FBXLoader.js 98 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. * @author Takahiro https://github.com/takahirox
  4. * @author Lewy Blue https://github.com/looeee
  5. *
  6. * Loader loads FBX file and generates Group representing FBX scene.
  7. * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format
  8. * Versions lower than this may load but will probably have errors
  9. *
  10. * Needs Support:
  11. * Morph normals / blend shape normals
  12. *
  13. * FBX format references:
  14. * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
  15. * http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
  16. *
  17. * Binary format specification:
  18. * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  19. */
  20. THREE.FBXLoader = ( function () {
  21. var fbxTree;
  22. var connections;
  23. var sceneGraph;
  24. function FBXLoader( manager ) {
  25. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  26. }
  27. FBXLoader.prototype = {
  28. constructor: FBXLoader,
  29. crossOrigin: 'anonymous',
  30. load: function ( url, onLoad, onProgress, onError ) {
  31. var self = this;
  32. var resourceDirectory = THREE.LoaderUtils.extractUrlBase( url );
  33. var loader = new THREE.FileLoader( this.manager );
  34. loader.setResponseType( 'arraybuffer' );
  35. loader.load( url, function ( buffer ) {
  36. try {
  37. var scene = self.parse( buffer, resourceDirectory );
  38. onLoad( scene );
  39. } catch ( error ) {
  40. setTimeout( function () {
  41. if ( onError ) onError( error );
  42. self.manager.itemError( url );
  43. }, 0 );
  44. }
  45. }, onProgress, onError );
  46. },
  47. setCrossOrigin: function ( value ) {
  48. this.crossOrigin = value;
  49. return this;
  50. },
  51. parse: function ( FBXBuffer, resourceDirectory ) {
  52. if ( isFbxFormatBinary( FBXBuffer ) ) {
  53. fbxTree = new BinaryParser().parse( FBXBuffer );
  54. } else {
  55. var FBXText = convertArrayBufferToString( FBXBuffer );
  56. if ( ! isFbxFormatASCII( FBXText ) ) {
  57. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  58. }
  59. if ( getFbxVersion( FBXText ) < 7000 ) {
  60. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  61. }
  62. fbxTree = new TextParser().parse( FBXText );
  63. }
  64. // console.log( fbxTree );
  65. var textureLoader = new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ).setCrossOrigin( this.crossOrigin );
  66. return new FBXTreeParser( textureLoader ).parse( fbxTree );
  67. }
  68. };
  69. // Parse the FBXTree object returned by the BinaryParser or TextParser and return a THREE.Group
  70. function FBXTreeParser( textureLoader ) {
  71. this.textureLoader = textureLoader;
  72. }
  73. FBXTreeParser.prototype = {
  74. constructor: FBXTreeParser,
  75. parse: function () {
  76. connections = this.parseConnections();
  77. var images = this.parseImages();
  78. var textures = this.parseTextures( images );
  79. var materials = this.parseMaterials( textures );
  80. var deformers = this.parseDeformers();
  81. var geometryMap = new GeometryParser().parse( deformers );
  82. this.parseScene( deformers, geometryMap, materials );
  83. return sceneGraph;
  84. },
  85. // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
  86. // and details the connection type
  87. parseConnections: function () {
  88. var connectionMap = new Map();
  89. if ( 'Connections' in fbxTree ) {
  90. var rawConnections = fbxTree.Connections.connections;
  91. rawConnections.forEach( function ( rawConnection ) {
  92. var fromID = rawConnection[ 0 ];
  93. var toID = rawConnection[ 1 ];
  94. var relationship = rawConnection[ 2 ];
  95. if ( ! connectionMap.has( fromID ) ) {
  96. connectionMap.set( fromID, {
  97. parents: [],
  98. children: []
  99. } );
  100. }
  101. var parentRelationship = { ID: toID, relationship: relationship };
  102. connectionMap.get( fromID ).parents.push( parentRelationship );
  103. if ( ! connectionMap.has( toID ) ) {
  104. connectionMap.set( toID, {
  105. parents: [],
  106. children: []
  107. } );
  108. }
  109. var childRelationship = { ID: fromID, relationship: relationship };
  110. connectionMap.get( toID ).children.push( childRelationship );
  111. } );
  112. }
  113. return connectionMap;
  114. },
  115. // Parse FBXTree.Objects.Video for embedded image data
  116. // These images are connected to textures in FBXTree.Objects.Textures
  117. // via FBXTree.Connections.
  118. parseImages: function () {
  119. var images = {};
  120. var blobs = {};
  121. if ( 'Video' in fbxTree.Objects ) {
  122. var videoNodes = fbxTree.Objects.Video;
  123. for ( var nodeID in videoNodes ) {
  124. var videoNode = videoNodes[ nodeID ];
  125. var id = parseInt( nodeID );
  126. images[ id ] = videoNode.RelativeFilename || videoNode.Filename;
  127. // raw image data is in videoNode.Content
  128. if ( 'Content' in videoNode ) {
  129. var arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );
  130. var base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );
  131. if ( arrayBufferContent || base64Content ) {
  132. var image = this.parseImage( videoNodes[ nodeID ] );
  133. blobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;
  134. }
  135. }
  136. }
  137. }
  138. for ( var id in images ) {
  139. var filename = images[ id ];
  140. if ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];
  141. else images[ id ] = images[ id ].split( '\\' ).pop();
  142. }
  143. return images;
  144. },
  145. // Parse embedded image data in FBXTree.Video.Content
  146. parseImage: function ( videoNode ) {
  147. var content = videoNode.Content;
  148. var fileName = videoNode.RelativeFilename || videoNode.Filename;
  149. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  150. var type;
  151. switch ( extension ) {
  152. case 'bmp':
  153. type = 'image/bmp';
  154. break;
  155. case 'jpg':
  156. case 'jpeg':
  157. type = 'image/jpeg';
  158. break;
  159. case 'png':
  160. type = 'image/png';
  161. break;
  162. case 'tif':
  163. type = 'image/tiff';
  164. break;
  165. case 'tga':
  166. if ( typeof THREE.TGALoader !== 'function' ) {
  167. console.warn( 'FBXLoader: THREE.TGALoader is required to load TGA textures' );
  168. return;
  169. } else {
  170. if ( THREE.Loader.Handlers.get( '.tga' ) === null ) {
  171. THREE.Loader.Handlers.add( /\.tga$/i, new THREE.TGALoader() );
  172. }
  173. type = 'image/tga';
  174. break;
  175. }
  176. default:
  177. console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  178. return;
  179. }
  180. if ( typeof content === 'string' ) { // ASCII format
  181. return 'data:' + type + ';base64,' + content;
  182. } else { // Binary Format
  183. var array = new Uint8Array( content );
  184. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  185. }
  186. },
  187. // Parse nodes in FBXTree.Objects.Texture
  188. // These contain details such as UV scaling, cropping, rotation etc and are connected
  189. // to images in FBXTree.Objects.Video
  190. parseTextures: function ( images ) {
  191. var textureMap = new Map();
  192. if ( 'Texture' in fbxTree.Objects ) {
  193. var textureNodes = fbxTree.Objects.Texture;
  194. for ( var nodeID in textureNodes ) {
  195. var texture = this.parseTexture( textureNodes[ nodeID ], images );
  196. textureMap.set( parseInt( nodeID ), texture );
  197. }
  198. }
  199. return textureMap;
  200. },
  201. // Parse individual node in FBXTree.Objects.Texture
  202. parseTexture: function ( textureNode, images ) {
  203. var texture = this.loadTexture( textureNode, images );
  204. texture.ID = textureNode.id;
  205. texture.name = textureNode.attrName;
  206. var wrapModeU = textureNode.WrapModeU;
  207. var wrapModeV = textureNode.WrapModeV;
  208. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  209. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  210. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  211. // 0: repeat(default), 1: clamp
  212. texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  213. texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  214. if ( 'Scaling' in textureNode ) {
  215. var values = textureNode.Scaling.value;
  216. texture.repeat.x = values[ 0 ];
  217. texture.repeat.y = values[ 1 ];
  218. }
  219. return texture;
  220. },
  221. // load a texture specified as a blob or data URI, or via an external URL using THREE.TextureLoader
  222. loadTexture: function ( textureNode, images ) {
  223. var fileName;
  224. var currentPath = this.textureLoader.path;
  225. var children = connections.get( textureNode.id ).children;
  226. if ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {
  227. fileName = images[ children[ 0 ].ID ];
  228. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  229. this.textureLoader.setPath( undefined );
  230. }
  231. }
  232. var texture;
  233. var extension = textureNode.FileName.slice( - 3 ).toLowerCase();
  234. if ( extension === 'tga' ) {
  235. var loader = THREE.Loader.Handlers.get( '.tga' );
  236. if ( loader === null ) {
  237. console.warn( 'FBXLoader: TGALoader not found, creating empty placeholder texture for', fileName );
  238. texture = new THREE.Texture();
  239. } else {
  240. texture = loader.load( fileName );
  241. }
  242. } else if ( extension === 'psd' ) {
  243. console.warn( 'FBXLoader: PSD textures are not supported, creating empty placeholder texture for', fileName );
  244. texture = new THREE.Texture();
  245. } else {
  246. texture = this.textureLoader.load( fileName );
  247. }
  248. this.textureLoader.setPath( currentPath );
  249. return texture;
  250. },
  251. // Parse nodes in FBXTree.Objects.Material
  252. parseMaterials: function ( textureMap ) {
  253. var materialMap = new Map();
  254. if ( 'Material' in fbxTree.Objects ) {
  255. var materialNodes = fbxTree.Objects.Material;
  256. for ( var nodeID in materialNodes ) {
  257. var material = this.parseMaterial( materialNodes[ nodeID ], textureMap );
  258. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  259. }
  260. }
  261. return materialMap;
  262. },
  263. // Parse single node in FBXTree.Objects.Material
  264. // Materials are connected to texture maps in FBXTree.Objects.Textures
  265. // FBX format currently only supports Lambert and Phong shading models
  266. parseMaterial: function ( materialNode, textureMap ) {
  267. var ID = materialNode.id;
  268. var name = materialNode.attrName;
  269. var type = materialNode.ShadingModel;
  270. // Case where FBX wraps shading model in property object.
  271. if ( typeof type === 'object' ) {
  272. type = type.value;
  273. }
  274. // Ignore unused materials which don't have any connections.
  275. if ( ! connections.has( ID ) ) return null;
  276. var parameters = this.parseParameters( materialNode, textureMap, ID );
  277. var material;
  278. switch ( type.toLowerCase() ) {
  279. case 'phong':
  280. material = new THREE.MeshPhongMaterial();
  281. break;
  282. case 'lambert':
  283. material = new THREE.MeshLambertMaterial();
  284. break;
  285. default:
  286. console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  287. material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
  288. break;
  289. }
  290. material.setValues( parameters );
  291. material.name = name;
  292. return material;
  293. },
  294. // Parse FBX material and return parameters suitable for a three.js material
  295. // Also parse the texture map and return any textures associated with the material
  296. parseParameters: function ( materialNode, textureMap, ID ) {
  297. var parameters = {};
  298. if ( materialNode.BumpFactor ) {
  299. parameters.bumpScale = materialNode.BumpFactor.value;
  300. }
  301. if ( materialNode.Diffuse ) {
  302. parameters.color = new THREE.Color().fromArray( materialNode.Diffuse.value );
  303. } else if ( materialNode.DiffuseColor && materialNode.DiffuseColor.type === 'Color' ) {
  304. // The blender exporter exports diffuse here instead of in materialNode.Diffuse
  305. parameters.color = new THREE.Color().fromArray( materialNode.DiffuseColor.value );
  306. }
  307. if ( materialNode.DisplacementFactor ) {
  308. parameters.displacementScale = materialNode.DisplacementFactor.value;
  309. }
  310. if ( materialNode.Emissive ) {
  311. parameters.emissive = new THREE.Color().fromArray( materialNode.Emissive.value );
  312. } else if ( materialNode.EmissiveColor && materialNode.EmissiveColor.type === 'Color' ) {
  313. // The blender exporter exports emissive color here instead of in materialNode.Emissive
  314. parameters.emissive = new THREE.Color().fromArray( materialNode.EmissiveColor.value );
  315. }
  316. if ( materialNode.EmissiveFactor ) {
  317. parameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );
  318. }
  319. if ( materialNode.Opacity ) {
  320. parameters.opacity = parseFloat( materialNode.Opacity.value );
  321. }
  322. if ( parameters.opacity < 1.0 ) {
  323. parameters.transparent = true;
  324. }
  325. if ( materialNode.ReflectionFactor ) {
  326. parameters.reflectivity = materialNode.ReflectionFactor.value;
  327. }
  328. if ( materialNode.Shininess ) {
  329. parameters.shininess = materialNode.Shininess.value;
  330. }
  331. if ( materialNode.Specular ) {
  332. parameters.specular = new THREE.Color().fromArray( materialNode.Specular.value );
  333. } else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {
  334. // The blender exporter exports specular color here instead of in materialNode.Specular
  335. parameters.specular = new THREE.Color().fromArray( materialNode.SpecularColor.value );
  336. }
  337. var self = this;
  338. connections.get( ID ).children.forEach( function ( child ) {
  339. var type = child.relationship;
  340. switch ( type ) {
  341. case 'Bump':
  342. parameters.bumpMap = self.getTexture( textureMap, child.ID );
  343. break;
  344. case 'DiffuseColor':
  345. parameters.map = self.getTexture( textureMap, child.ID );
  346. break;
  347. case 'DisplacementColor':
  348. parameters.displacementMap = self.getTexture( textureMap, child.ID );
  349. break;
  350. case 'EmissiveColor':
  351. parameters.emissiveMap = self.getTexture( textureMap, child.ID );
  352. break;
  353. case 'NormalMap':
  354. parameters.normalMap = self.getTexture( textureMap, child.ID );
  355. break;
  356. case 'ReflectionColor':
  357. parameters.envMap = self.getTexture( textureMap, child.ID );
  358. parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
  359. break;
  360. case 'SpecularColor':
  361. parameters.specularMap = self.getTexture( textureMap, child.ID );
  362. break;
  363. case 'TransparentColor':
  364. parameters.alphaMap = self.getTexture( textureMap, child.ID );
  365. parameters.transparent = true;
  366. break;
  367. case 'AmbientColor':
  368. case 'ShininessExponent': // AKA glossiness map
  369. case 'SpecularFactor': // AKA specularLevel
  370. case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  371. default:
  372. console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  373. break;
  374. }
  375. } );
  376. return parameters;
  377. },
  378. // get a texture from the textureMap for use by a material.
  379. getTexture: function ( textureMap, id ) {
  380. // if the texture is a layered texture, just use the first layer and issue a warning
  381. if ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {
  382. console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
  383. id = connections.get( id ).children[ 0 ].ID;
  384. }
  385. return textureMap.get( id );
  386. },
  387. // Parse nodes in FBXTree.Objects.Deformer
  388. // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
  389. // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  390. parseDeformers: function () {
  391. var skeletons = {};
  392. var morphTargets = {};
  393. if ( 'Deformer' in fbxTree.Objects ) {
  394. var DeformerNodes = fbxTree.Objects.Deformer;
  395. for ( var nodeID in DeformerNodes ) {
  396. var deformerNode = DeformerNodes[ nodeID ];
  397. var relationships = connections.get( parseInt( nodeID ) );
  398. if ( deformerNode.attrType === 'Skin' ) {
  399. var skeleton = this.parseSkeleton( relationships, DeformerNodes );
  400. skeleton.ID = nodeID;
  401. if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
  402. skeleton.geometryID = relationships.parents[ 0 ].ID;
  403. skeletons[ nodeID ] = skeleton;
  404. } else if ( deformerNode.attrType === 'BlendShape' ) {
  405. var morphTarget = {
  406. id: nodeID,
  407. };
  408. morphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );
  409. morphTarget.id = nodeID;
  410. if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );
  411. morphTargets[ nodeID ] = morphTarget;
  412. }
  413. }
  414. }
  415. return {
  416. skeletons: skeletons,
  417. morphTargets: morphTargets,
  418. };
  419. },
  420. // Parse single nodes in FBXTree.Objects.Deformer
  421. // The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'
  422. // Each skin node represents a skeleton and each cluster node represents a bone
  423. parseSkeleton: function ( relationships, deformerNodes ) {
  424. var rawBones = [];
  425. relationships.children.forEach( function ( child ) {
  426. var boneNode = deformerNodes[ child.ID ];
  427. if ( boneNode.attrType !== 'Cluster' ) return;
  428. var rawBone = {
  429. ID: child.ID,
  430. indices: [],
  431. weights: [],
  432. transform: new THREE.Matrix4().fromArray( boneNode.Transform.a ),
  433. transformLink: new THREE.Matrix4().fromArray( boneNode.TransformLink.a ),
  434. linkMode: boneNode.Mode,
  435. };
  436. if ( 'Indexes' in boneNode ) {
  437. rawBone.indices = boneNode.Indexes.a;
  438. rawBone.weights = boneNode.Weights.a;
  439. }
  440. rawBones.push( rawBone );
  441. } );
  442. return {
  443. rawBones: rawBones,
  444. bones: []
  445. };
  446. },
  447. // The top level morph deformer node has type "BlendShape" and sub nodes have type "BlendShapeChannel"
  448. parseMorphTargets: function ( relationships, deformerNodes ) {
  449. var rawMorphTargets = [];
  450. for ( var i = 0; i < relationships.children.length; i ++ ) {
  451. var child = relationships.children[ i ];
  452. var morphTargetNode = deformerNodes[ child.ID ];
  453. var rawMorphTarget = {
  454. name: morphTargetNode.attrName,
  455. initialWeight: morphTargetNode.DeformPercent,
  456. id: morphTargetNode.id,
  457. fullWeights: morphTargetNode.FullWeights.a
  458. };
  459. if ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;
  460. var targetRelationships = connections.get( parseInt( child.ID ) );
  461. targetRelationships.children.forEach( function ( child ) {
  462. if ( child.relationship === undefined ) rawMorphTarget.geoID = child.ID;
  463. } );
  464. rawMorphTargets.push( rawMorphTarget );
  465. }
  466. return rawMorphTargets;
  467. },
  468. // create the main THREE.Group() to be returned by the loader
  469. parseScene: function ( deformers, geometryMap, materialMap ) {
  470. sceneGraph = new THREE.Group();
  471. var modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );
  472. var modelNodes = fbxTree.Objects.Model;
  473. var self = this;
  474. modelMap.forEach( function ( model ) {
  475. var modelNode = modelNodes[ model.ID ];
  476. self.setLookAtProperties( model, modelNode );
  477. var parentConnections = connections.get( model.ID ).parents;
  478. parentConnections.forEach( function ( connection ) {
  479. var parent = modelMap.get( connection.ID );
  480. if ( parent !== undefined ) parent.add( model );
  481. } );
  482. if ( model.parent === null ) {
  483. sceneGraph.add( model );
  484. }
  485. } );
  486. this.bindSkeleton( deformers.skeletons, geometryMap, modelMap );
  487. this.createAmbientLight();
  488. this.setupMorphMaterials();
  489. sceneGraph.traverse( function ( node ) {
  490. if ( node.userData.transformData ) {
  491. if ( node.parent ) node.userData.transformData.parentMatrixWorld = node.parent.matrix;
  492. var transform = generateTransform( node.userData.transformData );
  493. node.applyMatrix( transform );
  494. }
  495. } );
  496. var animations = new AnimationParser().parse();
  497. // if all the models where already combined in a single group, just return that
  498. if ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {
  499. sceneGraph.children[ 0 ].animations = animations;
  500. sceneGraph = sceneGraph.children[ 0 ];
  501. }
  502. sceneGraph.animations = animations;
  503. },
  504. // parse nodes in FBXTree.Objects.Model
  505. parseModels: function ( skeletons, geometryMap, materialMap ) {
  506. var modelMap = new Map();
  507. var modelNodes = fbxTree.Objects.Model;
  508. for ( var nodeID in modelNodes ) {
  509. var id = parseInt( nodeID );
  510. var node = modelNodes[ nodeID ];
  511. var relationships = connections.get( id );
  512. var model = this.buildSkeleton( relationships, skeletons, id, node.attrName );
  513. if ( ! model ) {
  514. switch ( node.attrType ) {
  515. case 'Camera':
  516. model = this.createCamera( relationships );
  517. break;
  518. case 'Light':
  519. model = this.createLight( relationships );
  520. break;
  521. case 'Mesh':
  522. model = this.createMesh( relationships, geometryMap, materialMap );
  523. break;
  524. case 'NurbsCurve':
  525. model = this.createCurve( relationships, geometryMap );
  526. break;
  527. case 'LimbNode': // usually associated with a Bone, however if a Bone was not created we'll make a Group instead
  528. case 'Null':
  529. default:
  530. model = new THREE.Group();
  531. break;
  532. }
  533. model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
  534. model.ID = id;
  535. }
  536. this.getTransformData( model, node );
  537. modelMap.set( id, model );
  538. }
  539. return modelMap;
  540. },
  541. buildSkeleton: function ( relationships, skeletons, id, name ) {
  542. var bone = null;
  543. relationships.parents.forEach( function ( parent ) {
  544. for ( var ID in skeletons ) {
  545. var skeleton = skeletons[ ID ];
  546. skeleton.rawBones.forEach( function ( rawBone, i ) {
  547. if ( rawBone.ID === parent.ID ) {
  548. var subBone = bone;
  549. bone = new THREE.Bone();
  550. bone.matrixWorld.copy( rawBone.transformLink );
  551. // set name and id here - otherwise in cases where "subBone" is created it will not have a name / id
  552. bone.name = THREE.PropertyBinding.sanitizeNodeName( name );
  553. bone.ID = id;
  554. skeleton.bones[ i ] = bone;
  555. // In cases where a bone is shared between multiple meshes
  556. // duplicate the bone here and and it as a child of the first bone
  557. if ( subBone !== null ) {
  558. bone.add( subBone );
  559. }
  560. }
  561. } );
  562. }
  563. } );
  564. return bone;
  565. },
  566. // create a THREE.PerspectiveCamera or THREE.OrthographicCamera
  567. createCamera: function ( relationships ) {
  568. var model;
  569. var cameraAttribute;
  570. relationships.children.forEach( function ( child ) {
  571. var attr = fbxTree.Objects.NodeAttribute[ child.ID ];
  572. if ( attr !== undefined ) {
  573. cameraAttribute = attr;
  574. }
  575. } );
  576. if ( cameraAttribute === undefined ) {
  577. model = new THREE.Object3D();
  578. } else {
  579. var type = 0;
  580. if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  581. type = 1;
  582. }
  583. var nearClippingPlane = 1;
  584. if ( cameraAttribute.NearPlane !== undefined ) {
  585. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  586. }
  587. var farClippingPlane = 1000;
  588. if ( cameraAttribute.FarPlane !== undefined ) {
  589. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  590. }
  591. var width = window.innerWidth;
  592. var height = window.innerHeight;
  593. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  594. width = cameraAttribute.AspectWidth.value;
  595. height = cameraAttribute.AspectHeight.value;
  596. }
  597. var aspect = width / height;
  598. var fov = 45;
  599. if ( cameraAttribute.FieldOfView !== undefined ) {
  600. fov = cameraAttribute.FieldOfView.value;
  601. }
  602. var focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;
  603. switch ( type ) {
  604. case 0: // Perspective
  605. model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  606. if ( focalLength !== null ) model.setFocalLength( focalLength );
  607. break;
  608. case 1: // Orthographic
  609. model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  610. break;
  611. default:
  612. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  613. model = new THREE.Object3D();
  614. break;
  615. }
  616. }
  617. return model;
  618. },
  619. // Create a THREE.DirectionalLight, THREE.PointLight or THREE.SpotLight
  620. createLight: function ( relationships ) {
  621. var model;
  622. var lightAttribute;
  623. relationships.children.forEach( function ( child ) {
  624. var attr = fbxTree.Objects.NodeAttribute[ child.ID ];
  625. if ( attr !== undefined ) {
  626. lightAttribute = attr;
  627. }
  628. } );
  629. if ( lightAttribute === undefined ) {
  630. model = new THREE.Object3D();
  631. } else {
  632. var type;
  633. // LightType can be undefined for Point lights
  634. if ( lightAttribute.LightType === undefined ) {
  635. type = 0;
  636. } else {
  637. type = lightAttribute.LightType.value;
  638. }
  639. var color = 0xffffff;
  640. if ( lightAttribute.Color !== undefined ) {
  641. color = new THREE.Color().fromArray( lightAttribute.Color.value );
  642. }
  643. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  644. // light disabled
  645. if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  646. intensity = 0;
  647. }
  648. var distance = 0;
  649. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  650. if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
  651. distance = 0;
  652. } else {
  653. distance = lightAttribute.FarAttenuationEnd.value;
  654. }
  655. }
  656. // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  657. var decay = 1;
  658. switch ( type ) {
  659. case 0: // Point
  660. model = new THREE.PointLight( color, intensity, distance, decay );
  661. break;
  662. case 1: // Directional
  663. model = new THREE.DirectionalLight( color, intensity );
  664. break;
  665. case 2: // Spot
  666. var angle = Math.PI / 3;
  667. if ( lightAttribute.InnerAngle !== undefined ) {
  668. angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  669. }
  670. var penumbra = 0;
  671. if ( lightAttribute.OuterAngle !== undefined ) {
  672. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  673. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  674. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  675. penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  676. penumbra = Math.max( penumbra, 1 );
  677. }
  678. model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  679. break;
  680. default:
  681. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  682. model = new THREE.PointLight( color, intensity );
  683. break;
  684. }
  685. if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  686. model.castShadow = true;
  687. }
  688. }
  689. return model;
  690. },
  691. createMesh: function ( relationships, geometryMap, materialMap ) {
  692. var model;
  693. var geometry = null;
  694. var material = null;
  695. var materials = [];
  696. // get geometry and materials(s) from connections
  697. relationships.children.forEach( function ( child ) {
  698. if ( geometryMap.has( child.ID ) ) {
  699. geometry = geometryMap.get( child.ID );
  700. }
  701. if ( materialMap.has( child.ID ) ) {
  702. materials.push( materialMap.get( child.ID ) );
  703. }
  704. } );
  705. if ( materials.length > 1 ) {
  706. material = materials;
  707. } else if ( materials.length > 0 ) {
  708. material = materials[ 0 ];
  709. } else {
  710. material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
  711. materials.push( material );
  712. }
  713. if ( 'color' in geometry.attributes ) {
  714. materials.forEach( function ( material ) {
  715. material.vertexColors = THREE.VertexColors;
  716. } );
  717. }
  718. if ( geometry.FBX_Deformer ) {
  719. materials.forEach( function ( material ) {
  720. material.skinning = true;
  721. } );
  722. model = new THREE.SkinnedMesh( geometry, material );
  723. } else {
  724. model = new THREE.Mesh( geometry, material );
  725. }
  726. return model;
  727. },
  728. createCurve: function ( relationships, geometryMap ) {
  729. var geometry = relationships.children.reduce( function ( geo, child ) {
  730. if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );
  731. return geo;
  732. }, null );
  733. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  734. var material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
  735. return new THREE.Line( geometry, material );
  736. },
  737. // parse the model node for transform data
  738. getTransformData: function ( model, modelNode ) {
  739. var transformData = {};
  740. if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );
  741. if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
  742. else transformData.eulerOrder = 'ZYX';
  743. if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;
  744. if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;
  745. if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;
  746. if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;
  747. if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;
  748. if ( 'ScalingOffset' in modelNode ) transformData.scalingOffset = modelNode.ScalingOffset.value;
  749. if ( 'ScalingPivot' in modelNode ) transformData.scalingPivot = modelNode.ScalingPivot.value;
  750. if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;
  751. if ( 'RotationPivot' in modelNode ) transformData.rotationPivot = modelNode.RotationPivot.value;
  752. model.userData.transformData = transformData;
  753. },
  754. setLookAtProperties: function ( model, modelNode ) {
  755. if ( 'LookAtProperty' in modelNode ) {
  756. var children = connections.get( model.ID ).children;
  757. children.forEach( function ( child ) {
  758. if ( child.relationship === 'LookAtProperty' ) {
  759. var lookAtTarget = fbxTree.Objects.Model[ child.ID ];
  760. if ( 'Lcl_Translation' in lookAtTarget ) {
  761. var pos = lookAtTarget.Lcl_Translation.value;
  762. // DirectionalLight, SpotLight
  763. if ( model.target !== undefined ) {
  764. model.target.position.fromArray( pos );
  765. sceneGraph.add( model.target );
  766. } else { // Cameras and other Object3Ds
  767. model.lookAt( new THREE.Vector3().fromArray( pos ) );
  768. }
  769. }
  770. }
  771. } );
  772. }
  773. },
  774. bindSkeleton: function ( skeletons, geometryMap, modelMap ) {
  775. var bindMatrices = this.parsePoseNodes();
  776. for ( var ID in skeletons ) {
  777. var skeleton = skeletons[ ID ];
  778. var parents = connections.get( parseInt( skeleton.ID ) ).parents;
  779. parents.forEach( function ( parent ) {
  780. if ( geometryMap.has( parent.ID ) ) {
  781. var geoID = parent.ID;
  782. var geoRelationships = connections.get( geoID );
  783. geoRelationships.parents.forEach( function ( geoConnParent ) {
  784. if ( modelMap.has( geoConnParent.ID ) ) {
  785. var model = modelMap.get( geoConnParent.ID );
  786. model.bind( new THREE.Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );
  787. }
  788. } );
  789. }
  790. } );
  791. }
  792. },
  793. parsePoseNodes: function () {
  794. var bindMatrices = {};
  795. if ( 'Pose' in fbxTree.Objects ) {
  796. var BindPoseNode = fbxTree.Objects.Pose;
  797. for ( var nodeID in BindPoseNode ) {
  798. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  799. var poseNodes = BindPoseNode[ nodeID ].PoseNode;
  800. if ( Array.isArray( poseNodes ) ) {
  801. poseNodes.forEach( function ( poseNode ) {
  802. bindMatrices[ poseNode.Node ] = new THREE.Matrix4().fromArray( poseNode.Matrix.a );
  803. } );
  804. } else {
  805. bindMatrices[ poseNodes.Node ] = new THREE.Matrix4().fromArray( poseNodes.Matrix.a );
  806. }
  807. }
  808. }
  809. }
  810. return bindMatrices;
  811. },
  812. // Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
  813. createAmbientLight: function () {
  814. if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {
  815. var ambientColor = fbxTree.GlobalSettings.AmbientColor.value;
  816. var r = ambientColor[ 0 ];
  817. var g = ambientColor[ 1 ];
  818. var b = ambientColor[ 2 ];
  819. if ( r !== 0 || g !== 0 || b !== 0 ) {
  820. var color = new THREE.Color( r, g, b );
  821. sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  822. }
  823. }
  824. },
  825. setupMorphMaterials: function () {
  826. sceneGraph.traverse( function ( child ) {
  827. if ( child.isMesh ) {
  828. if ( child.geometry.morphAttributes.position || child.geometry.morphAttributes.normal ) {
  829. var uuid = child.uuid;
  830. var matUuid = child.material.uuid;
  831. // if a geometry has morph targets, it cannot share the material with other geometries
  832. var sharedMat = false;
  833. sceneGraph.traverse( function ( child ) {
  834. if ( child.isMesh ) {
  835. if ( child.material.uuid === matUuid && child.uuid !== uuid ) sharedMat = true;
  836. }
  837. } );
  838. if ( sharedMat === true ) child.material = child.material.clone();
  839. child.material.morphTargets = true;
  840. }
  841. }
  842. } );
  843. },
  844. };
  845. // parse Geometry data from FBXTree and return map of BufferGeometries
  846. function GeometryParser() {}
  847. GeometryParser.prototype = {
  848. constructor: GeometryParser,
  849. // Parse nodes in FBXTree.Objects.Geometry
  850. parse: function ( deformers ) {
  851. var geometryMap = new Map();
  852. if ( 'Geometry' in fbxTree.Objects ) {
  853. var geoNodes = fbxTree.Objects.Geometry;
  854. for ( var nodeID in geoNodes ) {
  855. var relationships = connections.get( parseInt( nodeID ) );
  856. var geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );
  857. geometryMap.set( parseInt( nodeID ), geo );
  858. }
  859. }
  860. return geometryMap;
  861. },
  862. // Parse single node in FBXTree.Objects.Geometry
  863. parseGeometry: function ( relationships, geoNode, deformers ) {
  864. switch ( geoNode.attrType ) {
  865. case 'Mesh':
  866. return this.parseMeshGeometry( relationships, geoNode, deformers );
  867. break;
  868. case 'NurbsCurve':
  869. return this.parseNurbsGeometry( geoNode );
  870. break;
  871. }
  872. },
  873. // Parse single node mesh geometry in FBXTree.Objects.Geometry
  874. parseMeshGeometry: function ( relationships, geoNode, deformers ) {
  875. var skeletons = deformers.skeletons;
  876. var morphTargets = deformers.morphTargets;
  877. var modelNodes = relationships.parents.map( function ( parent ) {
  878. return fbxTree.Objects.Model[ parent.ID ];
  879. } );
  880. // don't create geometry if it is not associated with any models
  881. if ( modelNodes.length === 0 ) return;
  882. var skeleton = relationships.children.reduce( function ( skeleton, child ) {
  883. if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];
  884. return skeleton;
  885. }, null );
  886. var morphTarget = relationships.children.reduce( function ( morphTarget, child ) {
  887. if ( morphTargets[ child.ID ] !== undefined ) morphTarget = morphTargets[ child.ID ];
  888. return morphTarget;
  889. }, null );
  890. // Assume one model and get the preRotation from that
  891. // if there is more than one model associated with the geometry this may cause problems
  892. var modelNode = modelNodes[ 0 ];
  893. var transformData = {};
  894. if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
  895. if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );
  896. if ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;
  897. if ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;
  898. if ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;
  899. var transform = generateTransform( transformData );
  900. return this.genGeometry( geoNode, skeleton, morphTarget, transform );
  901. },
  902. // Generate a THREE.BufferGeometry from a node in FBXTree.Objects.Geometry
  903. genGeometry: function ( geoNode, skeleton, morphTarget, preTransform ) {
  904. var geo = new THREE.BufferGeometry();
  905. if ( geoNode.attrName ) geo.name = geoNode.attrName;
  906. var geoInfo = this.parseGeoNode( geoNode, skeleton );
  907. var buffers = this.genBuffers( geoInfo );
  908. var positionAttribute = new THREE.Float32BufferAttribute( buffers.vertex, 3 );
  909. preTransform.applyToBufferAttribute( positionAttribute );
  910. geo.addAttribute( 'position', positionAttribute );
  911. if ( buffers.colors.length > 0 ) {
  912. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( buffers.colors, 3 ) );
  913. }
  914. if ( skeleton ) {
  915. geo.addAttribute( 'skinIndex', new THREE.Uint16BufferAttribute( buffers.weightsIndices, 4 ) );
  916. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( buffers.vertexWeights, 4 ) );
  917. // used later to bind the skeleton to the model
  918. geo.FBX_Deformer = skeleton;
  919. }
  920. if ( buffers.normal.length > 0 ) {
  921. var normalAttribute = new THREE.Float32BufferAttribute( buffers.normal, 3 );
  922. var normalMatrix = new THREE.Matrix3().getNormalMatrix( preTransform );
  923. normalMatrix.applyToBufferAttribute( normalAttribute );
  924. geo.addAttribute( 'normal', normalAttribute );
  925. }
  926. buffers.uvs.forEach( function ( uvBuffer, i ) {
  927. // subsequent uv buffers are called 'uv1', 'uv2', ...
  928. var name = 'uv' + ( i + 1 ).toString();
  929. // the first uv buffer is just called 'uv'
  930. if ( i === 0 ) {
  931. name = 'uv';
  932. }
  933. geo.addAttribute( name, new THREE.Float32BufferAttribute( buffers.uvs[ i ], 2 ) );
  934. } );
  935. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  936. // Convert the material indices of each vertex into rendering groups on the geometry.
  937. var prevMaterialIndex = buffers.materialIndex[ 0 ];
  938. var startIndex = 0;
  939. buffers.materialIndex.forEach( function ( currentIndex, i ) {
  940. if ( currentIndex !== prevMaterialIndex ) {
  941. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  942. prevMaterialIndex = currentIndex;
  943. startIndex = i;
  944. }
  945. } );
  946. // the loop above doesn't add the last group, do that here.
  947. if ( geo.groups.length > 0 ) {
  948. var lastGroup = geo.groups[ geo.groups.length - 1 ];
  949. var lastIndex = lastGroup.start + lastGroup.count;
  950. if ( lastIndex !== buffers.materialIndex.length ) {
  951. geo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );
  952. }
  953. }
  954. // case where there are multiple materials but the whole geometry is only
  955. // using one of them
  956. if ( geo.groups.length === 0 ) {
  957. geo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );
  958. }
  959. }
  960. this.addMorphTargets( geo, geoNode, morphTarget, preTransform );
  961. return geo;
  962. },
  963. parseGeoNode: function ( geoNode, skeleton ) {
  964. var geoInfo = {};
  965. geoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];
  966. geoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];
  967. if ( geoNode.LayerElementColor ) {
  968. geoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );
  969. }
  970. if ( geoNode.LayerElementMaterial ) {
  971. geoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );
  972. }
  973. if ( geoNode.LayerElementNormal ) {
  974. geoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );
  975. }
  976. if ( geoNode.LayerElementUV ) {
  977. geoInfo.uv = [];
  978. var i = 0;
  979. while ( geoNode.LayerElementUV[ i ] ) {
  980. geoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );
  981. i ++;
  982. }
  983. }
  984. geoInfo.weightTable = {};
  985. if ( skeleton !== null ) {
  986. geoInfo.skeleton = skeleton;
  987. skeleton.rawBones.forEach( function ( rawBone, i ) {
  988. // loop over the bone's vertex indices and weights
  989. rawBone.indices.forEach( function ( index, j ) {
  990. if ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];
  991. geoInfo.weightTable[ index ].push( {
  992. id: i,
  993. weight: rawBone.weights[ j ],
  994. } );
  995. } );
  996. } );
  997. }
  998. return geoInfo;
  999. },
  1000. genBuffers: function ( geoInfo ) {
  1001. var buffers = {
  1002. vertex: [],
  1003. normal: [],
  1004. colors: [],
  1005. uvs: [],
  1006. materialIndex: [],
  1007. vertexWeights: [],
  1008. weightsIndices: [],
  1009. };
  1010. var polygonIndex = 0;
  1011. var faceLength = 0;
  1012. var displayedWeightsWarning = false;
  1013. // these will hold data for a single face
  1014. var facePositionIndexes = [];
  1015. var faceNormals = [];
  1016. var faceColors = [];
  1017. var faceUVs = [];
  1018. var faceWeights = [];
  1019. var faceWeightIndices = [];
  1020. var self = this;
  1021. geoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {
  1022. var endOfFace = false;
  1023. // Face index and vertex index arrays are combined in a single array
  1024. // A cube with quad faces looks like this:
  1025. // PolygonVertexIndex: *24 {
  1026. // 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
  1027. // }
  1028. // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
  1029. // to find index of last vertex bit shift the index: ^ - 1
  1030. if ( vertexIndex < 0 ) {
  1031. vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
  1032. endOfFace = true;
  1033. }
  1034. var weightIndices = [];
  1035. var weights = [];
  1036. facePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
  1037. if ( geoInfo.color ) {
  1038. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );
  1039. faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  1040. }
  1041. if ( geoInfo.skeleton ) {
  1042. if ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {
  1043. geoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {
  1044. weights.push( wt.weight );
  1045. weightIndices.push( wt.id );
  1046. } );
  1047. }
  1048. if ( weights.length > 4 ) {
  1049. if ( ! displayedWeightsWarning ) {
  1050. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  1051. displayedWeightsWarning = true;
  1052. }
  1053. var wIndex = [ 0, 0, 0, 0 ];
  1054. var Weight = [ 0, 0, 0, 0 ];
  1055. weights.forEach( function ( weight, weightIndex ) {
  1056. var currentWeight = weight;
  1057. var currentIndex = weightIndices[ weightIndex ];
  1058. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  1059. if ( currentWeight > comparedWeight ) {
  1060. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  1061. currentWeight = comparedWeight;
  1062. var tmp = wIndex[ comparedWeightIndex ];
  1063. wIndex[ comparedWeightIndex ] = currentIndex;
  1064. currentIndex = tmp;
  1065. }
  1066. } );
  1067. } );
  1068. weightIndices = wIndex;
  1069. weights = Weight;
  1070. }
  1071. // if the weight array is shorter than 4 pad with 0s
  1072. while ( weights.length < 4 ) {
  1073. weights.push( 0 );
  1074. weightIndices.push( 0 );
  1075. }
  1076. for ( var i = 0; i < 4; ++ i ) {
  1077. faceWeights.push( weights[ i ] );
  1078. faceWeightIndices.push( weightIndices[ i ] );
  1079. }
  1080. }
  1081. if ( geoInfo.normal ) {
  1082. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );
  1083. faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  1084. }
  1085. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  1086. var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];
  1087. }
  1088. if ( geoInfo.uv ) {
  1089. geoInfo.uv.forEach( function ( uv, i ) {
  1090. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );
  1091. if ( faceUVs[ i ] === undefined ) {
  1092. faceUVs[ i ] = [];
  1093. }
  1094. faceUVs[ i ].push( data[ 0 ] );
  1095. faceUVs[ i ].push( data[ 1 ] );
  1096. } );
  1097. }
  1098. faceLength ++;
  1099. if ( endOfFace ) {
  1100. self.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );
  1101. polygonIndex ++;
  1102. faceLength = 0;
  1103. // reset arrays for the next face
  1104. facePositionIndexes = [];
  1105. faceNormals = [];
  1106. faceColors = [];
  1107. faceUVs = [];
  1108. faceWeights = [];
  1109. faceWeightIndices = [];
  1110. }
  1111. } );
  1112. return buffers;
  1113. },
  1114. // Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris
  1115. genFace: function ( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {
  1116. for ( var i = 2; i < faceLength; i ++ ) {
  1117. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );
  1118. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );
  1119. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );
  1120. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );
  1121. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
  1122. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
  1123. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );
  1124. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );
  1125. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );
  1126. if ( geoInfo.skeleton ) {
  1127. buffers.vertexWeights.push( faceWeights[ 0 ] );
  1128. buffers.vertexWeights.push( faceWeights[ 1 ] );
  1129. buffers.vertexWeights.push( faceWeights[ 2 ] );
  1130. buffers.vertexWeights.push( faceWeights[ 3 ] );
  1131. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );
  1132. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
  1133. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
  1134. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
  1135. buffers.vertexWeights.push( faceWeights[ i * 4 ] );
  1136. buffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );
  1137. buffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );
  1138. buffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );
  1139. buffers.weightsIndices.push( faceWeightIndices[ 0 ] );
  1140. buffers.weightsIndices.push( faceWeightIndices[ 1 ] );
  1141. buffers.weightsIndices.push( faceWeightIndices[ 2 ] );
  1142. buffers.weightsIndices.push( faceWeightIndices[ 3 ] );
  1143. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
  1144. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
  1145. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
  1146. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
  1147. buffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );
  1148. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );
  1149. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );
  1150. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );
  1151. }
  1152. if ( geoInfo.color ) {
  1153. buffers.colors.push( faceColors[ 0 ] );
  1154. buffers.colors.push( faceColors[ 1 ] );
  1155. buffers.colors.push( faceColors[ 2 ] );
  1156. buffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );
  1157. buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
  1158. buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
  1159. buffers.colors.push( faceColors[ i * 3 ] );
  1160. buffers.colors.push( faceColors[ i * 3 + 1 ] );
  1161. buffers.colors.push( faceColors[ i * 3 + 2 ] );
  1162. }
  1163. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  1164. buffers.materialIndex.push( materialIndex );
  1165. buffers.materialIndex.push( materialIndex );
  1166. buffers.materialIndex.push( materialIndex );
  1167. }
  1168. if ( geoInfo.normal ) {
  1169. buffers.normal.push( faceNormals[ 0 ] );
  1170. buffers.normal.push( faceNormals[ 1 ] );
  1171. buffers.normal.push( faceNormals[ 2 ] );
  1172. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );
  1173. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
  1174. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
  1175. buffers.normal.push( faceNormals[ i * 3 ] );
  1176. buffers.normal.push( faceNormals[ i * 3 + 1 ] );
  1177. buffers.normal.push( faceNormals[ i * 3 + 2 ] );
  1178. }
  1179. if ( geoInfo.uv ) {
  1180. geoInfo.uv.forEach( function ( uv, j ) {
  1181. if ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];
  1182. buffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );
  1183. buffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );
  1184. buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
  1185. buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
  1186. buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );
  1187. buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
  1188. } );
  1189. }
  1190. }
  1191. },
  1192. addMorphTargets: function ( parentGeo, parentGeoNode, morphTarget, preTransform ) {
  1193. if ( morphTarget === null ) return;
  1194. parentGeo.morphAttributes.position = [];
  1195. // parentGeo.morphAttributes.normal = []; // not implemented
  1196. var self = this;
  1197. morphTarget.rawTargets.forEach( function ( rawTarget ) {
  1198. var morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];
  1199. if ( morphGeoNode !== undefined ) {
  1200. self.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, rawTarget.name );
  1201. }
  1202. } );
  1203. },
  1204. // a morph geometry node is similar to a standard node, and the node is also contained
  1205. // in FBXTree.Objects.Geometry, however it can only have attributes for position, normal
  1206. // and a special attribute Index defining which vertices of the original geometry are affected
  1207. // Normal and position attributes only have data for the vertices that are affected by the morph
  1208. genMorphGeometry: function ( parentGeo, parentGeoNode, morphGeoNode, preTransform, name ) {
  1209. var morphGeo = new THREE.BufferGeometry();
  1210. if ( morphGeoNode.attrName ) morphGeo.name = morphGeoNode.attrName;
  1211. var vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];
  1212. // make a copy of the parent's vertex positions
  1213. var vertexPositions = ( parentGeoNode.Vertices !== undefined ) ? parentGeoNode.Vertices.a.slice() : [];
  1214. var morphPositions = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];
  1215. var indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];
  1216. for ( var i = 0; i < indices.length; i ++ ) {
  1217. var morphIndex = indices[ i ] * 3;
  1218. // FBX format uses blend shapes rather than morph targets. This can be converted
  1219. // by additively combining the blend shape positions with the original geometry's positions
  1220. vertexPositions[ morphIndex ] += morphPositions[ i * 3 ];
  1221. vertexPositions[ morphIndex + 1 ] += morphPositions[ i * 3 + 1 ];
  1222. vertexPositions[ morphIndex + 2 ] += morphPositions[ i * 3 + 2 ];
  1223. }
  1224. // TODO: add morph normal support
  1225. var morphGeoInfo = {
  1226. vertexIndices: vertexIndices,
  1227. vertexPositions: vertexPositions,
  1228. };
  1229. var morphBuffers = this.genBuffers( morphGeoInfo );
  1230. var positionAttribute = new THREE.Float32BufferAttribute( morphBuffers.vertex, 3 );
  1231. positionAttribute.name = name || morphGeoNode.attrName;
  1232. preTransform.applyToBufferAttribute( positionAttribute );
  1233. parentGeo.morphAttributes.position.push( positionAttribute );
  1234. },
  1235. // Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists
  1236. parseNormals: function ( NormalNode ) {
  1237. var mappingType = NormalNode.MappingInformationType;
  1238. var referenceType = NormalNode.ReferenceInformationType;
  1239. var buffer = NormalNode.Normals.a;
  1240. var indexBuffer = [];
  1241. if ( referenceType === 'IndexToDirect' ) {
  1242. if ( 'NormalIndex' in NormalNode ) {
  1243. indexBuffer = NormalNode.NormalIndex.a;
  1244. } else if ( 'NormalsIndex' in NormalNode ) {
  1245. indexBuffer = NormalNode.NormalsIndex.a;
  1246. }
  1247. }
  1248. return {
  1249. dataSize: 3,
  1250. buffer: buffer,
  1251. indices: indexBuffer,
  1252. mappingType: mappingType,
  1253. referenceType: referenceType
  1254. };
  1255. },
  1256. // Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists
  1257. parseUVs: function ( UVNode ) {
  1258. var mappingType = UVNode.MappingInformationType;
  1259. var referenceType = UVNode.ReferenceInformationType;
  1260. var buffer = UVNode.UV.a;
  1261. var indexBuffer = [];
  1262. if ( referenceType === 'IndexToDirect' ) {
  1263. indexBuffer = UVNode.UVIndex.a;
  1264. }
  1265. return {
  1266. dataSize: 2,
  1267. buffer: buffer,
  1268. indices: indexBuffer,
  1269. mappingType: mappingType,
  1270. referenceType: referenceType
  1271. };
  1272. },
  1273. // Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists
  1274. parseVertexColors: function ( ColorNode ) {
  1275. var mappingType = ColorNode.MappingInformationType;
  1276. var referenceType = ColorNode.ReferenceInformationType;
  1277. var buffer = ColorNode.Colors.a;
  1278. var indexBuffer = [];
  1279. if ( referenceType === 'IndexToDirect' ) {
  1280. indexBuffer = ColorNode.ColorIndex.a;
  1281. }
  1282. return {
  1283. dataSize: 4,
  1284. buffer: buffer,
  1285. indices: indexBuffer,
  1286. mappingType: mappingType,
  1287. referenceType: referenceType
  1288. };
  1289. },
  1290. // Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists
  1291. parseMaterialIndices: function ( MaterialNode ) {
  1292. var mappingType = MaterialNode.MappingInformationType;
  1293. var referenceType = MaterialNode.ReferenceInformationType;
  1294. if ( mappingType === 'NoMappingInformation' ) {
  1295. return {
  1296. dataSize: 1,
  1297. buffer: [ 0 ],
  1298. indices: [ 0 ],
  1299. mappingType: 'AllSame',
  1300. referenceType: referenceType
  1301. };
  1302. }
  1303. var materialIndexBuffer = MaterialNode.Materials.a;
  1304. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  1305. // we expect.So we create an intermediate buffer that points to the index in the buffer,
  1306. // for conforming with the other functions we've written for other data.
  1307. var materialIndices = [];
  1308. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  1309. materialIndices.push( i );
  1310. }
  1311. return {
  1312. dataSize: 1,
  1313. buffer: materialIndexBuffer,
  1314. indices: materialIndices,
  1315. mappingType: mappingType,
  1316. referenceType: referenceType
  1317. };
  1318. },
  1319. // Generate a NurbGeometry from a node in FBXTree.Objects.Geometry
  1320. parseNurbsGeometry: function ( geoNode ) {
  1321. if ( THREE.NURBSCurve === undefined ) {
  1322. console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  1323. return new THREE.BufferGeometry();
  1324. }
  1325. var order = parseInt( geoNode.Order );
  1326. if ( isNaN( order ) ) {
  1327. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );
  1328. return new THREE.BufferGeometry();
  1329. }
  1330. var degree = order - 1;
  1331. var knots = geoNode.KnotVector.a;
  1332. var controlPoints = [];
  1333. var pointsValues = geoNode.Points.a;
  1334. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  1335. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  1336. }
  1337. var startKnot, endKnot;
  1338. if ( geoNode.Form === 'Closed' ) {
  1339. controlPoints.push( controlPoints[ 0 ] );
  1340. } else if ( geoNode.Form === 'Periodic' ) {
  1341. startKnot = degree;
  1342. endKnot = knots.length - 1 - startKnot;
  1343. for ( var i = 0; i < degree; ++ i ) {
  1344. controlPoints.push( controlPoints[ i ] );
  1345. }
  1346. }
  1347. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  1348. var vertices = curve.getPoints( controlPoints.length * 7 );
  1349. var positions = new Float32Array( vertices.length * 3 );
  1350. vertices.forEach( function ( vertex, i ) {
  1351. vertex.toArray( positions, i * 3 );
  1352. } );
  1353. var geometry = new THREE.BufferGeometry();
  1354. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  1355. return geometry;
  1356. },
  1357. };
  1358. // parse animation data from FBXTree
  1359. function AnimationParser() {}
  1360. AnimationParser.prototype = {
  1361. constructor: AnimationParser,
  1362. // take raw animation clips and turn them into three.js animation clips
  1363. parse: function () {
  1364. var animationClips = [];
  1365. var rawClips = this.parseClips();
  1366. if ( rawClips === undefined ) return;
  1367. for ( var key in rawClips ) {
  1368. var rawClip = rawClips[ key ];
  1369. var clip = this.addClip( rawClip );
  1370. animationClips.push( clip );
  1371. }
  1372. return animationClips;
  1373. },
  1374. parseClips: function () {
  1375. // since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,
  1376. // if this is undefined we can safely assume there are no animations
  1377. if ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;
  1378. var curveNodesMap = this.parseAnimationCurveNodes();
  1379. this.parseAnimationCurves( curveNodesMap );
  1380. var layersMap = this.parseAnimationLayers( curveNodesMap );
  1381. var rawClips = this.parseAnimStacks( layersMap );
  1382. return rawClips;
  1383. },
  1384. // parse nodes in FBXTree.Objects.AnimationCurveNode
  1385. // each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
  1386. // and is referenced by an AnimationLayer
  1387. parseAnimationCurveNodes: function () {
  1388. var rawCurveNodes = fbxTree.Objects.AnimationCurveNode;
  1389. var curveNodesMap = new Map();
  1390. for ( var nodeID in rawCurveNodes ) {
  1391. var rawCurveNode = rawCurveNodes[ nodeID ];
  1392. if ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {
  1393. var curveNode = {
  1394. id: rawCurveNode.id,
  1395. attr: rawCurveNode.attrName,
  1396. curves: {},
  1397. };
  1398. curveNodesMap.set( curveNode.id, curveNode );
  1399. }
  1400. }
  1401. return curveNodesMap;
  1402. },
  1403. // parse nodes in FBXTree.Objects.AnimationCurve and connect them up to
  1404. // previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
  1405. // axis ( e.g. times and values of x rotation)
  1406. parseAnimationCurves: function ( curveNodesMap ) {
  1407. var rawCurves = fbxTree.Objects.AnimationCurve;
  1408. // TODO: Many values are identical up to roundoff error, but won't be optimised
  1409. // e.g. position times: [0, 0.4, 0. 8]
  1410. // position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]
  1411. // clearly, this should be optimised to
  1412. // times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]
  1413. // this shows up in nearly every FBX file, and generally time array is length > 100
  1414. for ( var nodeID in rawCurves ) {
  1415. var animationCurve = {
  1416. id: rawCurves[ nodeID ].id,
  1417. times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),
  1418. values: rawCurves[ nodeID ].KeyValueFloat.a,
  1419. };
  1420. var relationships = connections.get( animationCurve.id );
  1421. if ( relationships !== undefined ) {
  1422. var animationCurveID = relationships.parents[ 0 ].ID;
  1423. var animationCurveRelationship = relationships.parents[ 0 ].relationship;
  1424. if ( animationCurveRelationship.match( /X/ ) ) {
  1425. curveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;
  1426. } else if ( animationCurveRelationship.match( /Y/ ) ) {
  1427. curveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;
  1428. } else if ( animationCurveRelationship.match( /Z/ ) ) {
  1429. curveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;
  1430. } else if ( animationCurveRelationship.match( /d|DeformPercent/ ) && curveNodesMap.has( animationCurveID ) ) {
  1431. curveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;
  1432. }
  1433. }
  1434. }
  1435. },
  1436. // parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references
  1437. // to various AnimationCurveNodes and is referenced by an AnimationStack node
  1438. // note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack
  1439. parseAnimationLayers: function ( curveNodesMap ) {
  1440. var rawLayers = fbxTree.Objects.AnimationLayer;
  1441. var layersMap = new Map();
  1442. for ( var nodeID in rawLayers ) {
  1443. var layerCurveNodes = [];
  1444. var connection = connections.get( parseInt( nodeID ) );
  1445. if ( connection !== undefined ) {
  1446. // all the animationCurveNodes used in the layer
  1447. var children = connection.children;
  1448. children.forEach( function ( child, i ) {
  1449. if ( curveNodesMap.has( child.ID ) ) {
  1450. var curveNode = curveNodesMap.get( child.ID );
  1451. // check that the curves are defined for at least one axis, otherwise ignore the curveNode
  1452. if ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {
  1453. if ( layerCurveNodes[ i ] === undefined ) {
  1454. var modelID;
  1455. connections.get( child.ID ).parents.forEach( function ( parent ) {
  1456. if ( parent.relationship !== undefined ) modelID = parent.ID;
  1457. } );
  1458. var rawModel = fbxTree.Objects.Model[ modelID.toString() ];
  1459. var node = {
  1460. modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
  1461. ID: rawModel.id,
  1462. initialPosition: [ 0, 0, 0 ],
  1463. initialRotation: [ 0, 0, 0 ],
  1464. initialScale: [ 1, 1, 1 ],
  1465. };
  1466. sceneGraph.traverse( function ( child ) {
  1467. if ( child.ID = rawModel.id ) {
  1468. node.transform = child.matrix;
  1469. if ( child.userData.transformData ) node.eulerOrder = child.userData.transformData.eulerOrder;
  1470. }
  1471. } );
  1472. // if the animated model is pre rotated, we'll have to apply the pre rotations to every
  1473. // animation value as well
  1474. if ( 'PreRotation' in rawModel ) node.preRotation = rawModel.PreRotation.value;
  1475. if ( 'PostRotation' in rawModel ) node.postRotation = rawModel.PostRotation.value;
  1476. layerCurveNodes[ i ] = node;
  1477. }
  1478. layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  1479. } else if ( curveNode.curves.morph !== undefined ) {
  1480. if ( layerCurveNodes[ i ] === undefined ) {
  1481. var deformerID;
  1482. connections.get( child.ID ).parents.forEach( function ( parent ) {
  1483. if ( parent.relationship !== undefined ) deformerID = parent.ID;
  1484. } );
  1485. var morpherID = connections.get( deformerID ).parents[ 0 ].ID;
  1486. var geoID = connections.get( morpherID ).parents[ 0 ].ID;
  1487. // assuming geometry is not used in more than one model
  1488. var modelID = connections.get( geoID ).parents[ 0 ].ID;
  1489. var rawModel = fbxTree.Objects.Model[ modelID ];
  1490. var node = {
  1491. modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
  1492. morphName: fbxTree.Objects.Deformer[ deformerID ].attrName,
  1493. };
  1494. layerCurveNodes[ i ] = node;
  1495. }
  1496. layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  1497. }
  1498. }
  1499. } );
  1500. layersMap.set( parseInt( nodeID ), layerCurveNodes );
  1501. }
  1502. }
  1503. return layersMap;
  1504. },
  1505. // parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation
  1506. // hierarchy. Each Stack node will be used to create a THREE.AnimationClip
  1507. parseAnimStacks: function ( layersMap ) {
  1508. var rawStacks = fbxTree.Objects.AnimationStack;
  1509. // connect the stacks (clips) up to the layers
  1510. var rawClips = {};
  1511. for ( var nodeID in rawStacks ) {
  1512. var children = connections.get( parseInt( nodeID ) ).children;
  1513. if ( children.length > 1 ) {
  1514. // it seems like stacks will always be associated with a single layer. But just in case there are files
  1515. // where there are multiple layers per stack, we'll display a warning
  1516. console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );
  1517. }
  1518. var layer = layersMap.get( children[ 0 ].ID );
  1519. rawClips[ nodeID ] = {
  1520. name: rawStacks[ nodeID ].attrName,
  1521. layer: layer,
  1522. };
  1523. }
  1524. return rawClips;
  1525. },
  1526. addClip: function ( rawClip ) {
  1527. var tracks = [];
  1528. var self = this;
  1529. rawClip.layer.forEach( function ( rawTracks ) {
  1530. tracks = tracks.concat( self.generateTracks( rawTracks ) );
  1531. } );
  1532. return new THREE.AnimationClip( rawClip.name, - 1, tracks );
  1533. },
  1534. generateTracks: function ( rawTracks ) {
  1535. var tracks = [];
  1536. var initialPosition = new THREE.Vector3();
  1537. var initialRotation = new THREE.Quaternion();
  1538. var initialScale = new THREE.Vector3();
  1539. if ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale );
  1540. initialPosition = initialPosition.toArray();
  1541. initialRotation = new THREE.Euler().setFromQuaternion( initialRotation, rawTracks.eulerOrder ).toArray();
  1542. initialScale = initialScale.toArray();
  1543. if ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {
  1544. var positionTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, initialPosition, 'position' );
  1545. if ( positionTrack !== undefined ) tracks.push( positionTrack );
  1546. }
  1547. if ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {
  1548. var rotationTrack = this.generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, initialRotation, rawTracks.preRotation, rawTracks.postRotation, rawTracks.eulerOrder );
  1549. if ( rotationTrack !== undefined ) tracks.push( rotationTrack );
  1550. }
  1551. if ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {
  1552. var scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );
  1553. if ( scaleTrack !== undefined ) tracks.push( scaleTrack );
  1554. }
  1555. if ( rawTracks.DeformPercent !== undefined ) {
  1556. var morphTrack = this.generateMorphTrack( rawTracks );
  1557. if ( morphTrack !== undefined ) tracks.push( morphTrack );
  1558. }
  1559. return tracks;
  1560. },
  1561. generateVectorTrack: function ( modelName, curves, initialValue, type ) {
  1562. var times = this.getTimesForAllAxes( curves );
  1563. var values = this.getKeyframeTrackValues( times, curves, initialValue );
  1564. return new THREE.VectorKeyframeTrack( modelName + '.' + type, times, values );
  1565. },
  1566. generateRotationTrack: function ( modelName, curves, initialValue, preRotation, postRotation, eulerOrder ) {
  1567. if ( curves.x !== undefined ) {
  1568. this.interpolateRotations( curves.x );
  1569. curves.x.values = curves.x.values.map( THREE.Math.degToRad );
  1570. }
  1571. if ( curves.y !== undefined ) {
  1572. this.interpolateRotations( curves.y );
  1573. curves.y.values = curves.y.values.map( THREE.Math.degToRad );
  1574. }
  1575. if ( curves.z !== undefined ) {
  1576. this.interpolateRotations( curves.z );
  1577. curves.z.values = curves.z.values.map( THREE.Math.degToRad );
  1578. }
  1579. var times = this.getTimesForAllAxes( curves );
  1580. var values = this.getKeyframeTrackValues( times, curves, initialValue );
  1581. if ( preRotation !== undefined ) {
  1582. preRotation = preRotation.map( THREE.Math.degToRad );
  1583. preRotation.push( eulerOrder );
  1584. preRotation = new THREE.Euler().fromArray( preRotation );
  1585. preRotation = new THREE.Quaternion().setFromEuler( preRotation );
  1586. }
  1587. if ( postRotation !== undefined ) {
  1588. postRotation = postRotation.map( THREE.Math.degToRad );
  1589. postRotation.push( eulerOrder );
  1590. postRotation = new THREE.Euler().fromArray( postRotation );
  1591. postRotation = new THREE.Quaternion().setFromEuler( postRotation ).inverse();
  1592. }
  1593. var quaternion = new THREE.Quaternion();
  1594. var euler = new THREE.Euler();
  1595. var quaternionValues = [];
  1596. for ( var i = 0; i < values.length; i += 3 ) {
  1597. euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], eulerOrder );
  1598. quaternion.setFromEuler( euler );
  1599. if ( preRotation !== undefined ) quaternion.premultiply( preRotation );
  1600. if ( postRotation !== undefined ) quaternion.multiply( postRotation );
  1601. quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );
  1602. }
  1603. return new THREE.QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );
  1604. },
  1605. generateMorphTrack: function ( rawTracks ) {
  1606. var curves = rawTracks.DeformPercent.curves.morph;
  1607. var values = curves.values.map( function ( val ) {
  1608. return val / 100;
  1609. } );
  1610. var morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];
  1611. return new THREE.NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );
  1612. },
  1613. // For all animated objects, times are defined separately for each axis
  1614. // Here we'll combine the times into one sorted array without duplicates
  1615. getTimesForAllAxes: function ( curves ) {
  1616. var times = [];
  1617. // first join together the times for each axis, if defined
  1618. if ( curves.x !== undefined ) times = times.concat( curves.x.times );
  1619. if ( curves.y !== undefined ) times = times.concat( curves.y.times );
  1620. if ( curves.z !== undefined ) times = times.concat( curves.z.times );
  1621. // then sort them and remove duplicates
  1622. times = times.sort( function ( a, b ) {
  1623. return a - b;
  1624. } ).filter( function ( elem, index, array ) {
  1625. return array.indexOf( elem ) == index;
  1626. } );
  1627. return times;
  1628. },
  1629. getKeyframeTrackValues: function ( times, curves, initialValue ) {
  1630. var prevValue = initialValue;
  1631. var values = [];
  1632. var xIndex = - 1;
  1633. var yIndex = - 1;
  1634. var zIndex = - 1;
  1635. times.forEach( function ( time ) {
  1636. if ( curves.x ) xIndex = curves.x.times.indexOf( time );
  1637. if ( curves.y ) yIndex = curves.y.times.indexOf( time );
  1638. if ( curves.z ) zIndex = curves.z.times.indexOf( time );
  1639. // if there is an x value defined for this frame, use that
  1640. if ( xIndex !== - 1 ) {
  1641. var xValue = curves.x.values[ xIndex ];
  1642. values.push( xValue );
  1643. prevValue[ 0 ] = xValue;
  1644. } else {
  1645. // otherwise use the x value from the previous frame
  1646. values.push( prevValue[ 0 ] );
  1647. }
  1648. if ( yIndex !== - 1 ) {
  1649. var yValue = curves.y.values[ yIndex ];
  1650. values.push( yValue );
  1651. prevValue[ 1 ] = yValue;
  1652. } else {
  1653. values.push( prevValue[ 1 ] );
  1654. }
  1655. if ( zIndex !== - 1 ) {
  1656. var zValue = curves.z.values[ zIndex ];
  1657. values.push( zValue );
  1658. prevValue[ 2 ] = zValue;
  1659. } else {
  1660. values.push( prevValue[ 2 ] );
  1661. }
  1662. } );
  1663. return values;
  1664. },
  1665. // Rotations are defined as Euler angles which can have values of any size
  1666. // These will be converted to quaternions which don't support values greater than
  1667. // PI, so we'll interpolate large rotations
  1668. interpolateRotations: function ( curve ) {
  1669. for ( var i = 1; i < curve.values.length; i ++ ) {
  1670. var initialValue = curve.values[ i - 1 ];
  1671. var valuesSpan = curve.values[ i ] - initialValue;
  1672. var absoluteSpan = Math.abs( valuesSpan );
  1673. if ( absoluteSpan >= 180 ) {
  1674. var numSubIntervals = absoluteSpan / 180;
  1675. var step = valuesSpan / numSubIntervals;
  1676. var nextValue = initialValue + step;
  1677. var initialTime = curve.times[ i - 1 ];
  1678. var timeSpan = curve.times[ i ] - initialTime;
  1679. var interval = timeSpan / numSubIntervals;
  1680. var nextTime = initialTime + interval;
  1681. var interpolatedTimes = [];
  1682. var interpolatedValues = [];
  1683. while ( nextTime < curve.times[ i ] ) {
  1684. interpolatedTimes.push( nextTime );
  1685. nextTime += interval;
  1686. interpolatedValues.push( nextValue );
  1687. nextValue += step;
  1688. }
  1689. curve.times = inject( curve.times, i, interpolatedTimes );
  1690. curve.values = inject( curve.values, i, interpolatedValues );
  1691. }
  1692. }
  1693. },
  1694. };
  1695. // parse an FBX file in ASCII format
  1696. function TextParser() {}
  1697. TextParser.prototype = {
  1698. constructor: TextParser,
  1699. getPrevNode: function () {
  1700. return this.nodeStack[ this.currentIndent - 2 ];
  1701. },
  1702. getCurrentNode: function () {
  1703. return this.nodeStack[ this.currentIndent - 1 ];
  1704. },
  1705. getCurrentProp: function () {
  1706. return this.currentProp;
  1707. },
  1708. pushStack: function ( node ) {
  1709. this.nodeStack.push( node );
  1710. this.currentIndent += 1;
  1711. },
  1712. popStack: function () {
  1713. this.nodeStack.pop();
  1714. this.currentIndent -= 1;
  1715. },
  1716. setCurrentProp: function ( val, name ) {
  1717. this.currentProp = val;
  1718. this.currentPropName = name;
  1719. },
  1720. parse: function ( text ) {
  1721. this.currentIndent = 0;
  1722. this.allNodes = new FBXTree();
  1723. this.nodeStack = [];
  1724. this.currentProp = [];
  1725. this.currentPropName = '';
  1726. var self = this;
  1727. var split = text.split( /[\r\n]+/ );
  1728. split.forEach( function ( line, i ) {
  1729. var matchComment = line.match( /^[\s\t]*;/ );
  1730. var matchEmpty = line.match( /^[\s\t]*$/ );
  1731. if ( matchComment || matchEmpty ) return;
  1732. var matchBeginning = line.match( '^\\t{' + self.currentIndent + '}(\\w+):(.*){', '' );
  1733. var matchProperty = line.match( '^\\t{' + ( self.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  1734. var matchEnd = line.match( '^\\t{' + ( self.currentIndent - 1 ) + '}}' );
  1735. if ( matchBeginning ) {
  1736. self.parseNodeBegin( line, matchBeginning );
  1737. } else if ( matchProperty ) {
  1738. self.parseNodeProperty( line, matchProperty, split[ ++ i ] );
  1739. } else if ( matchEnd ) {
  1740. self.popStack();
  1741. } else if ( line.match( /^[^\s\t}]/ ) ) {
  1742. // large arrays are split over multiple lines terminated with a ',' character
  1743. // if this is encountered the line needs to be joined to the previous line
  1744. self.parseNodePropertyContinued( line );
  1745. }
  1746. } );
  1747. return this.allNodes;
  1748. },
  1749. parseNodeBegin: function ( line, property ) {
  1750. var nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  1751. var nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {
  1752. return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );
  1753. } );
  1754. var node = { name: nodeName };
  1755. var attrs = this.parseNodeAttr( nodeAttrs );
  1756. var currentNode = this.getCurrentNode();
  1757. // a top node
  1758. if ( this.currentIndent === 0 ) {
  1759. this.allNodes.add( nodeName, node );
  1760. } else { // a subnode
  1761. // if the subnode already exists, append it
  1762. if ( nodeName in currentNode ) {
  1763. // special case Pose needs PoseNodes as an array
  1764. if ( nodeName === 'PoseNode' ) {
  1765. currentNode.PoseNode.push( node );
  1766. } else if ( currentNode[ nodeName ].id !== undefined ) {
  1767. currentNode[ nodeName ] = {};
  1768. currentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];
  1769. }
  1770. if ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;
  1771. } else if ( typeof attrs.id === 'number' ) {
  1772. currentNode[ nodeName ] = {};
  1773. currentNode[ nodeName ][ attrs.id ] = node;
  1774. } else if ( nodeName !== 'Properties70' ) {
  1775. if ( nodeName === 'PoseNode' ) currentNode[ nodeName ] = [ node ];
  1776. else currentNode[ nodeName ] = node;
  1777. }
  1778. }
  1779. if ( typeof attrs.id === 'number' ) node.id = attrs.id;
  1780. if ( attrs.name !== '' ) node.attrName = attrs.name;
  1781. if ( attrs.type !== '' ) node.attrType = attrs.type;
  1782. this.pushStack( node );
  1783. },
  1784. parseNodeAttr: function ( attrs ) {
  1785. var id = attrs[ 0 ];
  1786. if ( attrs[ 0 ] !== '' ) {
  1787. id = parseInt( attrs[ 0 ] );
  1788. if ( isNaN( id ) ) {
  1789. id = attrs[ 0 ];
  1790. }
  1791. }
  1792. var name = '', type = '';
  1793. if ( attrs.length > 1 ) {
  1794. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  1795. type = attrs[ 2 ];
  1796. }
  1797. return { id: id, name: name, type: type };
  1798. },
  1799. parseNodeProperty: function ( line, property, contentLine ) {
  1800. var propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1801. var propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1802. // for special case: base64 image data follows "Content: ," line
  1803. // Content: ,
  1804. // "/9j/4RDaRXhpZgAATU0A..."
  1805. if ( propName === 'Content' && propValue === ',' ) {
  1806. propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();
  1807. }
  1808. var currentNode = this.getCurrentNode();
  1809. var parentName = currentNode.name;
  1810. if ( parentName === 'Properties70' ) {
  1811. this.parseNodeSpecialProperty( line, propName, propValue );
  1812. return;
  1813. }
  1814. // Connections
  1815. if ( propName === 'C' ) {
  1816. var connProps = propValue.split( ',' ).slice( 1 );
  1817. var from = parseInt( connProps[ 0 ] );
  1818. var to = parseInt( connProps[ 1 ] );
  1819. var rest = propValue.split( ',' ).slice( 3 );
  1820. rest = rest.map( function ( elem ) {
  1821. return elem.trim().replace( /^"/, '' );
  1822. } );
  1823. propName = 'connections';
  1824. propValue = [ from, to ];
  1825. append( propValue, rest );
  1826. if ( currentNode[ propName ] === undefined ) {
  1827. currentNode[ propName ] = [];
  1828. }
  1829. }
  1830. // Node
  1831. if ( propName === 'Node' ) currentNode.id = propValue;
  1832. // connections
  1833. if ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {
  1834. currentNode[ propName ].push( propValue );
  1835. } else {
  1836. if ( propName !== 'a' ) currentNode[ propName ] = propValue;
  1837. else currentNode.a = propValue;
  1838. }
  1839. this.setCurrentProp( currentNode, propName );
  1840. // convert string to array, unless it ends in ',' in which case more will be added to it
  1841. if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
  1842. currentNode.a = parseNumberArray( propValue );
  1843. }
  1844. },
  1845. parseNodePropertyContinued: function ( line ) {
  1846. var currentNode = this.getCurrentNode();
  1847. currentNode.a += line;
  1848. // if the line doesn't end in ',' we have reached the end of the property value
  1849. // so convert the string to an array
  1850. if ( line.slice( - 1 ) !== ',' ) {
  1851. currentNode.a = parseNumberArray( currentNode.a );
  1852. }
  1853. },
  1854. // parse "Property70"
  1855. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  1856. // split this
  1857. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  1858. // into array like below
  1859. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  1860. var props = propValue.split( '",' ).map( function ( prop ) {
  1861. return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  1862. } );
  1863. var innerPropName = props[ 0 ];
  1864. var innerPropType1 = props[ 1 ];
  1865. var innerPropType2 = props[ 2 ];
  1866. var innerPropFlag = props[ 3 ];
  1867. var innerPropValue = props[ 4 ];
  1868. // cast values where needed, otherwise leave as strings
  1869. switch ( innerPropType1 ) {
  1870. case 'int':
  1871. case 'enum':
  1872. case 'bool':
  1873. case 'ULongLong':
  1874. case 'double':
  1875. case 'Number':
  1876. case 'FieldOfView':
  1877. innerPropValue = parseFloat( innerPropValue );
  1878. break;
  1879. case 'Color':
  1880. case 'ColorRGB':
  1881. case 'Vector3D':
  1882. case 'Lcl_Translation':
  1883. case 'Lcl_Rotation':
  1884. case 'Lcl_Scaling':
  1885. innerPropValue = parseNumberArray( innerPropValue );
  1886. break;
  1887. }
  1888. // CAUTION: these props must append to parent's parent
  1889. this.getPrevNode()[ innerPropName ] = {
  1890. 'type': innerPropType1,
  1891. 'type2': innerPropType2,
  1892. 'flag': innerPropFlag,
  1893. 'value': innerPropValue
  1894. };
  1895. this.setCurrentProp( this.getPrevNode(), innerPropName );
  1896. },
  1897. };
  1898. // Parse an FBX file in Binary format
  1899. function BinaryParser() {}
  1900. BinaryParser.prototype = {
  1901. constructor: BinaryParser,
  1902. parse: function ( buffer ) {
  1903. var reader = new BinaryReader( buffer );
  1904. reader.skip( 23 ); // skip magic 23 bytes
  1905. var version = reader.getUint32();
  1906. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  1907. var allNodes = new FBXTree();
  1908. while ( ! this.endOfContent( reader ) ) {
  1909. var node = this.parseNode( reader, version );
  1910. if ( node !== null ) allNodes.add( node.name, node );
  1911. }
  1912. return allNodes;
  1913. },
  1914. // Check if reader has reached the end of content.
  1915. endOfContent: function ( reader ) {
  1916. // footer size: 160bytes + 16-byte alignment padding
  1917. // - 16bytes: magic
  1918. // - padding til 16-byte alignment (at least 1byte?)
  1919. // (seems like some exporters embed fixed 15 or 16bytes?)
  1920. // - 4bytes: magic
  1921. // - 4bytes: version
  1922. // - 120bytes: zero
  1923. // - 16bytes: magic
  1924. if ( reader.size() % 16 === 0 ) {
  1925. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  1926. } else {
  1927. return reader.getOffset() + 160 + 16 >= reader.size();
  1928. }
  1929. },
  1930. // recursively parse nodes until the end of the file is reached
  1931. parseNode: function ( reader, version ) {
  1932. var node = {};
  1933. // The first three data sizes depends on version.
  1934. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1935. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1936. // note: do not remove this even if you get a linter warning as it moves the buffer forward
  1937. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1938. var nameLen = reader.getUint8();
  1939. var name = reader.getString( nameLen );
  1940. // Regards this node as NULL-record if endOffset is zero
  1941. if ( endOffset === 0 ) return null;
  1942. var propertyList = [];
  1943. for ( var i = 0; i < numProperties; i ++ ) {
  1944. propertyList.push( this.parseProperty( reader ) );
  1945. }
  1946. // Regards the first three elements in propertyList as id, attrName, and attrType
  1947. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  1948. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  1949. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  1950. // check if this node represents just a single property
  1951. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  1952. node.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;
  1953. while ( endOffset > reader.getOffset() ) {
  1954. var subNode = this.parseNode( reader, version );
  1955. if ( subNode !== null ) this.parseSubNode( name, node, subNode );
  1956. }
  1957. node.propertyList = propertyList; // raw property list used by parent
  1958. if ( typeof id === 'number' ) node.id = id;
  1959. if ( attrName !== '' ) node.attrName = attrName;
  1960. if ( attrType !== '' ) node.attrType = attrType;
  1961. if ( name !== '' ) node.name = name;
  1962. return node;
  1963. },
  1964. parseSubNode: function ( name, node, subNode ) {
  1965. // special case: child node is single property
  1966. if ( subNode.singleProperty === true ) {
  1967. var value = subNode.propertyList[ 0 ];
  1968. if ( Array.isArray( value ) ) {
  1969. node[ subNode.name ] = subNode;
  1970. subNode.a = value;
  1971. } else {
  1972. node[ subNode.name ] = value;
  1973. }
  1974. } else if ( name === 'Connections' && subNode.name === 'C' ) {
  1975. var array = [];
  1976. subNode.propertyList.forEach( function ( property, i ) {
  1977. // first Connection is FBX type (OO, OP, etc.). We'll discard these
  1978. if ( i !== 0 ) array.push( property );
  1979. } );
  1980. if ( node.connections === undefined ) {
  1981. node.connections = [];
  1982. }
  1983. node.connections.push( array );
  1984. } else if ( subNode.name === 'Properties70' ) {
  1985. var keys = Object.keys( subNode );
  1986. keys.forEach( function ( key ) {
  1987. node[ key ] = subNode[ key ];
  1988. } );
  1989. } else if ( name === 'Properties70' && subNode.name === 'P' ) {
  1990. var innerPropName = subNode.propertyList[ 0 ];
  1991. var innerPropType1 = subNode.propertyList[ 1 ];
  1992. var innerPropType2 = subNode.propertyList[ 2 ];
  1993. var innerPropFlag = subNode.propertyList[ 3 ];
  1994. var innerPropValue;
  1995. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  1996. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  1997. if ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  1998. innerPropValue = [
  1999. subNode.propertyList[ 4 ],
  2000. subNode.propertyList[ 5 ],
  2001. subNode.propertyList[ 6 ]
  2002. ];
  2003. } else {
  2004. innerPropValue = subNode.propertyList[ 4 ];
  2005. }
  2006. // this will be copied to parent, see above
  2007. node[ innerPropName ] = {
  2008. 'type': innerPropType1,
  2009. 'type2': innerPropType2,
  2010. 'flag': innerPropFlag,
  2011. 'value': innerPropValue
  2012. };
  2013. } else if ( node[ subNode.name ] === undefined ) {
  2014. if ( typeof subNode.id === 'number' ) {
  2015. node[ subNode.name ] = {};
  2016. node[ subNode.name ][ subNode.id ] = subNode;
  2017. } else {
  2018. node[ subNode.name ] = subNode;
  2019. }
  2020. } else {
  2021. if ( subNode.name === 'PoseNode' ) {
  2022. if ( ! Array.isArray( node[ subNode.name ] ) ) {
  2023. node[ subNode.name ] = [ node[ subNode.name ] ];
  2024. }
  2025. node[ subNode.name ].push( subNode );
  2026. } else if ( node[ subNode.name ][ subNode.id ] === undefined ) {
  2027. node[ subNode.name ][ subNode.id ] = subNode;
  2028. }
  2029. }
  2030. },
  2031. parseProperty: function ( reader ) {
  2032. var type = reader.getString( 1 );
  2033. switch ( type ) {
  2034. case 'C':
  2035. return reader.getBoolean();
  2036. case 'D':
  2037. return reader.getFloat64();
  2038. case 'F':
  2039. return reader.getFloat32();
  2040. case 'I':
  2041. return reader.getInt32();
  2042. case 'L':
  2043. return reader.getInt64();
  2044. case 'R':
  2045. var length = reader.getUint32();
  2046. return reader.getArrayBuffer( length );
  2047. case 'S':
  2048. var length = reader.getUint32();
  2049. return reader.getString( length );
  2050. case 'Y':
  2051. return reader.getInt16();
  2052. case 'b':
  2053. case 'c':
  2054. case 'd':
  2055. case 'f':
  2056. case 'i':
  2057. case 'l':
  2058. var arrayLength = reader.getUint32();
  2059. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  2060. var compressedLength = reader.getUint32();
  2061. if ( encoding === 0 ) {
  2062. switch ( type ) {
  2063. case 'b':
  2064. case 'c':
  2065. return reader.getBooleanArray( arrayLength );
  2066. case 'd':
  2067. return reader.getFloat64Array( arrayLength );
  2068. case 'f':
  2069. return reader.getFloat32Array( arrayLength );
  2070. case 'i':
  2071. return reader.getInt32Array( arrayLength );
  2072. case 'l':
  2073. return reader.getInt64Array( arrayLength );
  2074. }
  2075. }
  2076. if ( typeof Zlib === 'undefined' ) {
  2077. console.error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  2078. }
  2079. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  2080. var reader2 = new BinaryReader( inflate.decompress().buffer );
  2081. switch ( type ) {
  2082. case 'b':
  2083. case 'c':
  2084. return reader2.getBooleanArray( arrayLength );
  2085. case 'd':
  2086. return reader2.getFloat64Array( arrayLength );
  2087. case 'f':
  2088. return reader2.getFloat32Array( arrayLength );
  2089. case 'i':
  2090. return reader2.getInt32Array( arrayLength );
  2091. case 'l':
  2092. return reader2.getInt64Array( arrayLength );
  2093. }
  2094. default:
  2095. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  2096. }
  2097. }
  2098. };
  2099. function BinaryReader( buffer, littleEndian ) {
  2100. this.dv = new DataView( buffer );
  2101. this.offset = 0;
  2102. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  2103. }
  2104. BinaryReader.prototype = {
  2105. constructor: BinaryReader,
  2106. getOffset: function () {
  2107. return this.offset;
  2108. },
  2109. size: function () {
  2110. return this.dv.buffer.byteLength;
  2111. },
  2112. skip: function ( length ) {
  2113. this.offset += length;
  2114. },
  2115. // seems like true/false representation depends on exporter.
  2116. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  2117. // then sees LSB.
  2118. getBoolean: function () {
  2119. return ( this.getUint8() & 1 ) === 1;
  2120. },
  2121. getBooleanArray: function ( size ) {
  2122. var a = [];
  2123. for ( var i = 0; i < size; i ++ ) {
  2124. a.push( this.getBoolean() );
  2125. }
  2126. return a;
  2127. },
  2128. getUint8: function () {
  2129. var value = this.dv.getUint8( this.offset );
  2130. this.offset += 1;
  2131. return value;
  2132. },
  2133. getInt16: function () {
  2134. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2135. this.offset += 2;
  2136. return value;
  2137. },
  2138. getInt32: function () {
  2139. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2140. this.offset += 4;
  2141. return value;
  2142. },
  2143. getInt32Array: function ( size ) {
  2144. var a = [];
  2145. for ( var i = 0; i < size; i ++ ) {
  2146. a.push( this.getInt32() );
  2147. }
  2148. return a;
  2149. },
  2150. getUint32: function () {
  2151. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2152. this.offset += 4;
  2153. return value;
  2154. },
  2155. // JavaScript doesn't support 64-bit integer so calculate this here
  2156. // 1 << 32 will return 1 so using multiply operation instead here.
  2157. // There's a possibility that this method returns wrong value if the value
  2158. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  2159. // TODO: safely handle 64-bit integer
  2160. getInt64: function () {
  2161. var low, high;
  2162. if ( this.littleEndian ) {
  2163. low = this.getUint32();
  2164. high = this.getUint32();
  2165. } else {
  2166. high = this.getUint32();
  2167. low = this.getUint32();
  2168. }
  2169. // calculate negative value
  2170. if ( high & 0x80000000 ) {
  2171. high = ~ high & 0xFFFFFFFF;
  2172. low = ~ low & 0xFFFFFFFF;
  2173. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  2174. low = ( low + 1 ) & 0xFFFFFFFF;
  2175. return - ( high * 0x100000000 + low );
  2176. }
  2177. return high * 0x100000000 + low;
  2178. },
  2179. getInt64Array: function ( size ) {
  2180. var a = [];
  2181. for ( var i = 0; i < size; i ++ ) {
  2182. a.push( this.getInt64() );
  2183. }
  2184. return a;
  2185. },
  2186. // Note: see getInt64() comment
  2187. getUint64: function () {
  2188. var low, high;
  2189. if ( this.littleEndian ) {
  2190. low = this.getUint32();
  2191. high = this.getUint32();
  2192. } else {
  2193. high = this.getUint32();
  2194. low = this.getUint32();
  2195. }
  2196. return high * 0x100000000 + low;
  2197. },
  2198. getFloat32: function () {
  2199. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2200. this.offset += 4;
  2201. return value;
  2202. },
  2203. getFloat32Array: function ( size ) {
  2204. var a = [];
  2205. for ( var i = 0; i < size; i ++ ) {
  2206. a.push( this.getFloat32() );
  2207. }
  2208. return a;
  2209. },
  2210. getFloat64: function () {
  2211. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2212. this.offset += 8;
  2213. return value;
  2214. },
  2215. getFloat64Array: function ( size ) {
  2216. var a = [];
  2217. for ( var i = 0; i < size; i ++ ) {
  2218. a.push( this.getFloat64() );
  2219. }
  2220. return a;
  2221. },
  2222. getArrayBuffer: function ( size ) {
  2223. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  2224. this.offset += size;
  2225. return value;
  2226. },
  2227. getString: function ( size ) {
  2228. // note: safari 9 doesn't support Uint8Array.indexOf; create intermediate array instead
  2229. var a = [];
  2230. for ( var i = 0; i < size; i ++ ) {
  2231. a[ i ] = this.getUint8();
  2232. }
  2233. var nullByte = a.indexOf( 0 );
  2234. if ( nullByte >= 0 ) a = a.slice( 0, nullByte );
  2235. return THREE.LoaderUtils.decodeText( new Uint8Array( a ) );
  2236. }
  2237. };
  2238. // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
  2239. // and BinaryParser( FBX Binary format)
  2240. function FBXTree() {}
  2241. FBXTree.prototype = {
  2242. constructor: FBXTree,
  2243. add: function ( key, val ) {
  2244. this[ key ] = val;
  2245. },
  2246. };
  2247. // ************** UTILITY FUNCTIONS **************
  2248. function isFbxFormatBinary( buffer ) {
  2249. var CORRECT = 'Kaydara FBX Binary \0';
  2250. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  2251. }
  2252. function isFbxFormatASCII( text ) {
  2253. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2254. var cursor = 0;
  2255. function read( offset ) {
  2256. var result = text[ offset - 1 ];
  2257. text = text.slice( cursor + offset );
  2258. cursor ++;
  2259. return result;
  2260. }
  2261. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2262. var num = read( 1 );
  2263. if ( num === CORRECT[ i ] ) {
  2264. return false;
  2265. }
  2266. }
  2267. return true;
  2268. }
  2269. function getFbxVersion( text ) {
  2270. var versionRegExp = /FBXVersion: (\d+)/;
  2271. var match = text.match( versionRegExp );
  2272. if ( match ) {
  2273. var version = parseInt( match[ 1 ] );
  2274. return version;
  2275. }
  2276. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  2277. }
  2278. // Converts FBX ticks into real time seconds.
  2279. function convertFBXTimeToSeconds( time ) {
  2280. return time / 46186158000;
  2281. }
  2282. var dataArray = [];
  2283. // extracts the data from the correct position in the FBX array based on indexing type
  2284. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  2285. var index;
  2286. switch ( infoObject.mappingType ) {
  2287. case 'ByPolygonVertex' :
  2288. index = polygonVertexIndex;
  2289. break;
  2290. case 'ByPolygon' :
  2291. index = polygonIndex;
  2292. break;
  2293. case 'ByVertice' :
  2294. index = vertexIndex;
  2295. break;
  2296. case 'AllSame' :
  2297. index = infoObject.indices[ 0 ];
  2298. break;
  2299. default :
  2300. console.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );
  2301. }
  2302. if ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];
  2303. var from = index * infoObject.dataSize;
  2304. var to = from + infoObject.dataSize;
  2305. return slice( dataArray, infoObject.buffer, from, to );
  2306. }
  2307. var tempEuler = new THREE.Euler();
  2308. var tempVec = new THREE.Vector3();
  2309. // generate transformation from FBX transform data
  2310. // ref: https://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_10CDD63C_79C1_4F2D_BB28_AD2BE65A02ED_htm
  2311. // ref: http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/_transformations_2main_8cxx-example.html,topicNumber=cpp_ref__transformations_2main_8cxx_example_htmlfc10a1e1-b18d-4e72-9dc0-70d0f1959f5e
  2312. function generateTransform( transformData ) {
  2313. var lTranslationM = new THREE.Matrix4();
  2314. var lPreRotationM = new THREE.Matrix4();
  2315. var lRotationM = new THREE.Matrix4();
  2316. var lPostRotationM = new THREE.Matrix4();
  2317. var lTransform = new THREE.Matrix4();
  2318. var lScalingM = new THREE.Matrix4();
  2319. var lScalingPivotM = new THREE.Matrix4();
  2320. var lScalingOffsetM = new THREE.Matrix4();
  2321. var lRotationOffsetM = new THREE.Matrix4();
  2322. var lRotationPivotM = new THREE.Matrix4();
  2323. var lParentGX = new THREE.Matrix4();
  2324. var lGlobalT = new THREE.Matrix4();
  2325. var lGlobalRS = new THREE.Matrix4();
  2326. var inheritType = ( transformData.inheritType ) ? transformData.inheritType : 0;
  2327. if ( transformData.translation ) lTranslationM.setPosition( tempVec.fromArray( transformData.translation ) );
  2328. if ( transformData.preRotation ) {
  2329. var array = transformData.preRotation.map( THREE.Math.degToRad );
  2330. array.push( transformData.eulerOrder );
  2331. lPreRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2332. }
  2333. if ( transformData.rotation ) {
  2334. var array = transformData.rotation.map( THREE.Math.degToRad );
  2335. array.push( transformData.eulerOrder );
  2336. lRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2337. }
  2338. if ( transformData.postRotation ) {
  2339. var array = transformData.postRotation.map( THREE.Math.degToRad );
  2340. array.push( transformData.eulerOrder );
  2341. lPostRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2342. }
  2343. if ( transformData.scale ) lScalingM.scale( tempVec.fromArray( transformData.scale ) );
  2344. // Pivots and offsets
  2345. if ( transformData.scalingOffset ) lScalingOffsetM.setPosition( tempVec.fromArray( transformData.scalingOffset ) );
  2346. if ( transformData.scalingPivot ) lScalingPivotM.setPosition( tempVec.fromArray( transformData.scalingPivot ) );
  2347. if ( transformData.rotationOffset ) lRotationOffsetM.setPosition( tempVec.fromArray( transformData.rotationOffset ) );
  2348. if ( transformData.rotationPivot ) lRotationPivotM.setPosition( tempVec.fromArray( transformData.rotationPivot ) );
  2349. // parent transform
  2350. if ( transformData.parentMatrixWorld ) lParentGX = transformData.parentMatrixWorld;
  2351. // Global Rotation
  2352. var lLRM = lPreRotationM.multiply( lRotationM ).multiply( lPostRotationM );
  2353. var lParentGRM = new THREE.Matrix4();
  2354. lParentGX.extractRotation( lParentGRM );
  2355. // Global Shear*Scaling
  2356. var lLSM = new THREE.Matrix4();
  2357. var lParentGSM = new THREE.Matrix4();
  2358. var lParentGRSM = new THREE.Matrix4();
  2359. var lParentTM = new THREE.Matrix4();
  2360. lParentTM.copyPosition( lParentGX );
  2361. lParentGRSM = lParentTM.getInverse( lParentTM ).multiply( lParentGX );
  2362. lParentGSM = lParentGRM.getInverse( lParentGRM ).multiply( lParentGRSM );
  2363. lLSM = lScalingM;
  2364. if ( inheritType === 0 ) {
  2365. lGlobalRS = lParentGRM.multiply( lLRM ).multiply( lParentGSM ).multiply( lLSM );
  2366. } else if ( inheritType === 1 ) {
  2367. lGlobalRS = lParentGRM.multiply( lParentGSM ).multiply( lLRM ).multiply( lLSM );
  2368. } else {
  2369. var lParentLSM = new THREE.Matrix4().copy( lScalingM );
  2370. var lParentGSM_noLocal = lParentGSM.multiply( lParentLSM.getInverse( lParentLSM ) );
  2371. lGlobalRS = lParentGRM.multiply( lLRM ).multiply( lParentGSM_noLocal ).multiply( lLSM );
  2372. }
  2373. // Calculate the local transform matrix
  2374. lTransform = lTranslationM.multiply( lRotationOffsetM ).multiply( lRotationPivotM ).multiply( lPreRotationM ).multiply( lRotationM ).multiply( lPostRotationM ).multiply( lRotationPivotM.getInverse( lRotationPivotM ) ).multiply( lScalingOffsetM ).multiply( lScalingPivotM ).multiply( lScalingM ).multiply( lScalingPivotM.getInverse( lScalingPivotM ) );
  2375. var lLocalTWithAllPivotAndOffsetInfo = new THREE.Matrix4().copyPosition( lTransform );
  2376. var lGlobalTranslation = lParentGX.multiply( lLocalTWithAllPivotAndOffsetInfo );
  2377. lGlobalT.copyPosition( lGlobalTranslation );
  2378. lTransform = lGlobalT.multiply( lGlobalRS );
  2379. return lTransform;
  2380. }
  2381. // Returns the three.js intrinsic Euler order corresponding to FBX extrinsic Euler order
  2382. // ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
  2383. function getEulerOrder( order ) {
  2384. order = order || 0;
  2385. var enums = [
  2386. 'ZYX', // -> XYZ extrinsic
  2387. 'YZX', // -> XZY extrinsic
  2388. 'XZY', // -> YZX extrinsic
  2389. 'ZXY', // -> YXZ extrinsic
  2390. 'YXZ', // -> ZXY extrinsic
  2391. 'XYZ', // -> ZYX extrinsic
  2392. //'SphericXYZ', // not possible to support
  2393. ];
  2394. if ( order === 6 ) {
  2395. console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
  2396. return enums[ 0 ];
  2397. }
  2398. return enums[ order ];
  2399. }
  2400. // Parses comma separated list of numbers and returns them an array.
  2401. // Used internally by the TextParser
  2402. function parseNumberArray( value ) {
  2403. var array = value.split( ',' ).map( function ( val ) {
  2404. return parseFloat( val );
  2405. } );
  2406. return array;
  2407. }
  2408. function convertArrayBufferToString( buffer, from, to ) {
  2409. if ( from === undefined ) from = 0;
  2410. if ( to === undefined ) to = buffer.byteLength;
  2411. return THREE.LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );
  2412. }
  2413. function append( a, b ) {
  2414. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  2415. a[ j ] = b[ i ];
  2416. }
  2417. }
  2418. function slice( a, b, from, to ) {
  2419. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  2420. a[ j ] = b[ i ];
  2421. }
  2422. return a;
  2423. }
  2424. // inject array a2 into array a1 at index
  2425. function inject( a1, index, a2 ) {
  2426. return a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );
  2427. }
  2428. return FBXLoader;
  2429. } )();