;
  199. var wrapModeV = textureNode.properties.WrapModeV;
  200. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  201. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  202. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  203. // 0: repeat(default), 1: clamp
  204. texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  205. texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  206. if ( 'Scaling' in textureNode.properties ) {
  207. var values = textureNode.properties.Scaling.value;
  208. texture.repeat.x = values[ 0 ];
  209. texture.repeat.y = values[ 1 ];
  210. }
  211. return texture;
  212. }
  213. // load a texture specified as a blob or data URI, or via an external URL using THREE.TextureLoader
  214. function loadTexture( textureNode, loader, imageMap, connections ) {
  215. var fileName;
  216. var filePath = textureNode.properties.FileName;
  217. var relativeFilePath = textureNode.properties.RelativeFilename;
  218. var children = connections.get( textureNode.id ).children;
  219. if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
  220. fileName = imageMap.get( children[ 0 ].ID );
  221. }
  222. // check that relative path is not an actually an absolute path and if so use it to load texture
  223. else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' && relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
  224. fileName = relativeFilePath;
  225. }
  226. // texture specified by absolute path
  227. else {
  228. var split = filePath.split( /[\\\/]/ );
  229. if ( split.length > 0 ) {
  230. fileName = split[ split.length - 1 ];
  231. } else {
  232. fileName = filePath;
  233. }
  234. }
  235. var currentPath = loader.path;
  236. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  237. loader.setPath( undefined );
  238. }
  239. var texture = loader.load( fileName );
  240. loader.setPath( currentPath );
  241. return texture;
  242. }
  243. // Parse nodes in FBXTree.Objects.subNodes.Material
  244. function parseMaterials( FBXTree, textureMap, connections ) {
  245. var materialMap = new Map();
  246. if ( 'Material' in FBXTree.Objects.subNodes ) {
  247. var materialNodes = FBXTree.Objects.subNodes.Material;
  248. for ( var nodeID in materialNodes ) {
  249. var material = parseMaterial( FBXTree, materialNodes[ nodeID ], textureMap, connections );
  250. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  251. }
  252. }
  253. return materialMap;
  254. }
  255. // Parse single node in FBXTree.Objects.subNodes.Material
  256. // Materials are connected to texture maps in FBXTree.Objects.subNodes.Textures
  257. // FBX format currently only supports Lambert and Phong shading models
  258. function parseMaterial( FBXTree, materialNode, textureMap, connections ) {
  259. var ID = materialNode.id;
  260. var name = materialNode.attrName;
  261. var type = materialNode.properties.ShadingModel;
  262. //Case where FBX wraps shading model in property object.
  263. if ( typeof type === 'object' ) {
  264. type = type.value;
  265. }
  266. // Ignore unused materials which don't have any connections.
  267. if ( ! connections.has( ID ) ) return null;
  268. var parameters = parseParameters( FBXTree, materialNode.properties, textureMap, ID, connections );
  269. var material;
  270. switch ( type.toLowerCase() ) {
  271. case 'phong':
  272. material = new THREE.MeshPhongMaterial();
  273. break;
  274. case 'lambert':
  275. material = new THREE.MeshLambertMaterial();
  276. break;
  277. default:
  278. console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  279. material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
  280. break;
  281. }
  282. material.setValues( parameters );
  283. material.name = name;
  284. return material;
  285. }
  286. // Parse FBX material and return parameters suitable for a three.js material
  287. // Also parse the texture map and return any textures associated with the material
  288. function parseParameters( FBXTree, properties, textureMap, ID, connections ) {
  289. var parameters = {};
  290. if ( properties.BumpFactor ) {
  291. parameters.bumpScale = properties.BumpFactor.value;
  292. }
  293. if ( properties.Diffuse ) {
  294. parameters.color = parseColor( properties.Diffuse );
  295. }
  296. if ( properties.DisplacementFactor ) {
  297. parameters.displacementScale = properties.DisplacementFactor.value;
  298. }
  299. if ( properties.ReflectionFactor ) {
  300. parameters.reflectivity = properties.ReflectionFactor.value;
  301. }
  302. if ( properties.Specular ) {
  303. parameters.specular = parseColor( properties.Specular );
  304. }
  305. if ( properties.Shininess ) {
  306. parameters.shininess = properties.Shininess.value;
  307. }
  308. if ( properties.Emissive ) {
  309. parameters.emissive = parseColor( properties.Emissive );
  310. }
  311. if ( properties.EmissiveFactor ) {
  312. parameters.emissiveIntensity = parseFloat( properties.EmissiveFactor.value );
  313. }
  314. if ( properties.Opacity ) {
  315. parameters.opacity = parseFloat( properties.Opacity.value );
  316. }
  317. if ( parameters.opacity < 1.0 ) {
  318. parameters.transparent = true;
  319. }
  320. connections.get( ID ).children.forEach( function ( child ) {
  321. var type = child.relationship;
  322. switch ( type ) {
  323. case 'Bump':
  324. parameters.bumpMap = textureMap.get( child.ID );
  325. break;
  326. case 'DiffuseColor':
  327. parameters.map = getTexture( FBXTree, textureMap, child.ID, connections );
  328. break;
  329. case 'DisplacementColor':
  330. parameters.displacementMap = getTexture( FBXTree, textureMap, child.ID, connections );
  331. break;
  332. case 'EmissiveColor':
  333. parameters.emissiveMap = getTexture( FBXTree, textureMap, child.ID, connections );
  334. break;
  335. case 'NormalMap':
  336. parameters.normalMap = getTexture( FBXTree, textureMap, child.ID, connections );
  337. break;
  338. case 'ReflectionColor':
  339. parameters.envMap = getTexture( FBXTree, textureMap, child.ID, connections );
  340. parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
  341. break;
  342. case 'SpecularColor':
  343. parameters.specularMap = getTexture( FBXTree, textureMap, child.ID, connections );
  344. break;
  345. case 'TransparentColor':
  346. parameters.alphaMap = getTexture( FBXTree, textureMap, child.ID, connections );
  347. parameters.transparent = true;
  348. break;
  349. case 'AmbientColor':
  350. case 'ShininessExponent': // AKA glossiness map
  351. case 'SpecularFactor': // AKA specularLevel
  352. case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  353. default:
  354. console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  355. break;
  356. }
  357. } );
  358. return parameters;
  359. }
  360. // get a texture from the textureMap for use by a material.
  361. function getTexture( FBXTree, textureMap, id, connections ) {
  362. // if the texture is a layered texture, just use the first layer and issue a warning
  363. if ( 'LayeredTexture' in FBXTree.Objects.subNodes && id in FBXTree.Objects.subNodes.LayeredTexture ) {
  364. console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
  365. id = connections.get( id ).children[ 0 ].ID;
  366. }
  367. return textureMap.get( id );
  368. }
  369. // Parse nodes in FBXTree.Objects.subNodes.Deformer
  370. // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
  371. // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  372. function parseDeformers( FBXTree, connections ) {
  373. var skeletons = {};
  374. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  375. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  376. for ( var nodeID in DeformerNodes ) {
  377. var deformerNode = DeformerNodes[ nodeID ];
  378. if ( deformerNode.attrType === 'Skin' ) {
  379. var relationships = connections.get( parseInt( nodeID ) );
  380. var skeleton = parseSkeleton( relationships, DeformerNodes );
  381. skeleton.ID = nodeID;
  382. if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
  383. skeleton.geometryID = relationships.parents[ 0 ].ID;
  384. skeletons[ nodeID ] = skeleton;
  385. }
  386. }
  387. }
  388. return skeletons;
  389. }
  390. // Parse single nodes in FBXTree.Objects.subNodes.Deformer
  391. // The top level deformer nodes have type 'Skin' and subDeformer nodes have type 'Cluster'
  392. // Each skin node represents a skeleton and each cluster node represents a bone
  393. function parseSkeleton( connections, deformerNodes ) {
  394. var rawBones = [];
  395. connections.children.forEach( function ( child ) {
  396. var subDeformerNode = deformerNodes[ child.ID ];
  397. if ( subDeformerNode.attrType !== 'Cluster' ) return;
  398. var rawBone = {
  399. ID: child.ID,
  400. indices: [],
  401. weights: [],
  402. // the global initial transform of the geometry node this bone is connected to
  403. transform: new THREE.Matrix4().fromArray( subDeformerNode.subNodes.Transform.properties.a ),
  404. // the global initial transform of this bone
  405. transformLink: new THREE.Matrix4().fromArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  406. };
  407. if ( 'Indexes' in subDeformerNode.subNodes ) {
  408. rawBone.indices = subDeformerNode.subNodes.Indexes.properties.a;
  409. rawBone.weights = subDeformerNode.subNodes.Weights.properties.a;
  410. }
  411. rawBones.push( rawBone );
  412. } );
  413. return {
  414. rawBones: rawBones,
  415. bones: []
  416. };
  417. }
  418. // Parse nodes in FBXTree.Objects.subNodes.Geometry
  419. function parseGeometries( FBXTree, connections, skeletons ) {
  420. var geometryMap = new Map();
  421. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  422. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  423. for ( var nodeID in geometryNodes ) {
  424. var relationships = connections.get( parseInt( nodeID ) );
  425. var geo = parseGeometry( FBXTree, relationships, geometryNodes[ nodeID ], skeletons );
  426. geometryMap.set( parseInt( nodeID ), geo );
  427. }
  428. }
  429. return geometryMap;
  430. }
  431. // Parse single node in FBXTree.Objects.subNodes.Geometry
  432. function parseGeometry( FBXTree, relationships, geometryNode, skeletons ) {
  433. switch ( geometryNode.attrType ) {
  434. case 'Mesh':
  435. return parseMeshGeometry( FBXTree, relationships, geometryNode, skeletons );
  436. break;
  437. case 'NurbsCurve':
  438. return parseNurbsGeometry( geometryNode );
  439. break;
  440. }
  441. }
  442. // Parse single node mesh geometry in FBXTree.Objects.subNodes.Geometry
  443. function parseMeshGeometry( FBXTree, relationships, geometryNode, skeletons ) {
  444. var modelNodes = relationships.parents.map( function ( parent ) {
  445. return FBXTree.Objects.subNodes.Model[ parent.ID ];
  446. } );
  447. // don't create geometry if it is not associated with any models
  448. if ( modelNodes.length === 0 ) return;
  449. var skeleton = relationships.children.reduce( function ( skeleton, child ) {
  450. if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];
  451. return skeleton;
  452. }, null );
  453. var preTransform = new THREE.Matrix4();
  454. // TODO: if there is more than one model associated with the geometry, AND the models have
  455. // different geometric transforms, then this will cause problems
  456. // if ( modelNodes.length > 1 ) { }
  457. // For now just assume one model and get the preRotations from that
  458. var modelNode = modelNodes[ 0 ];
  459. if ( 'GeometricRotation' in modelNode.properties ) {
  460. var array = modelNode.properties.GeometricRotation.value.map( THREE.Math.degToRad );
  461. array[ 3 ] = 'ZYX';
  462. preTransform.makeRotationFromEuler( new THREE.Euler().fromArray( array ) );
  463. }
  464. if ( 'GeometricTranslation' in modelNode.properties ) {
  465. preTransform.setPosition( new THREE.Vector3().fromArray( modelNode.properties.GeometricTranslation.value ) );
  466. }
  467. return genGeometry( FBXTree, relationships, geometryNode, skeleton, preTransform );
  468. }
  469. // Generate a THREE.BufferGeometry from a node in FBXTree.Objects.subNodes.Geometry
  470. function genGeometry( FBXTree, relationships, geometryNode, skeleton, preTransform ) {
  471. var subNodes = geometryNode.subNodes;
  472. var vertexPositions = subNodes.Vertices.properties.a;
  473. var vertexIndices = subNodes.PolygonVertexIndex.properties.a;
  474. // create arrays to hold the final data used to build the buffergeometry
  475. var vertexBuffer = [];
  476. var normalBuffer = [];
  477. var colorsBuffer = [];
  478. var uvsBuffer = [];
  479. var materialIndexBuffer = [];
  480. var vertexWeightsBuffer = [];
  481. var weightsIndicesBuffer = [];
  482. if ( subNodes.LayerElementColor ) {
  483. var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
  484. }
  485. if ( subNodes.LayerElementMaterial ) {
  486. var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
  487. }
  488. if ( subNodes.LayerElementNormal ) {
  489. var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
  490. }
  491. if ( subNodes.LayerElementUV ) {
  492. var uvInfo = [];
  493. var i = 0;
  494. while ( subNodes.LayerElementUV[ i ] ) {
  495. uvInfo.push( getUVs( subNodes.LayerElementUV[ i ] ) );
  496. i ++;
  497. }
  498. }
  499. var weightTable = {};
  500. if ( skeleton !== null ) {
  501. skeleton.rawBones.forEach( function ( rawBone, i ) {
  502. // loop over the bone's vertex indices and weights
  503. rawBone.indices.forEach( function ( index, j ) {
  504. if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
  505. weightTable[ index ].push( {
  506. id: i,
  507. weight: rawBone.weights[ j ],
  508. } );
  509. } );
  510. } );
  511. }
  512. var polygonIndex = 0;
  513. var faceLength = 0;
  514. var displayedWeightsWarning = false;
  515. // these will hold data for a single face
  516. var vertexPositionIndexes = [];
  517. var faceNormals = [];
  518. var faceColors = [];
  519. var faceUVs = [];
  520. var faceWeights = [];
  521. var faceWeightIndices = [];
  522. vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {
  523. var endOfFace = false;
  524. // Face index and vertex index arrays are combined in a single array
  525. // A cube with quad faces looks like this:
  526. // PolygonVertexIndex: *24 {
  527. // 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
  528. // }
  529. // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
  530. // to find index of last vertex multiply by -1 and subtract 1: -3 * - 1 - 1 = 2
  531. if ( vertexIndex < 0 ) {
  532. vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
  533. vertexIndices[ polygonVertexIndex ] = vertexIndex;
  534. endOfFace = true;
  535. }
  536. var weightIndices = [];
  537. var weights = [];
  538. vertexPositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
  539. if ( colorInfo ) {
  540. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo );
  541. faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  542. }
  543. if ( skeleton ) {
  544. if ( weightTable[ vertexIndex ] !== undefined ) {
  545. weightTable[ vertexIndex ].forEach( function ( wt ) {
  546. weights.push( wt.weight );
  547. weightIndices.push( wt.id );
  548. } );
  549. }
  550. if ( weights.length > 4 ) {
  551. if ( ! displayedWeightsWarning ) {
  552. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  553. displayedWeightsWarning = true;
  554. }
  555. var wIndex = [ 0, 0, 0, 0 ];
  556. var Weight = [ 0, 0, 0, 0 ];
  557. weights.forEach( function ( weight, weightIndex ) {
  558. var currentWeight = weight;
  559. var currentIndex = weightIndices[ weightIndex ];
  560. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  561. if ( currentWeight > comparedWeight ) {
  562. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  563. currentWeight = comparedWeight;
  564. var tmp = wIndex[ comparedWeightIndex ];
  565. wIndex[ comparedWeightIndex ] = currentIndex;
  566. currentIndex = tmp;
  567. }
  568. } );
  569. } );
  570. weightIndices = wIndex;
  571. weights = Weight;
  572. }
  573. // if the weight array is shorter than 4 pad with 0s
  574. while ( weights.length < 4 ) {
  575. weights.push( 0 );
  576. weightIndices.push( 0 );
  577. }
  578. for ( var i = 0; i < 4; ++ i ) {
  579. faceWeights.push( weights[ i ] );
  580. faceWeightIndices.push( weightIndices[ i ] );
  581. }
  582. }
  583. if ( normalInfo ) {
  584. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo );
  585. faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  586. }
  587. if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  588. var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo )[ 0 ];
  589. }
  590. if ( uvInfo ) {
  591. uvInfo.forEach( function ( uv, i ) {
  592. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );
  593. if ( faceUVs[ i ] === undefined ) {
  594. faceUVs[ i ] = [];
  595. }
  596. faceUVs[ i ].push( data[ 0 ] );
  597. faceUVs[ i ].push( data[ 1 ] );
  598. } );
  599. }
  600. faceLength ++;
  601. // we have reached the end of a face - it may have 4 sides though
  602. // in which case the data is split to represent two 3 sided faces
  603. if ( endOfFace ) {
  604. for ( var i = 2; i < faceLength; i ++ ) {
  605. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 0 ] ] );
  606. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 1 ] ] );
  607. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 2 ] ] );
  608. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 ] ] );
  609. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
  610. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
  611. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 ] ] );
  612. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 1 ] ] );
  613. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 2 ] ] );
  614. if ( skeleton ) {
  615. vertexWeightsBuffer.push( faceWeights[ 0 ] );
  616. vertexWeightsBuffer.push( faceWeights[ 1 ] );
  617. vertexWeightsBuffer.push( faceWeights[ 2 ] );
  618. vertexWeightsBuffer.push( faceWeights[ 3 ] );
  619. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 ] );
  620. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
  621. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
  622. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
  623. vertexWeightsBuffer.push( faceWeights[ i * 4 ] );
  624. vertexWeightsBuffer.push( faceWeights[ i * 4 + 1 ] );
  625. vertexWeightsBuffer.push( faceWeights[ i * 4 + 2 ] );
  626. vertexWeightsBuffer.push( faceWeights[ i * 4 + 3 ] );
  627. weightsIndicesBuffer.push( faceWeightIndices[ 0 ] );
  628. weightsIndicesBuffer.push( faceWeightIndices[ 1 ] );
  629. weightsIndicesBuffer.push( faceWeightIndices[ 2 ] );
  630. weightsIndicesBuffer.push( faceWeightIndices[ 3 ] );
  631. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
  632. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
  633. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
  634. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
  635. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 ] );
  636. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 1 ] );
  637. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 2 ] );
  638. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 3 ] );
  639. }
  640. if ( colorInfo ) {
  641. colorsBuffer.push( faceColors[ 0 ] );
  642. colorsBuffer.push( faceColors[ 1 ] );
  643. colorsBuffer.push( faceColors[ 2 ] );
  644. colorsBuffer.push( faceColors[ ( i - 1 ) * 3 ] );
  645. colorsBuffer.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
  646. colorsBuffer.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
  647. colorsBuffer.push( faceColors[ i * 3 ] );
  648. colorsBuffer.push( faceColors[ i * 3 + 1 ] );
  649. colorsBuffer.push( faceColors[ i * 3 + 2 ] );
  650. }
  651. if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  652. materialIndexBuffer.push( materialIndex );
  653. materialIndexBuffer.push( materialIndex );
  654. materialIndexBuffer.push( materialIndex );
  655. }
  656. if ( normalInfo ) {
  657. normalBuffer.push( faceNormals[ 0 ] );
  658. normalBuffer.push( faceNormals[ 1 ] );
  659. normalBuffer.push( faceNormals[ 2 ] );
  660. normalBuffer.push( faceNormals[ ( i - 1 ) * 3 ] );
  661. normalBuffer.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
  662. normalBuffer.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
  663. normalBuffer.push( faceNormals[ i * 3 ] );
  664. normalBuffer.push( faceNormals[ i * 3 + 1 ] );
  665. normalBuffer.push( faceNormals[ i * 3 + 2 ] );
  666. }
  667. if ( uvInfo ) {
  668. uvInfo.forEach( function ( uv, j ) {
  669. if ( uvsBuffer[ j ] === undefined ) uvsBuffer[ j ] = [];
  670. uvsBuffer[ j ].push( faceUVs[ j ][ 0 ] );
  671. uvsBuffer[ j ].push( faceUVs[ j ][ 1 ] );
  672. uvsBuffer[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
  673. uvsBuffer[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
  674. uvsBuffer[ j ].push( faceUVs[ j ][ i * 2 ] );
  675. uvsBuffer[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
  676. } );
  677. }
  678. }
  679. polygonIndex ++;
  680. endOfFace = false;
  681. faceLength = 0;
  682. // reset arrays for the next face
  683. vertexPositionIndexes = [];
  684. faceNormals = [];
  685. faceColors = [];
  686. faceUVs = [];
  687. faceWeights = [];
  688. faceWeightIndices = [];
  689. }
  690. } );
  691. var geo = new THREE.BufferGeometry();
  692. geo.name = geometryNode.name;
  693. var positionAttribute = new THREE.Float32BufferAttribute( vertexBuffer, 3 );
  694. preTransform.applyToBufferAttribute( positionAttribute );
  695. geo.addAttribute( 'position', positionAttribute );
  696. if ( colorsBuffer.length > 0 ) {
  697. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( colorsBuffer, 3 ) );
  698. }
  699. if ( skeleton ) {
  700. geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( weightsIndicesBuffer, 4 ) );
  701. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( vertexWeightsBuffer, 4 ) );
  702. // used later to bind the skeleton to the model
  703. geo.FBX_Deformer = skeleton;
  704. }
  705. if ( normalBuffer.length > 0 ) {
  706. geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( normalBuffer, 3 ) );
  707. }
  708. uvsBuffer.forEach( function ( uvBuffer, i ) {
  709. // subsequent uv buffers are called 'uv1', 'uv2', ...
  710. var name = 'uv' + ( i + 1 ).toString();
  711. // the first uv buffer is just called 'uv'
  712. if ( i === 0 ) {
  713. name = 'uv';
  714. }
  715. geo.addAttribute( name, new THREE.Float32BufferAttribute( uvsBuffer[ i ], 2 ) );
  716. } );
  717. if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  718. // Convert the material indices of each vertex into rendering groups on the geometry.
  719. var prevMaterialIndex = materialIndexBuffer[ 0 ];
  720. var startIndex = 0;
  721. materialIndexBuffer.forEach( function ( currentIndex, i ) {
  722. if ( currentIndex !== prevMaterialIndex ) {
  723. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  724. prevMaterialIndex = currentIndex;
  725. startIndex = i;
  726. }
  727. } );
  728. // the loop above doesn't add the last group, do that here.
  729. if ( geo.groups.length > 0 ) {
  730. var lastGroup = geo.groups[ geo.groups.length - 1 ];
  731. var lastIndex = lastGroup.start + lastGroup.count;
  732. if ( lastIndex !== materialIndexBuffer.length ) {
  733. geo.addGroup( lastIndex, materialIndexBuffer.length - lastIndex, prevMaterialIndex );
  734. }
  735. }
  736. // case where there are multiple materials but the whole geometry is only
  737. // using one of them
  738. if ( geo.groups.length === 0 ) {
  739. geo.addGroup( 0, materialIndexBuffer.length, materialIndexBuffer[ 0 ] );
  740. }
  741. }
  742. return geo;
  743. }
  744. // Parse normal from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementNormal if it exists
  745. function getNormals( NormalNode ) {
  746. var mappingType = NormalNode.properties.MappingInformationType;
  747. var referenceType = NormalNode.properties.ReferenceInformationType;
  748. var buffer = NormalNode.subNodes.Normals.properties.a;
  749. var indexBuffer = [];
  750. if ( referenceType === 'IndexToDirect' ) {
  751. if ( 'NormalIndex' in NormalNode.subNodes ) {
  752. indexBuffer = NormalNode.subNodes.NormalIndex.properties.a;
  753. } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
  754. indexBuffer = NormalNode.subNodes.NormalsIndex.properties.a;
  755. }
  756. }
  757. return {
  758. dataSize: 3,
  759. buffer: buffer,
  760. indices: indexBuffer,
  761. mappingType: mappingType,
  762. referenceType: referenceType
  763. };
  764. }
  765. // Parse UVs from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementUV if it exists
  766. function getUVs( UVNode ) {
  767. var mappingType = UVNode.properties.MappingInformationType;
  768. var referenceType = UVNode.properties.ReferenceInformationType;
  769. var buffer = UVNode.subNodes.UV.properties.a;
  770. var indexBuffer = [];
  771. if ( referenceType === 'IndexToDirect' ) {
  772. indexBuffer = UVNode.subNodes.UVIndex.properties.a;
  773. }
  774. return {
  775. dataSize: 2,
  776. buffer: buffer,
  777. indices: indexBuffer,
  778. mappingType: mappingType,
  779. referenceType: referenceType
  780. };
  781. }
  782. // Parse Vertex Colors from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementColor if it exists
  783. function getColors( ColorNode ) {
  784. var mappingType = ColorNode.properties.MappingInformationType;
  785. var referenceType = ColorNode.properties.ReferenceInformationType;
  786. var buffer = ColorNode.subNodes.Colors.properties.a;
  787. var indexBuffer = [];
  788. if ( referenceType === 'IndexToDirect' ) {
  789. indexBuffer = ColorNode.subNodes.ColorIndex.properties.a;
  790. }
  791. return {
  792. dataSize: 4,
  793. buffer: buffer,
  794. indices: indexBuffer,
  795. mappingType: mappingType,
  796. referenceType: referenceType
  797. };
  798. }
  799. // Parse mapping and material data in FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementMaterial if it exists
  800. function getMaterials( MaterialNode ) {
  801. var mappingType = MaterialNode.properties.MappingInformationType;
  802. var referenceType = MaterialNode.properties.ReferenceInformationType;
  803. if ( mappingType === 'NoMappingInformation' ) {
  804. return {
  805. dataSize: 1,
  806. buffer: [ 0 ],
  807. indices: [ 0 ],
  808. mappingType: 'AllSame',
  809. referenceType: referenceType
  810. };
  811. }
  812. var materialIndexBuffer = MaterialNode.subNodes.Materials.properties.a;
  813. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  814. // we expect.So we create an intermediate buffer that points to the index in the buffer,
  815. // for conforming with the other functions we've written for other data.
  816. var materialIndices = [];
  817. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  818. materialIndices.push( i );
  819. }
  820. return {
  821. dataSize: 1,
  822. buffer: materialIndexBuffer,
  823. indices: materialIndices,
  824. mappingType: mappingType,
  825. referenceType: referenceType
  826. };
  827. }
  828. // Functions use the infoObject and given indices to return value array of geometry.
  829. // Parameters:
  830. // - polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  831. // - polygonIndex - Index of polygon in geometry.
  832. // - vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  833. // - infoObject: can be materialInfo, normalInfo, UVInfo or colorInfo
  834. // Index type:
  835. // - Direct: index is same as polygonVertexIndex
  836. // - IndexToDirect: infoObject has it's own set of indices
  837. var dataArray = [];
  838. var GetData = {
  839. ByPolygonVertex: {
  840. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  841. var from = ( polygonVertexIndex * infoObject.dataSize );
  842. var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  843. return slice( dataArray, infoObject.buffer, from, to );
  844. },
  845. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  846. var index = infoObject.indices[ polygonVertexIndex ];
  847. var from = ( index * infoObject.dataSize );
  848. var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
  849. return slice( dataArray, infoObject.buffer, from, to );
  850. }
  851. },
  852. ByPolygon: {
  853. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  854. var from = polygonIndex * infoObject.dataSize;
  855. var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
  856. return slice( dataArray, infoObject.buffer, from, to );
  857. },
  858. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  859. var index = infoObject.indices[ polygonIndex ];
  860. var from = index * infoObject.dataSize;
  861. var to = index * infoObject.dataSize + infoObject.dataSize;
  862. return slice( dataArray, infoObject.buffer, from, to );
  863. }
  864. },
  865. ByVertice: {
  866. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  867. var from = ( vertexIndex * infoObject.dataSize );
  868. var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  869. return slice( dataArray, infoObject.buffer, from, to );
  870. }
  871. },
  872. AllSame: {
  873. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  874. var from = infoObject.indices[ 0 ] * infoObject.dataSize;
  875. var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
  876. return slice( dataArray, infoObject.buffer, from, to );
  877. }
  878. }
  879. };
  880. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  881. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  882. }
  883. // Generate a NurbGeometry from a node in FBXTree.Objects.subNodes.Geometry
  884. function parseNurbsGeometry( geometryNode ) {
  885. if ( THREE.NURBSCurve === undefined ) {
  886. console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  887. return new THREE.BufferGeometry();
  888. }
  889. var order = parseInt( geometryNode.properties.Order );
  890. if ( isNaN( order ) ) {
  891. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.properties.Order, geometryNode.id );
  892. return new THREE.BufferGeometry();
  893. }
  894. var degree = order - 1;
  895. var knots = geometryNode.subNodes.KnotVector.properties.a;
  896. var controlPoints = [];
  897. var pointsValues = geometryNode.subNodes.Points.properties.a;
  898. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  899. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  900. }
  901. var startKnot, endKnot;
  902. if ( geometryNode.properties.Form === 'Closed' ) {
  903. controlPoints.push( controlPoints[ 0 ] );
  904. } else if ( geometryNode.properties.Form === 'Periodic' ) {
  905. startKnot = degree;
  906. endKnot = knots.length - 1 - startKnot;
  907. for ( var i = 0; i < degree; ++ i ) {
  908. controlPoints.push( controlPoints[ i ] );
  909. }
  910. }
  911. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  912. var vertices = curve.getPoints( controlPoints.length * 7 );
  913. var positions = new Float32Array( vertices.length * 3 );
  914. vertices.forEach( function ( vertex, i ) {
  915. vertex.toArray( positions, i * 3 );
  916. } );
  917. var geometry = new THREE.BufferGeometry();
  918. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  919. return geometry;
  920. }
  921. // create the main THREE.Group() to be returned by the loader
  922. function parseScene( FBXTree, connections, skeletons, geometryMap, materialMap ) {
  923. var sceneGraph = new THREE.Group();
  924. var modelMap = parseModels( FBXTree, skeletons, geometryMap, materialMap, connections );
  925. var modelNodes = FBXTree.Objects.subNodes.Model;
  926. modelMap.forEach( function ( model ) {
  927. var modelNode = modelNodes[ model.ID ];
  928. setLookAtProperties( FBXTree, model, modelNode, connections, sceneGraph );
  929. var parentConnections = connections.get( model.ID ).parents;
  930. parentConnections.forEach( function ( connection ) {
  931. var parent = modelMap.get( connection.ID );
  932. if ( parent !== undefined ) parent.add( model );
  933. } );
  934. if ( model.parent === null ) {
  935. sceneGraph.add( model );
  936. }
  937. } );
  938. bindSkeleton( FBXTree, skeletons, geometryMap, modelMap, connections, sceneGraph );
  939. addAnimations( FBXTree, connections, sceneGraph, modelMap );
  940. createAmbientLight( FBXTree, sceneGraph );
  941. return sceneGraph;
  942. }
  943. // parse nodes in FBXTree.Objects.subNodes.Model
  944. function parseModels( FBXTree, skeletons, geometryMap, materialMap, connections ) {
  945. var modelMap = new Map();
  946. var modelNodes = FBXTree.Objects.subNodes.Model;
  947. for ( var nodeID in modelNodes ) {
  948. var id = parseInt( nodeID );
  949. var node = modelNodes[ nodeID ];
  950. var relationships = connections.get( id );
  951. var model = buildSkeleton( relationships, skeletons, id, node.attrName );
  952. if ( ! model ) {
  953. switch ( node.attrType ) {
  954. case 'Camera':
  955. model = createCamera( FBXTree, relationships );
  956. break;
  957. case 'Light':
  958. model = createLight( FBXTree, relationships );
  959. break;
  960. case 'Mesh':
  961. model = createMesh( FBXTree, relationships, geometryMap, materialMap );
  962. break;
  963. case 'NurbsCurve':
  964. model = createCurve( relationships, geometryMap );
  965. break;
  966. case 'LimbNode': // usually associated with a Bone, however if a Bone was not created we'll make a Group instead
  967. case 'Null':
  968. default:
  969. model = new THREE.Group();
  970. break;
  971. }
  972. model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
  973. model.ID = id;
  974. }
  975. setModelTransforms( FBXTree, model, node );
  976. modelMap.set( id, model );
  977. }
  978. return modelMap;
  979. }
  980. function buildSkeleton( relationships, skeletons, id, name ) {
  981. var bone = null;
  982. relationships.parents.forEach( function ( parent ) {
  983. for ( var ID in skeletons ) {
  984. var skeleton = skeletons[ ID ];
  985. skeleton.rawBones.forEach( function ( rawBone, i ) {
  986. if ( rawBone.ID === parent.ID ) {
  987. var subBone = bone;
  988. bone = new THREE.Bone();
  989. // set name and id here - otherwise in cases where "subBone" is created it will not have a name / id
  990. bone.name = THREE.PropertyBinding.sanitizeNodeName( name );
  991. bone.ID = id;
  992. skeleton.bones[ i ] = bone;
  993. // In cases where a bone is shared between multiple meshes
  994. // duplicate the bone here and and it as a child of the first bone
  995. if ( subBone !== null ) {
  996. bone.add( subBone );
  997. }
  998. }
  999. } );
  1000. }
  1001. } );
  1002. return bone;
  1003. }
  1004. // create a THREE.PerspectiveCamera or THREE.OrthographicCamera
  1005. function createCamera( FBXTree, relationships ) {
  1006. var model;
  1007. var cameraAttribute;
  1008. relationships.children.forEach( function ( child ) {
  1009. var attr = FBXTree.Objects.subNodes.NodeAttribute[ child.ID ];
  1010. if ( attr !== undefined && attr.properties !== undefined ) {
  1011. cameraAttribute = attr.properties;
  1012. }
  1013. } );
  1014. if ( cameraAttribute === undefined ) {
  1015. model = new THREE.Object3D();
  1016. } else {
  1017. var type = 0;
  1018. if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  1019. type = 1;
  1020. }
  1021. var nearClippingPlane = 1;
  1022. if ( cameraAttribute.NearPlane !== undefined ) {
  1023. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  1024. }
  1025. var farClippingPlane = 1000;
  1026. if ( cameraAttribute.FarPlane !== undefined ) {
  1027. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  1028. }
  1029. var width = window.innerWidth;
  1030. var height = window.innerHeight;
  1031. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  1032. width = cameraAttribute.AspectWidth.value;
  1033. height = cameraAttribute.AspectHeight.value;
  1034. }
  1035. var aspect = width / height;
  1036. var fov = 45;
  1037. if ( cameraAttribute.FieldOfView !== undefined ) {
  1038. fov = cameraAttribute.FieldOfView.value;
  1039. }
  1040. switch ( type ) {
  1041. case 0: // Perspective
  1042. model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  1043. break;
  1044. case 1: // Orthographic
  1045. model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  1046. break;
  1047. default:
  1048. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  1049. model = new THREE.Object3D();
  1050. break;
  1051. }
  1052. }
  1053. return model;
  1054. }
  1055. // Create a THREE.DirectionalLight, THREE.PointLight or THREE.SpotLight
  1056. function createLight( FBXTree, relationships ) {
  1057. var model;
  1058. var lightAttribute;
  1059. relationships.children.forEach( function ( child ) {
  1060. var attr = FBXTree.Objects.subNodes.NodeAttribute[ child.ID ];
  1061. if ( attr !== undefined && attr.properties !== undefined ) {
  1062. lightAttribute = attr.properties;
  1063. }
  1064. } );
  1065. if ( lightAttribute === undefined ) {
  1066. model = new THREE.Object3D();
  1067. } else {
  1068. var type;
  1069. // LightType can be undefined for Point lights
  1070. if ( lightAttribute.LightType === undefined ) {
  1071. type = 0;
  1072. } else {
  1073. type = lightAttribute.LightType.value;
  1074. }
  1075. var color = 0xffffff;
  1076. if ( lightAttribute.Color !== undefined ) {
  1077. color = parseColor( lightAttribute.Color );
  1078. }
  1079. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  1080. // light disabled
  1081. if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  1082. intensity = 0;
  1083. }
  1084. var distance = 0;
  1085. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  1086. if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
  1087. distance = 0;
  1088. } else {
  1089. distance = lightAttribute.FarAttenuationEnd.value / 1000;
  1090. }
  1091. }
  1092. // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  1093. var decay = 1;
  1094. switch ( type ) {
  1095. case 0: // Point
  1096. model = new THREE.PointLight( color, intensity, distance, decay );
  1097. break;
  1098. case 1: // Directional
  1099. model = new THREE.DirectionalLight( color, intensity );
  1100. break;
  1101. case 2: // Spot
  1102. var angle = Math.PI / 3;
  1103. if ( lightAttribute.InnerAngle !== undefined ) {
  1104. angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  1105. }
  1106. var penumbra = 0;
  1107. if ( lightAttribute.OuterAngle !== undefined ) {
  1108. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  1109. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  1110. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  1111. penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  1112. penumbra = Math.max( penumbra, 1 );
  1113. }
  1114. model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  1115. break;
  1116. default:
  1117. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  1118. model = new THREE.PointLight( color, intensity );
  1119. break;
  1120. }
  1121. if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  1122. model.castShadow = true;
  1123. }
  1124. }
  1125. return model;
  1126. }
  1127. function createMesh( FBXTree, relationships, geometryMap, materialMap ) {
  1128. var model;
  1129. var geometry = null;
  1130. var material = null;
  1131. var materials = [];
  1132. // get geometry and materials(s) from connections
  1133. relationships.children.forEach( function ( child ) {
  1134. if ( geometryMap.has( child.ID ) ) {
  1135. geometry = geometryMap.get( child.ID );
  1136. }
  1137. if ( materialMap.has( child.ID ) ) {
  1138. materials.push( materialMap.get( child.ID ) );
  1139. }
  1140. } );
  1141. if ( materials.length > 1 ) {
  1142. material = materials;
  1143. } else if ( materials.length > 0 ) {
  1144. material = materials[ 0 ];
  1145. } else {
  1146. material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
  1147. materials.push( material );
  1148. }
  1149. if ( 'color' in geometry.attributes ) {
  1150. materials.forEach( function ( material ) {
  1151. material.vertexColors = THREE.VertexColors;
  1152. } );
  1153. }
  1154. if ( geometry.FBX_Deformer ) {
  1155. materials.forEach( function ( material ) {
  1156. material.skinning = true;
  1157. } );
  1158. model = new THREE.SkinnedMesh( geometry, material );
  1159. } else {
  1160. model = new THREE.Mesh( geometry, material );
  1161. }
  1162. return model;
  1163. }
  1164. function createCurve( relationships, geometryMap ) {
  1165. var geometry = relationships.children.reduce( function ( geo, child ) {
  1166. if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );
  1167. return geo;
  1168. }, null );
  1169. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  1170. var material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
  1171. return new THREE.Line( geometry, material );
  1172. }
  1173. // Parse ambient color in FBXTree.GlobalSettings.properties - if it's not set to black (default), create an ambient light
  1174. function createAmbientLight( FBXTree, sceneGraph ) {
  1175. if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings.properties ) {
  1176. var ambientColor = FBXTree.GlobalSettings.properties.AmbientColor.value;
  1177. var r = ambientColor[ 0 ];
  1178. var g = ambientColor[ 1 ];
  1179. var b = ambientColor[ 2 ];
  1180. if ( r !== 0 || g !== 0 || b !== 0 ) {
  1181. var color = new THREE.Color( r, g, b );
  1182. sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  1183. }
  1184. }
  1185. }
  1186. function setLookAtProperties( FBXTree, model, modelNode, connections, sceneGraph ) {
  1187. if ( 'LookAtProperty' in modelNode.properties ) {
  1188. var children = connections.get( model.ID ).children;
  1189. children.forEach( function ( child ) {
  1190. if ( child.relationship === 'LookAtProperty' ) {
  1191. var lookAtTarget = FBXTree.Objects.subNodes.Model[ child.ID ];
  1192. if ( 'Lcl_Translation' in lookAtTarget.properties ) {
  1193. var pos = lookAtTarget.properties.Lcl_Translation.value;
  1194. // DirectionalLight, SpotLight
  1195. if ( model.target !== undefined ) {
  1196. model.target.position.fromArray( pos );
  1197. sceneGraph.add( model.target );
  1198. } else { // Cameras and other Object3Ds
  1199. model.lookAt( new THREE.Vector3().fromArray( pos ) );
  1200. }
  1201. }
  1202. }
  1203. } );
  1204. }
  1205. }
  1206. // parse the model node for transform details and apply them to the model
  1207. function setModelTransforms( FBXTree, model, modelNode ) {
  1208. // http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
  1209. if ( 'RotationOrder' in modelNode.properties ) {
  1210. var enums = [
  1211. 'XYZ', // default
  1212. 'XZY',
  1213. 'YZX',
  1214. 'ZXY',
  1215. 'YXZ',
  1216. 'ZYX',
  1217. 'SphericXYZ',
  1218. ];
  1219. var value = parseInt( modelNode.properties.RotationOrder.value, 10 );
  1220. if ( value > 0 && value < 6 ) {
  1221. // model.rotation.order = enums[ value ];
  1222. // Note: Euler order other than XYZ is currently not supported, so just display a warning for now
  1223. console.warn( 'THREE.FBXLoader: unsupported Euler Order: %s. Currently only XYZ order is supported. Animations and rotations may be incorrect.', enums[ value ] );
  1224. } else if ( value === 6 ) {
  1225. console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
  1226. }
  1227. }
  1228. if ( 'Lcl_Translation' in modelNode.properties ) {
  1229. model.position.fromArray( modelNode.properties.Lcl_Translation.value );
  1230. }
  1231. if ( 'Lcl_Rotation' in modelNode.properties ) {
  1232. var rotation = modelNode.properties.Lcl_Rotation.value.map( THREE.Math.degToRad );
  1233. rotation.push( 'ZYX' );
  1234. model.rotation.fromArray( rotation );
  1235. }
  1236. if ( 'Lcl_Scaling' in modelNode.properties ) {
  1237. model.scale.fromArray( modelNode.properties.Lcl_Scaling.value );
  1238. }
  1239. if ( 'PreRotation' in modelNode.properties ) {
  1240. var array = modelNode.properties.PreRotation.value.map( THREE.Math.degToRad );
  1241. array[ 3 ] = 'ZYX';
  1242. var preRotations = new THREE.Euler().fromArray( array );
  1243. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1244. var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
  1245. preRotations.multiply( currentRotation );
  1246. model.rotation.setFromQuaternion( preRotations, 'ZYX' );
  1247. }
  1248. }
  1249. function bindSkeleton( FBXTree, skeletons, geometryMap, modelMap, connections, sceneGraph ) {
  1250. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  1251. sceneGraph.updateMatrixWorld( true );
  1252. var worldMatrices = new Map();
  1253. // Put skeleton into bind pose.
  1254. if ( 'Pose' in FBXTree.Objects.subNodes ) {
  1255. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  1256. for ( var nodeID in BindPoseNode ) {
  1257. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  1258. var poseNodes = BindPoseNode[ nodeID ].subNodes.PoseNode;
  1259. if ( Array.isArray( poseNodes ) ) {
  1260. poseNodes.forEach( function ( node ) {
  1261. var rawMatWrd = new THREE.Matrix4().fromArray( node.subNodes.Matrix.properties.a );
  1262. worldMatrices.set( parseInt( node.properties.Node ), rawMatWrd );
  1263. } );
  1264. } else {
  1265. var rawMatWrd = new THREE.Matrix4().fromArray( poseNodes.subNodes.Matrix.properties.a );
  1266. worldMatrices.set( parseInt( poseNodes.properties.Node ), rawMatWrd );
  1267. }
  1268. }
  1269. }
  1270. }
  1271. for ( var ID in skeletons ) {
  1272. var skeleton = skeletons[ ID ];
  1273. skeleton.bones.forEach( function ( bone, i ) {
  1274. // if the bone's initial transform is set in a poseNode, copy that
  1275. if ( worldMatrices.has( bone.ID ) ) {
  1276. var mat = worldMatrices.get( bone.ID );
  1277. bone.matrixWorld.copy( mat );
  1278. }
  1279. // otherwise use the transform from the rawBone
  1280. else {
  1281. bone.matrixWorld.copy( skeleton.rawBones[ i ].transformLink )
  1282. }
  1283. } );
  1284. // Now that skeleton is in bind pose, bind to model.
  1285. var parents = connections.get( parseInt( skeleton.ID ) ).parents;
  1286. parents.forEach( function ( parent ) {
  1287. if ( geometryMap.has( parent.ID ) ) {
  1288. var geoID = parent.ID;
  1289. var geoRelationships = connections.get( geoID );
  1290. geoRelationships.parents.forEach( function ( geoConnParent ) {
  1291. if ( modelMap.has( geoConnParent.ID ) ) {
  1292. var model = modelMap.get( geoConnParent.ID );
  1293. model.bind( new THREE.Skeleton( skeleton.bones ), model.matrixWorld );
  1294. }
  1295. } );
  1296. }
  1297. } );
  1298. }
  1299. //Skeleton is now bound, return objects to starting world positions.
  1300. sceneGraph.updateMatrixWorld( true );
  1301. }
  1302. function parseAnimations( FBXTree, connections ) {
  1303. // since the actual transformation data is stored in FBXTree.Objects.subNodes.AnimationCurve,
  1304. // if this is undefined we can safely assume there are no animations
  1305. if ( FBXTree.Objects.subNodes.AnimationCurve === undefined ) return undefined;
  1306. var curveNodesMap = parseAnimationCurveNodes( FBXTree );
  1307. parseAnimationCurves( FBXTree, connections, curveNodesMap );
  1308. var layersMap = parseAnimationLayers( FBXTree, connections, curveNodesMap );
  1309. var rawClips = parseAnimStacks( FBXTree, connections, layersMap );
  1310. return rawClips;
  1311. }
  1312. // parse nodes in FBXTree.Objects.subNodes.AnimationCurveNode
  1313. // each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
  1314. // and is referenced by an AnimationLayer
  1315. function parseAnimationCurveNodes( FBXTree ) {
  1316. var rawCurveNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  1317. var curveNodesMap = new Map();
  1318. for ( var nodeID in rawCurveNodes ) {
  1319. var rawCurveNode = rawCurveNodes[ nodeID ];
  1320. if ( rawCurveNode.attrName.match( /S|R|T/ ) !== null ) {
  1321. var curveNode = {
  1322. id: rawCurveNode.id,
  1323. attr: rawCurveNode.attrName,
  1324. curves: {},
  1325. };
  1326. }
  1327. curveNodesMap.set( curveNode.id, curveNode );
  1328. }
  1329. return curveNodesMap;
  1330. }
  1331. // parse nodes in FBXTree.Objects.subNodes.AnimationCurve and connect them up to
  1332. // previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
  1333. // axis ( e.g. times and values of x rotation)
  1334. function parseAnimationCurves( FBXTree, connections, curveNodesMap ) {
  1335. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  1336. for ( var nodeID in rawCurves ) {
  1337. var animationCurve = {
  1338. id: rawCurves[ nodeID ].id,
  1339. times: rawCurves[ nodeID ].subNodes.KeyTime.properties.a.map( convertFBXTimeToSeconds ),
  1340. values: rawCurves[ nodeID ].subNodes.KeyValueFloat.properties.a,
  1341. };
  1342. var relationships = connections.get( animationCurve.id );
  1343. if ( relationships !== undefined ) {
  1344. var animationCurveID = relationships.parents[ 0 ].ID;
  1345. var animationCurveRelationship = relationships.parents[ 0 ].relationship;
  1346. var axis = '';
  1347. if ( animationCurveRelationship.match( /X/ ) ) {
  1348. axis = 'x';
  1349. } else if ( animationCurveRelationship.match( /Y/ ) ) {
  1350. axis = 'y';
  1351. } else if ( animationCurveRelationship.match( /Z/ ) ) {
  1352. axis = 'z';
  1353. } else {
  1354. continue;
  1355. }
  1356. curveNodesMap.get( animationCurveID ).curves[ axis ] = animationCurve;
  1357. }
  1358. }
  1359. }
  1360. // parse nodes in FBXTree.Objects.subNodes.AnimationLayer. Each layers holds references
  1361. // to various AnimationCurveNodes and is referenced by an AnimationStack node
  1362. // note: theoretically a stack can multiple layers, however in practice there always seems to be one per stack
  1363. function parseAnimationLayers( FBXTree, connections, curveNodesMap ) {
  1364. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  1365. var layersMap = new Map();
  1366. for ( var nodeID in rawLayers ) {
  1367. var layerCurveNodes = [];
  1368. var connection = connections.get( parseInt( nodeID ) );
  1369. if ( connection !== undefined ) {
  1370. // all the animationCurveNodes used in the layer
  1371. var children = connection.children;
  1372. children.forEach( function ( child, i ) {
  1373. if ( curveNodesMap.has( child.ID ) ) {
  1374. var curveNode = curveNodesMap.get( child.ID );
  1375. if ( layerCurveNodes[ i ] === undefined ) {
  1376. var modelID;
  1377. connections.get( child.ID ).parents.forEach( function ( parent ) {
  1378. if ( parent.relationship !== undefined ) modelID = parent.ID;
  1379. } );
  1380. var rawModel = FBXTree.Objects.subNodes.Model[ modelID.toString() ];
  1381. var node = {
  1382. modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
  1383. initialPosition: [ 0, 0, 0 ],
  1384. initialRotation: [ 0, 0, 0 ],
  1385. initialScale: [ 1, 1, 1 ],
  1386. };
  1387. if ( 'Lcl_Translation' in rawModel.properties ) node.initialPosition = rawModel.properties.Lcl_Translation.value;
  1388. if ( 'Lcl_Rotation' in rawModel.properties ) node.initialRotation = rawModel.properties.Lcl_Rotation.value;
  1389. if ( 'Lcl_Scaling' in rawModel.properties ) node.initialScale = rawModel.properties.Lcl_Scaling.value;
  1390. // if the animated model is pre rotated, we'll have to apply the pre rotations to every
  1391. // animation value as well
  1392. if ( 'PreRotation' in rawModel.properties ) node.preRotations = rawModel.properties.PreRotation.value;
  1393. layerCurveNodes[ i ] = node;
  1394. }
  1395. layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  1396. }
  1397. } );
  1398. layersMap.set( parseInt( nodeID ), layerCurveNodes );
  1399. }
  1400. }
  1401. return layersMap;
  1402. }
  1403. // parse nodes in FBXTree.Objects.subNodes.AnimationStack. These are the top level node in the animation
  1404. // hierarchy. Each Stack node will be used to create a THREE.AnimationClip
  1405. function parseAnimStacks( FBXTree, connections, layersMap ) {
  1406. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  1407. // connect the stacks (clips) up to the layers
  1408. var rawClips = {};
  1409. for ( var nodeID in rawStacks ) {
  1410. var children = connections.get( parseInt( nodeID ) ).children;
  1411. if ( children.length > 1 ) {
  1412. // it seems like stacks will always be associated with a single layer. But just in case there are files
  1413. // where there are multiple layers per stack, we'll display a warning
  1414. console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );
  1415. }
  1416. var layer = layersMap.get( children[ 0 ].ID );
  1417. rawClips[ nodeID ] = {
  1418. name: rawStacks[ nodeID ].attrName,
  1419. layer: layer,
  1420. };
  1421. }
  1422. return rawClips;
  1423. }
  1424. // take raw animation data from parseAnimations and connect it up to the loaded models
  1425. function addAnimations( FBXTree, connections, sceneGraph ) {
  1426. sceneGraph.animations = [];
  1427. var rawClips = parseAnimations( FBXTree, connections );
  1428. if ( rawClips === undefined ) return;
  1429. for ( var key in rawClips ) {
  1430. var rawClip = rawClips[ key ];
  1431. var clip = addClip( rawClip );
  1432. sceneGraph.animations.push( clip );
  1433. }
  1434. }
  1435. function addClip( rawClip ) {
  1436. var tracks = [];
  1437. rawClip.layer.forEach( function ( rawTracks ) {
  1438. tracks = tracks.concat( generateTracks( rawTracks ) );
  1439. } );
  1440. return new THREE.AnimationClip( rawClip.name, - 1, tracks );
  1441. }
  1442. function generateTracks( rawTracks ) {
  1443. var tracks = [];
  1444. if ( rawTracks.T !== undefined ) {
  1445. var positionTrack = generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, rawTracks.initialPosition, 'position' );
  1446. if ( positionTrack !== undefined ) tracks.push( positionTrack );
  1447. }
  1448. if ( rawTracks.R !== undefined ) {
  1449. var rotationTrack = generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, rawTracks.initialRotation, rawTracks.preRotations );
  1450. if ( rotationTrack !== undefined ) tracks.push( rotationTrack );
  1451. }
  1452. if ( rawTracks.S !== undefined ) {
  1453. var scaleTrack = generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, rawTracks.initialScale, 'scale' );
  1454. if ( scaleTrack !== undefined ) tracks.push( scaleTrack );
  1455. }
  1456. return tracks;
  1457. }
  1458. function generateVectorTrack( modelName, curves, initialValue, type ) {
  1459. var times = getTimesForAllAxes( curves );
  1460. var values = getKeyframeTrackValues( times, curves, initialValue );
  1461. return new THREE.VectorKeyframeTrack( modelName + '.' + type, times, values );
  1462. }
  1463. function generateRotationTrack( modelName, curves, initialValue, preRotations ) {
  1464. if ( curves.x !== undefined ) curves.x.values = curves.x.values.map( THREE.Math.degToRad );
  1465. if ( curves.y !== undefined ) curves.y.values = curves.y.values.map( THREE.Math.degToRad );
  1466. if ( curves.z !== undefined ) curves.z.values = curves.z.values.map( THREE.Math.degToRad );
  1467. var times = getTimesForAllAxes( curves );
  1468. var values = getKeyframeTrackValues( times, curves, initialValue );
  1469. if ( preRotations !== undefined ) {
  1470. preRotations = preRotations.map( THREE.Math.degToRad );
  1471. preRotations.push( 'ZYX' );
  1472. preRotations = new THREE.Euler().fromArray( preRotations );
  1473. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1474. }
  1475. var quaternion = new THREE.Quaternion();
  1476. var euler = new THREE.Euler();
  1477. var quaternionValues = [];
  1478. for ( var i = 0; i < values.length; i += 3 ) {
  1479. euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], 'ZYX' );
  1480. quaternion.setFromEuler( euler );
  1481. if ( preRotations !== undefined )quaternion.premultiply( preRotations );
  1482. quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );
  1483. }
  1484. return new THREE.QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );
  1485. }
  1486. function getKeyframeTrackValues( times, curves, initialValue ) {
  1487. var prevValue = initialValue;
  1488. var values = [];
  1489. var xIndex = - 1;
  1490. var yIndex = - 1;
  1491. var zIndex = - 1;
  1492. times.forEach( function ( time ) {
  1493. if ( curves.x ) xIndex = curves.x.times.indexOf( time );
  1494. if ( curves.y ) yIndex = curves.y.times.indexOf( time );
  1495. if ( curves.z ) zIndex = curves.z.times.indexOf( time );
  1496. // if there is an x value defined for this frame, use that
  1497. if ( xIndex !== - 1 ) {
  1498. var xValue = curves.x.values[ xIndex ];
  1499. values.push( xValue );
  1500. prevValue[ 0 ] = xValue;
  1501. } else {
  1502. // otherwise use the x value from the previous frame
  1503. values.push( prevValue[ 0 ] );
  1504. }
  1505. if ( yIndex !== - 1 ) {
  1506. var yValue = curves.y.values[ yIndex ];
  1507. values.push( yValue );
  1508. prevValue[ 1 ] = yValue;
  1509. } else {
  1510. values.push( prevValue[ 1 ] );
  1511. }
  1512. if ( zIndex !== - 1 ) {
  1513. var zValue = curves.z.values[ zIndex ];
  1514. values.push( zValue );
  1515. prevValue[ 2 ] = zValue;
  1516. } else {
  1517. values.push( prevValue[ 2 ] );
  1518. }
  1519. } );
  1520. return values;
  1521. }
  1522. // For all animated objects, times are defined separately for each axis
  1523. // Here we'll combine the times into one sorted array without duplicates
  1524. function getTimesForAllAxes( curves ) {
  1525. var times = [];
  1526. // first join together the times for each axis, if defined
  1527. if ( curves.x !== undefined ) times = times.concat( curves.x.times );
  1528. if ( curves.y !== undefined ) times = times.concat( curves.y.times );
  1529. if ( curves.z !== undefined ) times = times.concat( curves.z.times );
  1530. // then sort them and remove duplicates
  1531. times = times.sort( function ( a, b ) {
  1532. return a - b;
  1533. } ).filter( function ( elem, index, array ) {
  1534. return array.indexOf( elem ) == index;
  1535. } );
  1536. return times;
  1537. }
  1538. // parse an FBX file in ASCII format
  1539. function TextParser() {}
  1540. Object.assign( TextParser.prototype, {
  1541. getPrevNode: function () {
  1542. return this.nodeStack[ this.currentIndent - 2 ];
  1543. },
  1544. getCurrentNode: function () {
  1545. return this.nodeStack[ this.currentIndent - 1 ];
  1546. },
  1547. getCurrentProp: function () {
  1548. return this.currentProp;
  1549. },
  1550. pushStack: function ( node ) {
  1551. this.nodeStack.push( node );
  1552. this.currentIndent += 1;
  1553. },
  1554. popStack: function () {
  1555. this.nodeStack.pop();
  1556. this.currentIndent -= 1;
  1557. },
  1558. setCurrentProp: function ( val, name ) {
  1559. this.currentProp = val;
  1560. this.currentPropName = name;
  1561. },
  1562. parse: function ( text ) {
  1563. this.currentIndent = 0;
  1564. this.allNodes = new FBXTree();
  1565. this.nodeStack = [];
  1566. this.currentProp = [];
  1567. this.currentPropName = '';
  1568. var self = this;
  1569. var split = text.split( '\n' );
  1570. split.forEach( function ( line, i ) {
  1571. var matchComment = line.match( /^[\s\t]*;/ );
  1572. var matchEmpty = line.match( /^[\s\t]*$/ );
  1573. if ( matchComment || matchEmpty ) return;
  1574. var matchBeginning = line.match( '^\\t{' + self.currentIndent + '}(\\w+):(.*){', '' );
  1575. var matchProperty = line.match( '^\\t{' + ( self.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  1576. var matchEnd = line.match( '^\\t{' + ( self.currentIndent - 1 ) + '}}' );
  1577. if ( matchBeginning ) {
  1578. self.parseNodeBegin( line, matchBeginning );
  1579. } else if ( matchProperty ) {
  1580. self.parseNodeProperty( line, matchProperty, split[ ++ i ] );
  1581. } else if ( matchEnd ) {
  1582. self.nodeEnd();
  1583. } else if ( line.match( /^[^\s\t}]/ ) ) {
  1584. // large arrays are split over multiple lines terminated with a ',' character
  1585. // if this is encountered the line needs to be joined to the previous line
  1586. self.parseNodePropertyContinued( line );
  1587. }
  1588. } );
  1589. return this.allNodes;
  1590. },
  1591. parseNodeBegin: function ( line, property ) {
  1592. var nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  1593. var nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {
  1594. return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );
  1595. } );
  1596. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  1597. var attrs = this.parseNodeAttr( nodeAttrs );
  1598. var currentNode = this.getCurrentNode();
  1599. // a top node
  1600. if ( this.currentIndent === 0 ) {
  1601. this.allNodes.add( nodeName, node );
  1602. } else { // a subnode
  1603. // if the subnode already exists, append it
  1604. if ( nodeName in currentNode.subNodes ) {
  1605. var tmp = currentNode.subNodes[ nodeName ];
  1606. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  1607. if ( attrs.id === '' ) {
  1608. currentNode.subNodes[ nodeName ] = [];
  1609. currentNode.subNodes[ nodeName ].push( tmp );
  1610. } else {
  1611. currentNode.subNodes[ nodeName ] = {};
  1612. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  1613. }
  1614. }
  1615. if ( attrs.id === '' ) {
  1616. currentNode.subNodes[ nodeName ].push( node );
  1617. } else {
  1618. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  1619. }
  1620. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  1621. currentNode.subNodes[ nodeName ] = {};
  1622. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  1623. } else {
  1624. currentNode.subNodes[ nodeName ] = node;
  1625. }
  1626. }
  1627. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  1628. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  1629. if ( nodeAttrs ) {
  1630. node.id = attrs.id;
  1631. node.attrName = attrs.name;
  1632. node.attrType = attrs.type;
  1633. }
  1634. this.pushStack( node );
  1635. },
  1636. parseNodeAttr: function ( attrs ) {
  1637. var id = attrs[ 0 ];
  1638. if ( attrs[ 0 ] !== '' ) {
  1639. id = parseInt( attrs[ 0 ] );
  1640. if ( isNaN( id ) ) {
  1641. id = attrs[ 0 ];
  1642. }
  1643. }
  1644. var name = '', type = '';
  1645. if ( attrs.length > 1 ) {
  1646. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  1647. type = attrs[ 2 ];
  1648. }
  1649. return { id: id, name: name, type: type };
  1650. },
  1651. parseNodeProperty: function ( line, property, contentLine ) {
  1652. var propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1653. var propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1654. // for special case: base64 image data follows "Content: ," line
  1655. // Content: ,
  1656. // "iVB..."
  1657. if ( propName === 'Content' && propValue === ',' ) {
  1658. propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();
  1659. }
  1660. var currentNode = this.getCurrentNode();
  1661. var parentName = currentNode.name;
  1662. // special case where the parent node is something like "Properties70"
  1663. // these children nodes must treated carefully
  1664. if ( parentName !== undefined ) {
  1665. var propMatch = parentName.match( /Properties(\d)+/ );
  1666. if ( propMatch ) {
  1667. this.parseNodeSpecialProperty( line, propName, propValue );
  1668. return;
  1669. }
  1670. }
  1671. // Connections
  1672. if ( propName === 'C' ) {
  1673. var connProps = propValue.split( ',' ).slice( 1 );
  1674. var from = parseInt( connProps[ 0 ] );
  1675. var to = parseInt( connProps[ 1 ] );
  1676. var rest = propValue.split( ',' ).slice( 3 );
  1677. rest = rest.map( function ( elem ) {
  1678. return elem.trim().replace( /^"/, '' );
  1679. } );
  1680. propName = 'connections';
  1681. propValue = [ from, to ];
  1682. append( propValue, rest );
  1683. if ( currentNode.properties[ propName ] === undefined ) {
  1684. currentNode.properties[ propName ] = [];
  1685. }
  1686. }
  1687. // Node
  1688. if ( propName === 'Node' ) {
  1689. var id = parseInt( propValue );
  1690. currentNode.properties.id = id;
  1691. currentNode.id = id;
  1692. }
  1693. // already exists in properties, then append this
  1694. if ( propName in currentNode.properties ) {
  1695. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  1696. currentNode.properties[ propName ].push( propValue );
  1697. } else {
  1698. currentNode.properties[ propName ] += propValue;
  1699. }
  1700. } else {
  1701. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  1702. currentNode.properties[ propName ].push( propValue );
  1703. } else {
  1704. currentNode.properties[ propName ] = propValue;
  1705. }
  1706. }
  1707. this.setCurrentProp( currentNode.properties, propName );
  1708. // convert string to array, unless it ends in ',' in which case more will be added to it
  1709. if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
  1710. currentNode.properties.a = parseNumberArray( propValue );
  1711. }
  1712. },
  1713. parseNodePropertyContinued: function ( line ) {
  1714. this.currentProp[ this.currentPropName ] += line;
  1715. // if the line doesn't end in ',' we have reached the end of the property value
  1716. // so convert the string to an array
  1717. if ( line.slice( - 1 ) !== ',' ) {
  1718. var currentNode = this.getCurrentNode();
  1719. currentNode.properties.a = parseNumberArray( currentNode.properties.a );
  1720. }
  1721. },
  1722. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  1723. // split this
  1724. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  1725. // into array like below
  1726. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  1727. var props = propValue.split( '",' ).map( function ( prop ) {
  1728. return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  1729. } );
  1730. var innerPropName = props[ 0 ];
  1731. var innerPropType1 = props[ 1 ];
  1732. var innerPropType2 = props[ 2 ];
  1733. var innerPropFlag = props[ 3 ];
  1734. var innerPropValue = props[ 4 ];
  1735. // cast value to its type
  1736. switch ( innerPropType1 ) {
  1737. case 'int':
  1738. case 'enum':
  1739. case 'bool':
  1740. case 'ULongLong':
  1741. innerPropValue = parseInt( innerPropValue );
  1742. break;
  1743. case 'double':
  1744. case 'Number':
  1745. case 'FieldOfView':
  1746. innerPropValue = parseFloat( innerPropValue );
  1747. break;
  1748. case 'ColorRGB':
  1749. case 'Vector3D':
  1750. case 'Lcl_Translation':
  1751. case 'Lcl_Rotation':
  1752. case 'Lcl_Scaling':
  1753. innerPropValue = parseNumberArray( innerPropValue );
  1754. break;
  1755. }
  1756. // CAUTION: these props must append to parent's parent
  1757. this.getPrevNode().properties[ innerPropName ] = {
  1758. 'type': innerPropType1,
  1759. 'type2': innerPropType2,
  1760. 'flag': innerPropFlag,
  1761. 'value': innerPropValue
  1762. };
  1763. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  1764. },
  1765. nodeEnd: function () {
  1766. this.popStack();
  1767. },
  1768. isFlattenNode: function ( node ) {
  1769. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  1770. }
  1771. } );
  1772. // Parse an FBX file in Binary format
  1773. function BinaryParser() {}
  1774. Object.assign( BinaryParser.prototype, {
  1775. parse: function ( buffer ) {
  1776. var reader = new BinaryReader( buffer );
  1777. reader.skip( 23 ); // skip magic 23 bytes
  1778. var version = reader.getUint32();
  1779. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  1780. var allNodes = new FBXTree();
  1781. while ( ! this.endOfContent( reader ) ) {
  1782. var node = this.parseNode( reader, version );
  1783. if ( node !== null ) allNodes.add( node.name, node );
  1784. }
  1785. return allNodes;
  1786. },
  1787. // Check if reader has reached the end of content.
  1788. endOfContent: function ( reader ) {
  1789. // footer size: 160bytes + 16-byte alignment padding
  1790. // - 16bytes: magic
  1791. // - padding til 16-byte alignment (at least 1byte?)
  1792. // (seems like some exporters embed fixed 15 or 16bytes?)
  1793. // - 4bytes: magic
  1794. // - 4bytes: version
  1795. // - 120bytes: zero
  1796. // - 16bytes: magic
  1797. if ( reader.size() % 16 === 0 ) {
  1798. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  1799. } else {
  1800. return reader.getOffset() + 160 + 16 >= reader.size();
  1801. }
  1802. },
  1803. parseNode: function ( reader, version ) {
  1804. // The first three data sizes depends on version.
  1805. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1806. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1807. // note: do not remove this even if you get a linter warning as it moves the buffer forward
  1808. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1809. var nameLen = reader.getUint8();
  1810. var name = reader.getString( nameLen );
  1811. // Regards this node as NULL-record if endOffset is zero
  1812. if ( endOffset === 0 ) return null;
  1813. var propertyList = [];
  1814. for ( var i = 0; i < numProperties; i ++ ) {
  1815. propertyList.push( this.parseProperty( reader ) );
  1816. }
  1817. // Regards the first three elements in propertyList as id, attrName, and attrType
  1818. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  1819. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  1820. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  1821. var subNodes = {};
  1822. var properties = {};
  1823. var isSingleProperty = false;
  1824. // check if this node represents just a single property
  1825. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  1826. if ( numProperties === 1 && reader.getOffset() === endOffset ) {
  1827. isSingleProperty = true;
  1828. }
  1829. while ( endOffset > reader.getOffset() ) {
  1830. var node = this.parseNode( reader, version );
  1831. if ( node === null ) continue;
  1832. // special case: child node is single property
  1833. if ( node.singleProperty === true ) {
  1834. var value = node.propertyList[ 0 ];
  1835. if ( Array.isArray( value ) ) {
  1836. subNodes[ node.name ] = node;
  1837. node.properties.a = value;
  1838. } else {
  1839. properties[ node.name ] = value;
  1840. }
  1841. continue;
  1842. }
  1843. // parse connections
  1844. if ( name === 'Connections' && node.name === 'C' ) {
  1845. var array = [];
  1846. node.propertyList.forEach( function ( property, i ) {
  1847. array[ i - 1 ] = property;
  1848. } );
  1849. if ( properties.connections === undefined ) {
  1850. properties.connections = [];
  1851. }
  1852. properties.connections.push( array );
  1853. continue;
  1854. }
  1855. // special case: child node is Properties\d+
  1856. // move child node's properties to this node.
  1857. if ( node.name === 'Properties70' ) {
  1858. var keys = Object.keys( node.properties );
  1859. keys.forEach( function ( key ) {
  1860. properties[ key ] = node.properties[ key ];
  1861. } );
  1862. continue;
  1863. }
  1864. // parse 'properties70'
  1865. if ( name === 'Properties70' && node.name === 'P' ) {
  1866. var innerPropName = node.propertyList[ 0 ];
  1867. var innerPropType1 = node.propertyList[ 1 ];
  1868. var innerPropType2 = node.propertyList[ 2 ];
  1869. var innerPropFlag = node.propertyList[ 3 ];
  1870. var innerPropValue;
  1871. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  1872. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  1873. if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  1874. innerPropValue = [
  1875. node.propertyList[ 4 ],
  1876. node.propertyList[ 5 ],
  1877. node.propertyList[ 6 ]
  1878. ];
  1879. } else {
  1880. innerPropValue = node.propertyList[ 4 ];
  1881. }
  1882. // this will be copied to parent, see above
  1883. properties[ innerPropName ] = {
  1884. 'type': innerPropType1,
  1885. 'type2': innerPropType2,
  1886. 'flag': innerPropFlag,
  1887. 'value': innerPropValue
  1888. };
  1889. continue;
  1890. }
  1891. if ( subNodes[ node.name ] === undefined ) {
  1892. if ( typeof node.id === 'number' ) {
  1893. subNodes[ node.name ] = {};
  1894. subNodes[ node.name ][ node.id ] = node;
  1895. } else {
  1896. subNodes[ node.name ] = node;
  1897. }
  1898. } else {
  1899. if ( node.id === '' ) {
  1900. if ( ! Array.isArray( subNodes[ node.name ] ) ) {
  1901. subNodes[ node.name ] = [ subNodes[ node.name ] ];
  1902. }
  1903. subNodes[ node.name ].push( node );
  1904. } else {
  1905. if ( subNodes[ node.name ][ node.id ] === undefined ) {
  1906. subNodes[ node.name ][ node.id ] = node;
  1907. } else {
  1908. // conflict id. irregular?
  1909. if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {
  1910. subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];
  1911. }
  1912. subNodes[ node.name ][ node.id ].push( node );
  1913. }
  1914. }
  1915. }
  1916. }
  1917. return {
  1918. singleProperty: isSingleProperty,
  1919. id: id,
  1920. attrName: attrName,
  1921. attrType: attrType,
  1922. name: name,
  1923. properties: properties,
  1924. propertyList: propertyList, // raw property list used by parent
  1925. subNodes: subNodes
  1926. };
  1927. },
  1928. parseProperty: function ( reader ) {
  1929. var type = reader.getChar();
  1930. switch ( type ) {
  1931. case 'C':
  1932. return reader.getBoolean();
  1933. case 'D':
  1934. return reader.getFloat64();
  1935. case 'F':
  1936. return reader.getFloat32();
  1937. case 'I':
  1938. return reader.getInt32();
  1939. case 'L':
  1940. return reader.getInt64();
  1941. case 'R':
  1942. var length = reader.getUint32();
  1943. return reader.getArrayBuffer( length );
  1944. case 'S':
  1945. var length = reader.getUint32();
  1946. return reader.getString( length );
  1947. case 'Y':
  1948. return reader.getInt16();
  1949. case 'b':
  1950. case 'c':
  1951. case 'd':
  1952. case 'f':
  1953. case 'i':
  1954. case 'l':
  1955. var arrayLength = reader.getUint32();
  1956. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  1957. var compressedLength = reader.getUint32();
  1958. if ( encoding === 0 ) {
  1959. switch ( type ) {
  1960. case 'b':
  1961. case 'c':
  1962. return reader.getBooleanArray( arrayLength );
  1963. case 'd':
  1964. return reader.getFloat64Array( arrayLength );
  1965. case 'f':
  1966. return reader.getFloat32Array( arrayLength );
  1967. case 'i':
  1968. return reader.getInt32Array( arrayLength );
  1969. case 'l':
  1970. return reader.getInt64Array( arrayLength );
  1971. }
  1972. }
  1973. if ( window.Zlib === undefined ) {
  1974. throw new Error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  1975. }
  1976. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  1977. var reader2 = new BinaryReader( inflate.decompress().buffer );
  1978. switch ( type ) {
  1979. case 'b':
  1980. case 'c':
  1981. return reader2.getBooleanArray( arrayLength );
  1982. case 'd':
  1983. return reader2.getFloat64Array( arrayLength );
  1984. case 'f':
  1985. return reader2.getFloat32Array( arrayLength );
  1986. case 'i':
  1987. return reader2.getInt32Array( arrayLength );
  1988. case 'l':
  1989. return reader2.getInt64Array( arrayLength );
  1990. }
  1991. default:
  1992. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  1993. }
  1994. }
  1995. } );
  1996. function BinaryReader( buffer, littleEndian ) {
  1997. this.dv = new DataView( buffer );
  1998. this.offset = 0;
  1999. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  2000. }
  2001. Object.assign( BinaryReader.prototype, {
  2002. getOffset: function () {
  2003. return this.offset;
  2004. },
  2005. size: function () {
  2006. return this.dv.buffer.byteLength;
  2007. },
  2008. skip: function ( length ) {
  2009. this.offset += length;
  2010. },
  2011. // seems like true/false representation depends on exporter.
  2012. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  2013. // then sees LSB.
  2014. getBoolean: function () {
  2015. return ( this.getUint8() & 1 ) === 1;
  2016. },
  2017. getBooleanArray: function ( size ) {
  2018. var a = [];
  2019. for ( var i = 0; i < size; i ++ ) {
  2020. a.push( this.getBoolean() );
  2021. }
  2022. return a;
  2023. },
  2024. getInt8: function () {
  2025. var value = this.dv.getInt8( this.offset );
  2026. this.offset += 1;
  2027. return value;
  2028. },
  2029. getInt8Array: function ( size ) {
  2030. var a = [];
  2031. for ( var i = 0; i < size; i ++ ) {
  2032. a.push( this.getInt8() );
  2033. }
  2034. return a;
  2035. },
  2036. getUint8: function () {
  2037. var value = this.dv.getUint8( this.offset );
  2038. this.offset += 1;
  2039. return value;
  2040. },
  2041. getUint8Array: function ( size ) {
  2042. var a = [];
  2043. for ( var i = 0; i < size; i ++ ) {
  2044. a.push( this.getUint8() );
  2045. }
  2046. return a;
  2047. },
  2048. getInt16: function () {
  2049. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2050. this.offset += 2;
  2051. return value;
  2052. },
  2053. getInt16Array: function ( size ) {
  2054. var a = [];
  2055. for ( var i = 0; i < size; i ++ ) {
  2056. a.push( this.getInt16() );
  2057. }
  2058. return a;
  2059. },
  2060. getUint16: function () {
  2061. var value = this.dv.getUint16( this.offset, this.littleEndian );
  2062. this.offset += 2;
  2063. return value;
  2064. },
  2065. getUint16Array: function ( size ) {
  2066. var a = [];
  2067. for ( var i = 0; i < size; i ++ ) {
  2068. a.push( this.getUint16() );
  2069. }
  2070. return a;
  2071. },
  2072. getInt32: function () {
  2073. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2074. this.offset += 4;
  2075. return value;
  2076. },
  2077. getInt32Array: function ( size ) {
  2078. var a = [];
  2079. for ( var i = 0; i < size; i ++ ) {
  2080. a.push( this.getInt32() );
  2081. }
  2082. return a;
  2083. },
  2084. getUint32: function () {
  2085. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2086. this.offset += 4;
  2087. return value;
  2088. },
  2089. getUint32Array: function ( size ) {
  2090. var a = [];
  2091. for ( var i = 0; i < size; i ++ ) {
  2092. a.push( this.getUint32() );
  2093. }
  2094. return a;
  2095. },
  2096. // JavaScript doesn't support 64-bit integer so calculate this here
  2097. // 1 << 32 will return 1 so using multiply operation instead here.
  2098. // There's a possibility that this method returns wrong value if the value
  2099. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  2100. // TODO: safely handle 64-bit integer
  2101. getInt64: function () {
  2102. var low, high;
  2103. if ( this.littleEndian ) {
  2104. low = this.getUint32();
  2105. high = this.getUint32();
  2106. } else {
  2107. high = this.getUint32();
  2108. low = this.getUint32();
  2109. }
  2110. // calculate negative value
  2111. if ( high & 0x80000000 ) {
  2112. high = ~ high & 0xFFFFFFFF;
  2113. low = ~ low & 0xFFFFFFFF;
  2114. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  2115. low = ( low + 1 ) & 0xFFFFFFFF;
  2116. return - ( high * 0x100000000 + low );
  2117. }
  2118. return high * 0x100000000 + low;
  2119. },
  2120. getInt64Array: function ( size ) {
  2121. var a = [];
  2122. for ( var i = 0; i < size; i ++ ) {
  2123. a.push( this.getInt64() );
  2124. }
  2125. return a;
  2126. },
  2127. // Note: see getInt64() comment
  2128. getUint64: function () {
  2129. var low, high;
  2130. if ( this.littleEndian ) {
  2131. low = this.getUint32();
  2132. high = this.getUint32();
  2133. } else {
  2134. high = this.getUint32();
  2135. low = this.getUint32();
  2136. }
  2137. return high * 0x100000000 + low;
  2138. },
  2139. getUint64Array: function ( size ) {
  2140. var a = [];
  2141. for ( var i = 0; i < size; i ++ ) {
  2142. a.push( this.getUint64() );
  2143. }
  2144. return a;
  2145. },
  2146. getFloat32: function () {
  2147. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2148. this.offset += 4;
  2149. return value;
  2150. },
  2151. getFloat32Array: function ( size ) {
  2152. var a = [];
  2153. for ( var i = 0; i < size; i ++ ) {
  2154. a.push( this.getFloat32() );
  2155. }
  2156. return a;
  2157. },
  2158. getFloat64: function () {
  2159. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2160. this.offset += 8;
  2161. return value;
  2162. },
  2163. getFloat64Array: function ( size ) {
  2164. var a = [];
  2165. for ( var i = 0; i < size; i ++ ) {
  2166. a.push( this.getFloat64() );
  2167. }
  2168. return a;
  2169. },
  2170. getArrayBuffer: function ( size ) {
  2171. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  2172. this.offset += size;
  2173. return value;
  2174. },
  2175. getChar: function () {
  2176. return String.fromCharCode( this.getUint8() );
  2177. },
  2178. getString: function ( size ) {
  2179. var s = '';
  2180. while ( size > 0 ) {
  2181. var value = this.getUint8();
  2182. size --;
  2183. if ( value === 0 ) break;
  2184. s += String.fromCharCode( value );
  2185. }
  2186. // Manage UTF8 encoding
  2187. s = decodeURIComponent( escape( s ) );
  2188. this.skip( size );
  2189. return s;
  2190. }
  2191. } );
  2192. // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
  2193. // and BinaryParser( FBX Binary format)
  2194. function FBXTree() {}
  2195. Object.assign( FBXTree.prototype, {
  2196. add: function ( key, val ) {
  2197. this[ key ] = val;
  2198. },
  2199. } );
  2200. function isFbxFormatBinary( buffer ) {
  2201. var CORRECT = 'Kaydara FBX Binary \0';
  2202. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  2203. }
  2204. function isFbxFormatASCII( text ) {
  2205. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2206. var cursor = 0;
  2207. function read( offset ) {
  2208. var result = text[ offset - 1 ];
  2209. text = text.slice( cursor + offset );
  2210. cursor ++;
  2211. return result;
  2212. }
  2213. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2214. var num = read( 1 );
  2215. if ( num === CORRECT[ i ] ) {
  2216. return false;
  2217. }
  2218. }
  2219. return true;
  2220. }
  2221. function getFbxVersion( text ) {
  2222. var versionRegExp = /FBXVersion: (\d+)/;
  2223. var match = text.match( versionRegExp );
  2224. if ( match ) {
  2225. var version = parseInt( match[ 1 ] );
  2226. return version;
  2227. }
  2228. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  2229. }
  2230. // Converts FBX ticks into real time seconds.
  2231. function convertFBXTimeToSeconds( time ) {
  2232. return time / 46186158000;
  2233. }
  2234. // Parses comma separated list of numbers and returns them an array.
  2235. // Used internally by the TextParser
  2236. function parseNumberArray( value ) {
  2237. var array = value.split( ',' ).map( function ( val ) {
  2238. return parseFloat( val );
  2239. } );
  2240. return array;
  2241. }
  2242. function parseColor( property ) {
  2243. var color = new THREE.Color();
  2244. if ( property.type === 'Color' ) {
  2245. return color.setScalar( property.value );
  2246. }
  2247. return color.fromArray( property.value );
  2248. }
  2249. // Converts ArrayBuffer to String.
  2250. function convertArrayBufferToString( buffer, from, to ) {
  2251. if ( from === undefined ) from = 0;
  2252. if ( to === undefined ) to = buffer.byteLength;
  2253. var array = new Uint8Array( buffer, from, to );
  2254. if ( window.TextDecoder !== undefined ) {
  2255. return new TextDecoder().decode( array );
  2256. }
  2257. var s = '';
  2258. for ( var i = 0, il = array.length; i < il; i ++ ) {
  2259. s += String.fromCharCode( array[ i ] );
  2260. }
  2261. return s;
  2262. }
  2263. function append( a, b ) {
  2264. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  2265. a[ j ] = b[ i ];
  2266. }
  2267. }
  2268. function slice( a, b, from, to ) {
  2269. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  2270. a[ j ] = b[ i ];
  2271. }
  2272. return a;
  2273. }
  2274. } )();