FBXLoader.js 92 KB

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