FBXLoader.js 83 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. * @author Takahiro https://github.com/takahirox
  4. * @author Lewy Blue https://github.com/looeee
  5. *
  6. * Loader loads FBX file and generates Group representing FBX scene.
  7. * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
  8. *
  9. * Supports:
  10. * Mesh Generation (Positional Data)
  11. * Normal Data (Per Vertex Drawing Instance)
  12. * UV Data (Per Vertex Drawing Instance)
  13. * Skinning
  14. * Animation
  15. * - Separated Animations based on stacks.
  16. * - Skeletal & Non-Skeletal Animations
  17. * NURBS (Open, Closed and Periodic forms)
  18. *
  19. * Needs Support:
  20. * Euler rotation order
  21. *
  22. *
  23. * FBX format references:
  24. * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
  25. *
  26. * Binary format specification:
  27. * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  28. * https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
  29. */
  30. ( function () {
  31. THREE.FBXLoader = function ( manager ) {
  32. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  33. };
  34. Object.assign( THREE.FBXLoader.prototype, {
  35. load: function ( url, onLoad, onProgress, onError ) {
  36. var self = this;
  37. var resourceDirectory = THREE.Loader.prototype.extractUrlBase( url );
  38. var loader = new THREE.FileLoader( this.manager );
  39. loader.setResponseType( 'arraybuffer' );
  40. loader.load( url, function ( buffer ) {
  41. try {
  42. var scene = self.parse( buffer, resourceDirectory );
  43. onLoad( scene );
  44. } catch ( error ) {
  45. window.setTimeout( function () {
  46. if ( onError ) onError( error );
  47. self.manager.itemError( url );
  48. }, 0 );
  49. }
  50. }, onProgress, onError );
  51. },
  52. parse: function ( FBXBuffer, resourceDirectory ) {
  53. var FBXTree;
  54. if ( isFbxFormatBinary( FBXBuffer ) ) {
  55. FBXTree = new BinaryParser().parse( FBXBuffer );
  56. } else {
  57. var FBXText = convertArrayBufferToString( FBXBuffer );
  58. if ( ! isFbxFormatASCII( FBXText ) ) {
  59. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  60. }
  61. if ( getFbxVersion( FBXText ) < 7000 ) {
  62. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  63. }
  64. FBXTree = new TextParser().parse( FBXText );
  65. }
  66. // console.log( FBXTree );
  67. var connections = parseConnections( FBXTree );
  68. var images = parseImages( FBXTree );
  69. var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
  70. var materials = parseMaterials( FBXTree, textures, connections );
  71. var deformers = parseDeformers( FBXTree, connections );
  72. var geometryMap = parseGeometries( FBXTree, connections, deformers );
  73. var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
  74. return sceneGraph;
  75. }
  76. } );
  77. // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
  78. // and details the connection type
  79. function parseConnections( FBXTree ) {
  80. var connectionMap = new Map();
  81. if ( 'Connections' in FBXTree ) {
  82. var rawConnections = FBXTree.Connections.connections;
  83. rawConnections.forEach( function ( rawConnection ) {
  84. var fromID = rawConnection[ 0 ];
  85. var toID = rawConnection[ 1 ];
  86. var relationship = rawConnection[ 2 ];
  87. if ( ! connectionMap.has( fromID ) ) {
  88. connectionMap.set( fromID, {
  89. parents: [],
  90. children: []
  91. } );
  92. }
  93. var parentRelationship = { ID: toID, relationship: relationship };
  94. connectionMap.get( fromID ).parents.push( parentRelationship );
  95. if ( ! connectionMap.has( toID ) ) {
  96. connectionMap.set( toID, {
  97. parents: [],
  98. children: []
  99. } );
  100. }
  101. var childRelationship = { ID: fromID, relationship: relationship };
  102. connectionMap.get( toID ).children.push( childRelationship );
  103. } );
  104. }
  105. return connectionMap;
  106. }
  107. // Parse FBXTree.Objects.Video for embedded image data
  108. // These images are connected to textures in FBXTree.Objects.Textures
  109. // via FBXTree.Connections. Note that images can be duplicated here, in which case only one
  110. // may have a .Content field - we'll check for this and duplicate the data in the imageMap
  111. function parseImages( FBXTree ) {
  112. var imageMap = new Map();
  113. var names = {};
  114. var duplicates = [];
  115. if ( 'Video' in FBXTree.Objects ) {
  116. var videoNodes = FBXTree.Objects.Video;
  117. for ( var nodeID in videoNodes ) {
  118. var videoNode = videoNodes[ nodeID ];
  119. var id = parseInt( nodeID );
  120. // check whether the file name is used by another videoNode
  121. // and if so keep a record of both ids as a duplicate pair [ id1, id2 ]
  122. if ( videoNode.fileName in names ) {
  123. duplicates.push( [ id, names[ videoNode.fileName ] ] );
  124. }
  125. names[ videoNode.fileName ] = id;
  126. // raw image data is in videoNode.Content
  127. if ( 'Content' in videoNode && videoNode.Content !== '' ) {
  128. var image = parseImage( videoNodes[ nodeID ] );
  129. imageMap.set( id, image );
  130. }
  131. }
  132. }
  133. // check each duplicate pair - if only one is in the image map then
  134. // create an entry for the other id containing the same image data
  135. // Note: it seems to be possible for entries to have the same file name but different
  136. // content, we won't overwrite these
  137. duplicates.forEach( function ( duplicatePair ) {
  138. if ( imageMap.has( duplicatePair[ 0 ] ) && ! imageMap.has( duplicatePair[ 1 ] ) ) {
  139. var image = imageMap.get( duplicatePair[ 0 ] );
  140. imageMap.set( duplicatePair[ 1 ], image );
  141. } else if ( imageMap.has( duplicatePair[ 1 ] ) && ! imageMap.has( duplicatePair[ 0 ] ) ) {
  142. var image = imageMap.get( duplicatePair[ 1 ] );
  143. imageMap.set( duplicatePair[ 0 ], image );
  144. }
  145. } );
  146. return imageMap;
  147. }
  148. // Parse embedded image data in FBXTree.Video.Content
  149. function parseImage( videoNode ) {
  150. var content = videoNode.Content;
  151. var fileName = videoNode.RelativeFilename || videoNode.Filename;
  152. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  153. var type;
  154. switch ( extension ) {
  155. case 'bmp':
  156. type = 'image/bmp';
  157. break;
  158. case 'jpg':
  159. case 'jpeg':
  160. type = 'image/jpeg';
  161. break;
  162. case 'png':
  163. type = 'image/png';
  164. break;
  165. case 'tif':
  166. type = 'image/tiff';
  167. break;
  168. default:
  169. console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  170. return;
  171. }
  172. if ( typeof content === 'string' ) { // ASCII format
  173. return 'data:' + type + ';base64,' + content;
  174. } else { // Binary Format
  175. var array = new Uint8Array( content );
  176. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  177. }
  178. }
  179. // Parse nodes in FBXTree.Objects.Texture
  180. // These contain details such as UV scaling, cropping, rotation etc and are connected
  181. // to images in FBXTree.Objects.Video
  182. function parseTextures( FBXTree, loader, imageMap, connections ) {
  183. var textureMap = new Map();
  184. if ( 'Texture' in FBXTree.Objects ) {
  185. var textureNodes = FBXTree.Objects.Texture;
  186. for ( var nodeID in textureNodes ) {
  187. var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
  188. textureMap.set( parseInt( nodeID ), texture );
  189. }
  190. }
  191. return textureMap;
  192. }
  193. // Parse individual node in FBXTree.Objects.Texture
  194. function parseTexture( textureNode, loader, imageMap, connections ) {
  195. var texture = loadTexture( textureNode, loader, imageMap, connections );
  196. texture.FBX_ID = textureNode.id;
  197. texture.name = textureNode.attrName;
  198. var wrapModeU = textureNode.WrapModeU;
  199. var wrapModeV = textureNode.WrapModeV;
  200. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  201. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  202. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  203. // 0: repeat(default), 1: clamp
  204. texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  205. texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  206. if ( 'Scaling' in textureNode ) {
  207. var values = textureNode.Scaling.value;
  208. texture.repeat.x = values[ 0 ];
  209. texture.repeat.y = values[ 1 ];
  210. }
  211. return texture;
  212. }
  213. // load a texture specified as a blob or data URI, or via an external URL using THREE.TextureLoader
  214. function loadTexture( textureNode, loader, imageMap, connections ) {
  215. var fileName;
  216. var filePath = textureNode.FileName;
  217. var relativeFilePath = textureNode.RelativeFilename;
  218. var children = connections.get( textureNode.id ).children;
  219. if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
  220. fileName = imageMap.get( children[ 0 ].ID );
  221. }
  222. // check that relative path is not an actually an absolute path and if so use it to load texture
  223. else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' && relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
  224. fileName = relativeFilePath;
  225. }
  226. // texture specified by absolute path
  227. else {
  228. var split = filePath.split( /[\\\/]/ );
  229. if ( split.length > 0 ) {
  230. fileName = split[ split.length - 1 ];
  231. } else {
  232. fileName = filePath;
  233. }
  234. }
  235. var currentPath = loader.path;
  236. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  237. loader.setPath( undefined );
  238. }
  239. var texture = loader.load( fileName );
  240. loader.setPath( currentPath );
  241. return texture;
  242. }
  243. // Parse nodes in FBXTree.Objects.Material
  244. function parseMaterials( FBXTree, textureMap, connections ) {
  245. var materialMap = new Map();
  246. if ( 'Material' in FBXTree.Objects ) {
  247. var materialNodes = FBXTree.Objects.Material;
  248. for ( var nodeID in materialNodes ) {
  249. var material = parseMaterial( FBXTree, materialNodes[ nodeID ], textureMap, connections );
  250. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  251. }
  252. }
  253. return materialMap;
  254. }
  255. // Parse single node in FBXTree.Objects.Material
  256. // Materials are connected to texture maps in FBXTree.Objects.Textures
  257. // FBX format currently only supports Lambert and Phong shading models
  258. function parseMaterial( FBXTree, materialNode, textureMap, connections ) {
  259. var FBX_ID = materialNode.id;
  260. var name = materialNode.attrName;
  261. var type = materialNode.ShadingModel;
  262. //Case where FBX wraps shading model in property object.
  263. if ( typeof type === 'object' ) {
  264. type = type.value;
  265. }
  266. // Ignore unused materials which don't have any connections.
  267. if ( ! connections.has( FBX_ID ) ) return null;
  268. var parameters = parseParameters( FBXTree, materialNode, textureMap, FBX_ID, connections );
  269. var material;
  270. switch ( type.toLowerCase() ) {
  271. case 'phong':
  272. material = new THREE.MeshPhongMaterial();
  273. break;
  274. case 'lambert':
  275. material = new THREE.MeshLambertMaterial();
  276. break;
  277. default:
  278. console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  279. material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
  280. break;
  281. }
  282. material.setValues( parameters );
  283. material.name = name;
  284. return material;
  285. }
  286. // Parse FBX material and return parameters suitable for a three.js material
  287. // Also parse the texture map and return any textures associated with the material
  288. function parseParameters( FBXTree, properties, textureMap, FBX_ID, connections ) {
  289. var parameters = {};
  290. if ( properties.BumpFactor ) {
  291. parameters.bumpScale = properties.BumpFactor.value;
  292. }
  293. if ( properties.Diffuse ) {
  294. parameters.color = parseColor( properties.Diffuse );
  295. }
  296. if ( properties.DisplacementFactor ) {
  297. parameters.displacementScale = properties.DisplacementFactor.value;
  298. }
  299. if ( properties.ReflectionFactor ) {
  300. parameters.reflectivity = properties.ReflectionFactor.value;
  301. }
  302. if ( properties.Specular ) {
  303. parameters.specular = parseColor( properties.Specular );
  304. }
  305. if ( properties.Shininess ) {
  306. parameters.shininess = properties.Shininess.value;
  307. }
  308. if ( properties.Emissive ) {
  309. parameters.emissive = parseColor( properties.Emissive );
  310. }
  311. if ( properties.EmissiveFactor ) {
  312. parameters.emissiveIntensity = parseFloat( properties.EmissiveFactor.value );
  313. }
  314. if ( properties.Opacity ) {
  315. parameters.opacity = parseFloat( properties.Opacity.value );
  316. }
  317. if ( parameters.opacity < 1.0 ) {
  318. parameters.transparent = true;
  319. }
  320. connections.get( FBX_ID ).children.forEach( function ( child ) {
  321. var type = child.relationship;
  322. switch ( type ) {
  323. case 'Bump':
  324. parameters.bumpMap = textureMap.get( child.ID );
  325. break;
  326. case 'DiffuseColor':
  327. parameters.map = getTexture( FBXTree, textureMap, child.ID, connections );
  328. break;
  329. case 'DisplacementColor':
  330. parameters.displacementMap = getTexture( FBXTree, textureMap, child.ID, connections );
  331. break;
  332. case 'EmissiveColor':
  333. parameters.emissiveMap = getTexture( FBXTree, textureMap, child.ID, connections );
  334. break;
  335. case 'NormalMap':
  336. parameters.normalMap = getTexture( FBXTree, textureMap, child.ID, connections );
  337. break;
  338. case 'ReflectionColor':
  339. parameters.envMap = getTexture( FBXTree, textureMap, child.ID, connections );
  340. parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
  341. break;
  342. case 'SpecularColor':
  343. parameters.specularMap = getTexture( FBXTree, textureMap, child.ID, connections );
  344. break;
  345. case 'TransparentColor':
  346. parameters.alphaMap = getTexture( FBXTree, textureMap, child.ID, connections );
  347. parameters.transparent = true;
  348. break;
  349. case 'AmbientColor':
  350. case 'ShininessExponent': // AKA glossiness map
  351. case 'SpecularFactor': // AKA specularLevel
  352. case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  353. default:
  354. console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  355. break;
  356. }
  357. } );
  358. return parameters;
  359. }
  360. // get a texture from the textureMap for use by a material.
  361. function getTexture( FBXTree, textureMap, id, connections ) {
  362. // if the texture is a layered texture, just use the first layer and issue a warning
  363. if ( 'LayeredTexture' in FBXTree.Objects && id in FBXTree.Objects.LayeredTexture ) {
  364. console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
  365. id = connections.get( id ).children[ 0 ].ID;
  366. }
  367. return textureMap.get( id );
  368. }
  369. // Parse nodes in FBXTree.Objects.Deformer
  370. // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
  371. // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  372. function parseDeformers( FBXTree, connections ) {
  373. var deformers = {};
  374. if ( 'Deformer' in FBXTree.Objects ) {
  375. var DeformerNodes = FBXTree.Objects.Deformer;
  376. for ( var nodeID in DeformerNodes ) {
  377. var deformerNode = DeformerNodes[ nodeID ];
  378. if ( deformerNode.attrType === 'Skin' ) {
  379. var relationships = connections.get( parseInt( nodeID ) );
  380. var skeleton = parseSkeleton( relationships, DeformerNodes );
  381. skeleton.FBX_ID = parseInt( nodeID );
  382. deformers[ nodeID ] = skeleton;
  383. }
  384. }
  385. }
  386. return deformers;
  387. }
  388. // Parse single nodes in FBXTree.Objects.Deformer
  389. // Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections
  390. // and an object containing SubDeformer nodes.
  391. function parseSkeleton( connections, DeformerNodes ) {
  392. var subDeformers = {};
  393. connections.children.forEach( function ( child, i ) {
  394. var subDeformerNode = DeformerNodes[ child.ID ];
  395. var subDeformer = {
  396. FBX_ID: child.ID,
  397. index: i,
  398. indices: [],
  399. weights: [],
  400. transform: new THREE.Matrix4().fromArray( subDeformerNode.Transform.a ),
  401. transformLink: new THREE.Matrix4().fromArray( subDeformerNode.TransformLink.a ),
  402. linkMode: subDeformerNode.Mode,
  403. };
  404. if ( 'Indexes' in subDeformerNode ) {
  405. subDeformer.indices = subDeformerNode.Indexes.a;
  406. subDeformer.weights = subDeformerNode.Weights.a;
  407. }
  408. subDeformers[ child.ID ] = subDeformer;
  409. } );
  410. return {
  411. map: subDeformers,
  412. bones: []
  413. };
  414. }
  415. // Parse nodes in FBXTree.Objects.Geometry
  416. function parseGeometries( FBXTree, connections, deformers ) {
  417. var geometryMap = new Map();
  418. if ( 'Geometry' in FBXTree.Objects ) {
  419. var geometryNodes = FBXTree.Objects.Geometry;
  420. for ( var nodeID in geometryNodes ) {
  421. var relationships = connections.get( parseInt( nodeID ) );
  422. var geo = parseGeometry( FBXTree, relationships, geometryNodes[ nodeID ], deformers );
  423. geometryMap.set( parseInt( nodeID ), geo );
  424. }
  425. }
  426. return geometryMap;
  427. }
  428. // Parse single node in FBXTree.Objects.Geometry
  429. function parseGeometry( FBXTree, relationships, geometryNode, deformers ) {
  430. switch ( geometryNode.attrType ) {
  431. case 'Mesh':
  432. return parseMeshGeometry( FBXTree, relationships, geometryNode, deformers );
  433. break;
  434. case 'NurbsCurve':
  435. return parseNurbsGeometry( geometryNode );
  436. break;
  437. }
  438. }
  439. // Parse single node mesh geometry in FBXTree.Objects.Geometry
  440. function parseMeshGeometry( FBXTree, relationships, geometryNode, deformers ) {
  441. var deformer = relationships.children.reduce( function ( deformer, child ) {
  442. if ( deformers[ child.ID ] !== undefined ) deformer = deformers[ child.ID ];
  443. return deformer;
  444. }, null );
  445. var modelNodes = relationships.parents.map( function ( parent ) {
  446. var modelNode = FBXTree.Objects.Model[ parent.ID ];
  447. return modelNode;
  448. } );
  449. // don't create geometry if it is not associated with any models
  450. if ( modelNodes.length === 0 ) return;
  451. var preTransform = new THREE.Matrix4();
  452. // TODO: if there is more than one model associated with the geometry, AND the models have
  453. // different geometric transforms, then this will cause problems
  454. // if ( modelNodes.length > 1 ) { }
  455. // For now just assume one model and get the preRotations from that
  456. var modelNode = modelNodes[ 0 ];
  457. if ( 'GeometricRotation' in modelNode ) {
  458. var array = modelNode.GeometricRotation.value.map( THREE.Math.degToRad );
  459. array[ 3 ] = 'ZYX';
  460. preTransform.makeRotationFromEuler( new THREE.Euler().fromArray( array ) );
  461. }
  462. if ( 'GeometricTranslation' in modelNode ) {
  463. preTransform.setPosition( new THREE.Vector3().fromArray( modelNode.GeometricTranslation.value ) );
  464. }
  465. return genGeometry( FBXTree, relationships, geometryNode, deformer, preTransform );
  466. }
  467. // Generate a THREE.BufferGeometry from a node in FBXTree.Objects.Geometry
  468. function genGeometry( FBXTree, relationships, geometryNode, deformer, preTransform ) {
  469. var subNodes = geometryNode;
  470. var vertexPositions = geometryNode.Vertices.a;
  471. var vertexIndices = geometryNode.PolygonVertexIndex.a;
  472. // create arrays to hold the final data used to build the buffergeometry
  473. var vertexBuffer = [];
  474. var normalBuffer = [];
  475. var colorsBuffer = [];
  476. var uvsBuffer = [];
  477. var materialIndexBuffer = [];
  478. var vertexWeightsBuffer = [];
  479. var weightsIndicesBuffer = [];
  480. if ( geometryNode.LayerElementColor ) {
  481. var colorInfo = getColors( geometryNode.LayerElementColor[ 0 ] );
  482. }
  483. if ( geometryNode.LayerElementMaterial ) {
  484. var materialInfo = getMaterials( geometryNode.LayerElementMaterial[ 0 ] );
  485. }
  486. if ( geometryNode.LayerElementNormal ) {
  487. var normalInfo = getNormals( geometryNode.LayerElementNormal[ 0 ] );
  488. }
  489. if ( geometryNode.LayerElementUV ) {
  490. var uvInfo = [];
  491. var i = 0;
  492. while ( geometryNode.LayerElementUV[ i ] ) {
  493. uvInfo.push( getUVs( geometryNode.LayerElementUV[ i ] ) );
  494. i ++;
  495. }
  496. }
  497. var weightTable = {};
  498. if ( deformer ) {
  499. var subDeformers = deformer.map;
  500. for ( var key in subDeformers ) {
  501. var subDeformer = subDeformers[ key ];
  502. subDeformer.indices.forEach( function ( index, i ) {
  503. var weight = subDeformer.weights[ i ];
  504. if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
  505. weightTable[ index ].push( {
  506. id: subDeformer.index,
  507. weight: weight
  508. } );
  509. } );
  510. }
  511. }
  512. var polygonIndex = 0;
  513. var faceLength = 0;
  514. var displayedWeightsWarning = false;
  515. // these will hold data for a single face
  516. var vertexPositionIndexes = [];
  517. var faceNormals = [];
  518. var faceColors = [];
  519. var faceUVs = [];
  520. var faceWeights = [];
  521. var faceWeightIndices = [];
  522. vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {
  523. var endOfFace = false;
  524. // Face index and vertex index arrays are combined in a single array
  525. // A cube with quad faces looks like this:
  526. // PolygonVertexIndex: *24 {
  527. // a: 0, 1, 3, -3, 2, 3, 5, -5, 4, 5, 7, -7, 6, 7, 1, -1, 1, 7, 5, -4, 6, 0, 2, -5
  528. // }
  529. // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
  530. // to find index of last vertex multiply by -1 and subtract 1: -3 * - 1 - 1 = 2
  531. if ( vertexIndex < 0 ) {
  532. vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
  533. vertexIndices[ polygonVertexIndex ] = vertexIndex;
  534. endOfFace = true;
  535. }
  536. var weightIndices = [];
  537. var weights = [];
  538. vertexPositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
  539. if ( colorInfo ) {
  540. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo );
  541. faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  542. }
  543. if ( deformer ) {
  544. if ( weightTable[ vertexIndex ] !== undefined ) {
  545. weightTable[ vertexIndex ].forEach( function ( wt ) {
  546. weights.push( wt.weight );
  547. weightIndices.push( wt.id );
  548. } );
  549. }
  550. if ( weights.length > 4 ) {
  551. if ( ! displayedWeightsWarning ) {
  552. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  553. displayedWeightsWarning = true;
  554. }
  555. var wIndex = [ 0, 0, 0, 0 ];
  556. var Weight = [ 0, 0, 0, 0 ];
  557. weights.forEach( function ( weight, weightIndex ) {
  558. var currentWeight = weight;
  559. var currentIndex = weightIndices[ weightIndex ];
  560. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  561. if ( currentWeight > comparedWeight ) {
  562. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  563. currentWeight = comparedWeight;
  564. var tmp = wIndex[ comparedWeightIndex ];
  565. wIndex[ comparedWeightIndex ] = currentIndex;
  566. currentIndex = tmp;
  567. }
  568. } );
  569. } );
  570. weightIndices = wIndex;
  571. weights = Weight;
  572. }
  573. // if the weight array is shorter than 4 pad with 0s
  574. while ( weights.length < 4 ) {
  575. weights.push( 0 );
  576. weightIndices.push( 0 );
  577. }
  578. for ( var i = 0; i < 4; ++ i ) {
  579. faceWeights.push( weights[ i ] );
  580. faceWeightIndices.push( weightIndices[ i ] );
  581. }
  582. }
  583. if ( normalInfo ) {
  584. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo );
  585. faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  586. }
  587. if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  588. var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo )[ 0 ];
  589. }
  590. if ( uvInfo ) {
  591. uvInfo.forEach( function ( uv, i ) {
  592. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );
  593. if ( faceUVs[ i ] === undefined ) {
  594. faceUVs[ i ] = [];
  595. }
  596. faceUVs[ i ].push( data[ 0 ] );
  597. faceUVs[ i ].push( data[ 1 ] );
  598. } );
  599. }
  600. faceLength ++;
  601. // we have reached the end of a face - it may have 4 sides though
  602. // in which case the data is split to represent two 3 sided faces
  603. if ( endOfFace ) {
  604. for ( var i = 2; i < faceLength; i ++ ) {
  605. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 0 ] ] );
  606. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 1 ] ] );
  607. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ 2 ] ] );
  608. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 ] ] );
  609. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
  610. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
  611. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 ] ] );
  612. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 1 ] ] );
  613. vertexBuffer.push( vertexPositions[ vertexPositionIndexes[ i * 3 + 2 ] ] );
  614. if ( deformer ) {
  615. vertexWeightsBuffer.push( faceWeights[ 0 ] );
  616. vertexWeightsBuffer.push( faceWeights[ 1 ] );
  617. vertexWeightsBuffer.push( faceWeights[ 2 ] );
  618. vertexWeightsBuffer.push( faceWeights[ 3 ] );
  619. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 ] );
  620. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
  621. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
  622. vertexWeightsBuffer.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
  623. vertexWeightsBuffer.push( faceWeights[ i * 4 ] );
  624. vertexWeightsBuffer.push( faceWeights[ i * 4 + 1 ] );
  625. vertexWeightsBuffer.push( faceWeights[ i * 4 + 2 ] );
  626. vertexWeightsBuffer.push( faceWeights[ i * 4 + 3 ] );
  627. weightsIndicesBuffer.push( faceWeightIndices[ 0 ] );
  628. weightsIndicesBuffer.push( faceWeightIndices[ 1 ] );
  629. weightsIndicesBuffer.push( faceWeightIndices[ 2 ] );
  630. weightsIndicesBuffer.push( faceWeightIndices[ 3 ] );
  631. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
  632. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
  633. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
  634. weightsIndicesBuffer.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
  635. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 ] );
  636. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 1 ] );
  637. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 2 ] );
  638. weightsIndicesBuffer.push( faceWeightIndices[ i * 4 + 3 ] );
  639. }
  640. if ( colorInfo ) {
  641. colorsBuffer.push( faceColors[ 0 ] );
  642. colorsBuffer.push( faceColors[ 1 ] );
  643. colorsBuffer.push( faceColors[ 2 ] );
  644. colorsBuffer.push( faceColors[ ( i - 1 ) * 3 ] );
  645. colorsBuffer.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
  646. colorsBuffer.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
  647. colorsBuffer.push( faceColors[ i * 3 ] );
  648. colorsBuffer.push( faceColors[ i * 3 + 1 ] );
  649. colorsBuffer.push( faceColors[ i * 3 + 2 ] );
  650. }
  651. if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  652. materialIndexBuffer.push( materialIndex );
  653. materialIndexBuffer.push( materialIndex );
  654. materialIndexBuffer.push( materialIndex );
  655. }
  656. if ( normalInfo ) {
  657. normalBuffer.push( faceNormals[ 0 ] );
  658. normalBuffer.push( faceNormals[ 1 ] );
  659. normalBuffer.push( faceNormals[ 2 ] );
  660. normalBuffer.push( faceNormals[ ( i - 1 ) * 3 ] );
  661. normalBuffer.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
  662. normalBuffer.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
  663. normalBuffer.push( faceNormals[ i * 3 ] );
  664. normalBuffer.push( faceNormals[ i * 3 + 1 ] );
  665. normalBuffer.push( faceNormals[ i * 3 + 2 ] );
  666. }
  667. if ( uvInfo ) {
  668. uvInfo.forEach( function ( uv, j ) {
  669. if ( uvsBuffer[ j ] === undefined ) uvsBuffer[ j ] = [];
  670. uvsBuffer[ j ].push( faceUVs[ j ][ 0 ] );
  671. uvsBuffer[ j ].push( faceUVs[ j ][ 1 ] );
  672. uvsBuffer[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
  673. uvsBuffer[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
  674. uvsBuffer[ j ].push( faceUVs[ j ][ i * 2 ] );
  675. uvsBuffer[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
  676. } );
  677. }
  678. }
  679. polygonIndex ++;
  680. endOfFace = false;
  681. faceLength = 0;
  682. // reset arrays for the next face
  683. vertexPositionIndexes = [];
  684. faceNormals = [];
  685. faceColors = [];
  686. faceUVs = [];
  687. faceWeights = [];
  688. faceWeightIndices = [];
  689. }
  690. } );
  691. var geo = new THREE.BufferGeometry();
  692. geo.name = geometryNode.name;
  693. var positionAttribute = new THREE.Float32BufferAttribute( vertexBuffer, 3 );
  694. preTransform.applyToBufferAttribute( positionAttribute );
  695. geo.addAttribute( 'position', positionAttribute );
  696. if ( colorsBuffer.length > 0 ) {
  697. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( colorsBuffer, 3 ) );
  698. }
  699. if ( deformer ) {
  700. geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( weightsIndicesBuffer, 4 ) );
  701. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( vertexWeightsBuffer, 4 ) );
  702. // used later to bind the skeleton to the model
  703. geo.FBX_Deformer = deformer;
  704. }
  705. if ( normalBuffer.length > 0 ) {
  706. geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( normalBuffer, 3 ) );
  707. }
  708. uvsBuffer.forEach( function ( uvBuffer, i ) {
  709. // subsequent uv buffers are called 'uv1', 'uv2', ...
  710. var name = 'uv' + ( i + 1 ).toString();
  711. // the first uv buffer is just called 'uv'
  712. if ( i === 0 ) {
  713. name = 'uv';
  714. }
  715. geo.addAttribute( name, new THREE.Float32BufferAttribute( uvsBuffer[ i ], 2 ) );
  716. } );
  717. if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  718. // Convert the material indices of each vertex into rendering groups on the geometry.
  719. var prevMaterialIndex = materialIndexBuffer[ 0 ];
  720. var startIndex = 0;
  721. materialIndexBuffer.forEach( function ( currentIndex, i ) {
  722. if ( currentIndex !== prevMaterialIndex ) {
  723. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  724. prevMaterialIndex = currentIndex;
  725. startIndex = i;
  726. }
  727. } );
  728. // the loop above doesn't add the last group, do that here.
  729. if ( geo.groups.length > 0 ) {
  730. var lastGroup = geo.groups[ geo.groups.length - 1 ];
  731. var lastIndex = lastGroup.start + lastGroup.count;
  732. if ( lastIndex !== materialIndexBuffer.length ) {
  733. geo.addGroup( lastIndex, materialIndexBuffer.length - lastIndex, prevMaterialIndex );
  734. }
  735. }
  736. // case where there are multiple materials but the whole geometry is only
  737. // using one of them
  738. if ( geo.groups.length === 0 ) {
  739. geo.addGroup( 0, materialIndexBuffer.length, materialIndexBuffer[ 0 ] );
  740. }
  741. }
  742. return geo;
  743. }
  744. // Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists
  745. function getNormals( NormalNode ) {
  746. var mappingType = NormalNode.MappingInformationType;
  747. var referenceType = NormalNode.ReferenceInformationType;
  748. var buffer = NormalNode.Normals.a;
  749. var indexBuffer = [];
  750. if ( referenceType === 'IndexToDirect' ) {
  751. if ( 'NormalIndex' in NormalNode ) {
  752. indexBuffer = NormalNode.NormalIndex.a;
  753. } else if ( 'NormalsIndex' in NormalNode ) {
  754. indexBuffer = NormalNode.NormalsIndex.a;
  755. }
  756. }
  757. return {
  758. dataSize: 3,
  759. buffer: buffer,
  760. indices: indexBuffer,
  761. mappingType: mappingType,
  762. referenceType: referenceType
  763. };
  764. }
  765. // Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists
  766. function getUVs( UVNode ) {
  767. var mappingType = UVNode.MappingInformationType;
  768. var referenceType = UVNode.ReferenceInformationType;
  769. var buffer = UVNode.UV.a;
  770. var indexBuffer = [];
  771. if ( referenceType === 'IndexToDirect' ) {
  772. indexBuffer = UVNode.UVIndex.a;
  773. }
  774. return {
  775. dataSize: 2,
  776. buffer: buffer,
  777. indices: indexBuffer,
  778. mappingType: mappingType,
  779. referenceType: referenceType
  780. };
  781. }
  782. // Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists
  783. function getColors( ColorNode ) {
  784. var mappingType = ColorNode.MappingInformationType;
  785. var referenceType = ColorNode.ReferenceInformationType;
  786. var buffer = ColorNode.Colors.a;
  787. var indexBuffer = [];
  788. if ( referenceType === 'IndexToDirect' ) {
  789. indexBuffer = ColorNode.ColorIndex.a;
  790. }
  791. return {
  792. dataSize: 4,
  793. buffer: buffer,
  794. indices: indexBuffer,
  795. mappingType: mappingType,
  796. referenceType: referenceType
  797. };
  798. }
  799. // Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists
  800. function getMaterials( MaterialNode ) {
  801. var mappingType = MaterialNode.MappingInformationType;
  802. var referenceType = MaterialNode.ReferenceInformationType;
  803. if ( mappingType === 'NoMappingInformation' ) {
  804. return {
  805. dataSize: 1,
  806. buffer: [ 0 ],
  807. indices: [ 0 ],
  808. mappingType: 'AllSame',
  809. referenceType: referenceType
  810. };
  811. }
  812. var materialIndexBuffer = MaterialNode.Materials.a;
  813. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  814. // we expect.So we create an intermediate buffer that points to the index in the buffer,
  815. // for conforming with the other functions we've written for other data.
  816. var materialIndices = [];
  817. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  818. materialIndices.push( i );
  819. }
  820. return {
  821. dataSize: 1,
  822. buffer: materialIndexBuffer,
  823. indices: materialIndices,
  824. mappingType: mappingType,
  825. referenceType: referenceType
  826. };
  827. }
  828. // Functions use the infoObject and given indices to return value array of geometry.
  829. // Parameters:
  830. // - polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  831. // - polygonIndex - Index of polygon in geometry.
  832. // - vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  833. // - infoObject: can be materialInfo, normalInfo, UVInfo or colorInfo
  834. // Index type:
  835. // - Direct: index is same as polygonVertexIndex
  836. // - IndexToDirect: infoObject has it's own set of indices
  837. var dataArray = [];
  838. var GetData = {
  839. ByPolygonVertex: {
  840. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  841. var from = ( polygonVertexIndex * infoObject.dataSize );
  842. var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  843. return slice( dataArray, infoObject.buffer, from, to );
  844. },
  845. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  846. var index = infoObject.indices[ polygonVertexIndex ];
  847. var from = ( index * infoObject.dataSize );
  848. var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
  849. return slice( dataArray, infoObject.buffer, from, to );
  850. }
  851. },
  852. ByPolygon: {
  853. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  854. var from = polygonIndex * infoObject.dataSize;
  855. var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
  856. return slice( dataArray, infoObject.buffer, from, to );
  857. },
  858. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  859. var index = infoObject.indices[ polygonIndex ];
  860. var from = index * infoObject.dataSize;
  861. var to = index * infoObject.dataSize + infoObject.dataSize;
  862. return slice( dataArray, infoObject.buffer, from, to );
  863. }
  864. },
  865. ByVertice: {
  866. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  867. var from = ( vertexIndex * infoObject.dataSize );
  868. var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  869. return slice( dataArray, infoObject.buffer, from, to );
  870. }
  871. },
  872. AllSame: {
  873. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  874. var from = infoObject.indices[ 0 ] * infoObject.dataSize;
  875. var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
  876. return slice( dataArray, infoObject.buffer, from, to );
  877. }
  878. }
  879. };
  880. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  881. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  882. }
  883. // Generate a NurbGeometry from a node in FBXTree.Objects.Geometry
  884. function parseNurbsGeometry( geometryNode ) {
  885. if ( THREE.NURBSCurve === undefined ) {
  886. console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  887. return new THREE.BufferGeometry();
  888. }
  889. var order = parseInt( geometryNode.Order );
  890. if ( isNaN( order ) ) {
  891. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.Order, geometryNode.id );
  892. return new THREE.BufferGeometry();
  893. }
  894. var degree = order - 1;
  895. var knots = geometryNode.KnotVector.a;
  896. var controlPoints = [];
  897. var pointsValues = geometryNode.Points.a;
  898. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  899. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  900. }
  901. var startKnot, endKnot;
  902. if ( geometryNode.Form === 'Closed' ) {
  903. controlPoints.push( controlPoints[ 0 ] );
  904. } else if ( geometryNode.Form === 'Periodic' ) {
  905. startKnot = degree;
  906. endKnot = knots.length - 1 - startKnot;
  907. for ( var i = 0; i < degree; ++ i ) {
  908. controlPoints.push( controlPoints[ i ] );
  909. }
  910. }
  911. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  912. var vertices = curve.getPoints( controlPoints.length * 7 );
  913. var positions = new Float32Array( vertices.length * 3 );
  914. vertices.forEach( function ( vertex, i ) {
  915. vertex.toArray( positions, i * 3 );
  916. } );
  917. var geometry = new THREE.BufferGeometry();
  918. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  919. return geometry;
  920. }
  921. // create the main THREE.Group() to be returned by the loader
  922. function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
  923. var sceneGraph = new THREE.Group();
  924. var modelMap = parseModels( FBXTree, deformers, geometryMap, materialMap, connections );
  925. var modelNodes = FBXTree.Objects.Model;
  926. modelMap.forEach( function ( model ) {
  927. var modelNode = modelNodes[ model.FBX_ID ];
  928. setModelTransforms( FBXTree, model, modelNode, connections, sceneGraph );
  929. var parentConnections = connections.get( model.FBX_ID ).parents;
  930. parentConnections.forEach( function ( connection ) {
  931. var parent = modelMap.get( connection.ID );
  932. if ( parent !== undefined ) parent.add( model );
  933. } );
  934. if ( model.parent === null ) {
  935. sceneGraph.add( model );
  936. }
  937. } );
  938. bindSkeleton( FBXTree, deformers, geometryMap, modelMap, connections, sceneGraph );
  939. addAnimations( FBXTree, connections, sceneGraph, modelMap );
  940. createAmbientLight( FBXTree, sceneGraph );
  941. return sceneGraph;
  942. }
  943. // parse nodes in FBXTree.Objects.Model
  944. function parseModels( FBXTree, deformers, geometryMap, materialMap, connections ) {
  945. var modelMap = new Map();
  946. var modelNodes = FBXTree.Objects.Model;
  947. for ( var nodeID in modelNodes ) {
  948. var id = parseInt( nodeID );
  949. var node = modelNodes[ nodeID ];
  950. var relationships = connections.get( id );
  951. var model = null;
  952. // create bones
  953. relationships.parents.forEach( function ( parent ) {
  954. for ( var FBX_ID in deformers ) {
  955. var deformer = deformers[ FBX_ID ];
  956. var subDeformers = deformer.map;
  957. var subDeformer = subDeformers[ parent.ID ];
  958. if ( subDeformer ) {
  959. var model2 = model;
  960. model = new THREE.Bone();
  961. deformer.bones[ subDeformer.index ] = model;
  962. // In cases where a bone is shared between multiple meshes
  963. // model will already be defined and we'll hit this case
  964. // TODO: currently doesn't work correctly
  965. if ( model2 !== null ) {
  966. model.add( model2 );
  967. }
  968. }
  969. }
  970. } );
  971. if ( ! model ) {
  972. switch ( node.attrType ) {
  973. case 'Camera':
  974. model = createCamera( FBXTree, relationships );
  975. break;
  976. case 'Light':
  977. model = createLight( FBXTree, relationships );
  978. break;
  979. case 'Mesh':
  980. model = createMesh( FBXTree, relationships, geometryMap, materialMap );
  981. break;
  982. case 'NurbsCurve':
  983. model = createCurve( relationships, geometryMap );
  984. break;
  985. default:
  986. model = new THREE.Group();
  987. break;
  988. }
  989. }
  990. model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
  991. model.FBX_ID = id;
  992. modelMap.set( id, model );
  993. }
  994. return modelMap;
  995. }
  996. // create a THREE.PerspectiveCamera or THREE.OrthographicCamera
  997. function createCamera( FBXTree, relationships ) {
  998. var model;
  999. var cameraAttribute;
  1000. relationships.children.forEach( function ( child ) {
  1001. var attr = FBXTree.Objects.NodeAttribute[ child.ID ];
  1002. if ( attr !== undefined ) {
  1003. cameraAttribute = attr;
  1004. }
  1005. } );
  1006. if ( cameraAttribute === undefined ) {
  1007. model = new THREE.Object3D();
  1008. } else {
  1009. var type = 0;
  1010. if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  1011. type = 1;
  1012. }
  1013. var nearClippingPlane = 1;
  1014. if ( cameraAttribute.NearPlane !== undefined ) {
  1015. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  1016. }
  1017. var farClippingPlane = 1000;
  1018. if ( cameraAttribute.FarPlane !== undefined ) {
  1019. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  1020. }
  1021. var width = window.innerWidth;
  1022. var height = window.innerHeight;
  1023. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  1024. width = cameraAttribute.AspectWidth.value;
  1025. height = cameraAttribute.AspectHeight.value;
  1026. }
  1027. var aspect = width / height;
  1028. var fov = 45;
  1029. if ( cameraAttribute.FieldOfView !== undefined ) {
  1030. fov = cameraAttribute.FieldOfView.value;
  1031. }
  1032. switch ( type ) {
  1033. case 0: // Perspective
  1034. model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  1035. break;
  1036. case 1: // Orthographic
  1037. model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  1038. break;
  1039. default:
  1040. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  1041. model = new THREE.Object3D();
  1042. break;
  1043. }
  1044. }
  1045. return model;
  1046. }
  1047. // Create a THREE.DirectionalLight, THREE.PointLight or THREE.SpotLight
  1048. function createLight( FBXTree, relationships ) {
  1049. var model;
  1050. var lightAttribute;
  1051. relationships.children.forEach( function ( child ) {
  1052. var attr = FBXTree.Objects.NodeAttribute[ child.ID ];
  1053. if ( attr !== undefined ) {
  1054. lightAttribute = attr;
  1055. }
  1056. } );
  1057. if ( lightAttribute === undefined ) {
  1058. model = new THREE.Object3D();
  1059. } else {
  1060. var type;
  1061. // LightType can be undefined for Point lights
  1062. if ( lightAttribute.LightType === undefined ) {
  1063. type = 0;
  1064. } else {
  1065. type = lightAttribute.LightType.value;
  1066. }
  1067. var color = 0xffffff;
  1068. if ( lightAttribute.Color !== undefined ) {
  1069. color = parseColor( lightAttribute.Color );
  1070. }
  1071. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  1072. // light disabled
  1073. if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  1074. intensity = 0;
  1075. }
  1076. var distance = 0;
  1077. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  1078. if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
  1079. distance = 0;
  1080. } else {
  1081. distance = lightAttribute.FarAttenuationEnd.value / 1000;
  1082. }
  1083. }
  1084. // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  1085. var decay = 1;
  1086. switch ( type ) {
  1087. case 0: // Point
  1088. model = new THREE.PointLight( color, intensity, distance, decay );
  1089. break;
  1090. case 1: // Directional
  1091. model = new THREE.DirectionalLight( color, intensity );
  1092. break;
  1093. case 2: // Spot
  1094. var angle = Math.PI / 3;
  1095. if ( lightAttribute.InnerAngle !== undefined ) {
  1096. angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  1097. }
  1098. var penumbra = 0;
  1099. if ( lightAttribute.OuterAngle !== undefined ) {
  1100. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  1101. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  1102. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  1103. penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  1104. penumbra = Math.max( penumbra, 1 );
  1105. }
  1106. model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  1107. break;
  1108. default:
  1109. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  1110. model = new THREE.PointLight( color, intensity );
  1111. break;
  1112. }
  1113. if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  1114. model.castShadow = true;
  1115. }
  1116. }
  1117. return model;
  1118. }
  1119. function createMesh( FBXTree, relationships, geometryMap, materialMap ) {
  1120. var model;
  1121. var geometry = null;
  1122. var material = null;
  1123. var materials = [];
  1124. // get geometry and materials(s) from connections
  1125. relationships.children.forEach( function ( child ) {
  1126. if ( geometryMap.has( child.ID ) ) {
  1127. geometry = geometryMap.get( child.ID );
  1128. }
  1129. if ( materialMap.has( child.ID ) ) {
  1130. materials.push( materialMap.get( child.ID ) );
  1131. }
  1132. } );
  1133. if ( materials.length > 1 ) {
  1134. material = materials;
  1135. } else if ( materials.length > 0 ) {
  1136. material = materials[ 0 ];
  1137. } else {
  1138. material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
  1139. materials.push( material );
  1140. }
  1141. if ( 'color' in geometry.attributes ) {
  1142. materials.forEach( function ( material ) {
  1143. material.vertexColors = THREE.VertexColors;
  1144. } );
  1145. }
  1146. if ( geometry.FBX_Deformer ) {
  1147. materials.forEach( function ( material ) {
  1148. material.skinning = true;
  1149. } );
  1150. model = new THREE.SkinnedMesh( geometry, material );
  1151. } else {
  1152. model = new THREE.Mesh( geometry, material );
  1153. }
  1154. return model;
  1155. }
  1156. function createCurve( relationships, geometryMap ) {
  1157. var geometry = relationships.children.reduce( function ( geo, child ) {
  1158. if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );
  1159. return geo;
  1160. }, null );
  1161. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  1162. var material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
  1163. return new THREE.Line( geometry, material );
  1164. }
  1165. // Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
  1166. function createAmbientLight( FBXTree, sceneGraph ) {
  1167. if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings ) {
  1168. var ambientColor = FBXTree.GlobalSettings.AmbientColor.value;
  1169. var r = ambientColor[ 0 ];
  1170. var g = ambientColor[ 1 ];
  1171. var b = ambientColor[ 2 ];
  1172. if ( r !== 0 || g !== 0 || b !== 0 ) {
  1173. var color = new THREE.Color( r, g, b );
  1174. sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  1175. }
  1176. }
  1177. }
  1178. // parse the model node for transform details and apply them to the model
  1179. function setModelTransforms( FBXTree, model, modelNode, connections, sceneGraph ) {
  1180. // http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
  1181. if ( 'RotationOrder' in modelNode ) {
  1182. var enums = [
  1183. 'XYZ', // default
  1184. 'XZY',
  1185. 'YZX',
  1186. 'ZXY',
  1187. 'YXZ',
  1188. 'ZYX',
  1189. 'SphericXYZ',
  1190. ];
  1191. var value = parseInt( modelNode.RotationOrder.value, 10 );
  1192. if ( value > 0 && value < 6 ) {
  1193. // model.rotation.order = enums[ value ];
  1194. // Note: Euler order other than XYZ is currently not supported, so just display a warning for now
  1195. console.warn( 'THREE.FBXLoader: unsupported Euler Order: %s. Currently only XYZ order is supported. Animations and rotations may be incorrect.', enums[ value ] );
  1196. } else if ( value === 6 ) {
  1197. console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
  1198. }
  1199. }
  1200. if ( 'Lcl_Translation' in modelNode ) {
  1201. model.position.fromArray( modelNode.Lcl_Translation.value );
  1202. }
  1203. if ( 'Lcl_Rotation' in modelNode ) {
  1204. var rotation = modelNode.Lcl_Rotation.value.map( THREE.Math.degToRad );
  1205. rotation.push( 'ZYX' );
  1206. model.rotation.fromArray( rotation );
  1207. }
  1208. if ( 'Lcl_Scaling' in modelNode ) {
  1209. model.scale.fromArray( modelNode.Lcl_Scaling.value );
  1210. }
  1211. if ( 'PreRotation' in modelNode ) {
  1212. var array = modelNode.PreRotation.value.map( THREE.Math.degToRad );
  1213. array[ 3 ] = 'ZYX';
  1214. var preRotations = new THREE.Euler().fromArray( array );
  1215. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1216. var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
  1217. preRotations.multiply( currentRotation );
  1218. model.rotation.setFromQuaternion( preRotations, 'ZYX' );
  1219. }
  1220. if ( 'LookAtProperty' in modelNode ) {
  1221. var children = connections.get( model.FBX_ID ).children;
  1222. children.forEach( function ( child ) {
  1223. if ( child.relationship === 'LookAtProperty' ) {
  1224. var lookAtTarget = FBXTree.Objects.Model[ child.ID ];
  1225. if ( 'Lcl_Translation' in lookAtTarget ) {
  1226. var pos = lookAtTarget.Lcl_Translation.value;
  1227. // DirectionalLight, SpotLight
  1228. if ( model.target !== undefined ) {
  1229. model.target.position.fromArray( pos );
  1230. sceneGraph.add( model.target );
  1231. } else { // Cameras and other Object3Ds
  1232. model.lookAt( new THREE.Vector3().fromArray( pos ) );
  1233. }
  1234. }
  1235. }
  1236. } );
  1237. }
  1238. }
  1239. function bindSkeleton( FBXTree, deformers, geometryMap, modelMap, connections, sceneGraph ) {
  1240. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  1241. sceneGraph.updateMatrixWorld( true );
  1242. var worldMatrices = new Map();
  1243. // Put skeleton into bind pose.
  1244. if ( 'Pose' in FBXTree.Objects ) {
  1245. var BindPoseNode = FBXTree.Objects.Pose;
  1246. for ( var nodeID in BindPoseNode ) {
  1247. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  1248. var poseNodes = BindPoseNode[ nodeID ].PoseNode;
  1249. if ( Array.isArray( poseNodes ) ) {
  1250. poseNodes.forEach( function ( node ) {
  1251. var rawMatWrd = new THREE.Matrix4().fromArray( node.Matrix.a );
  1252. worldMatrices.set( parseInt( node.Node ), rawMatWrd );
  1253. } );
  1254. } else {
  1255. var rawMatWrd = new THREE.Matrix4().fromArray( poseNodes.Matrix.a );
  1256. worldMatrices.set( parseInt( poseNodes.Node ), rawMatWrd );
  1257. }
  1258. }
  1259. }
  1260. }
  1261. for ( var FBX_ID in deformers ) {
  1262. var deformer = deformers[ FBX_ID ];
  1263. var subDeformers = deformer.map;
  1264. for ( var key in subDeformers ) {
  1265. var subDeformer = subDeformers[ key ];
  1266. var subDeformerIndex = subDeformer.index;
  1267. var bone = deformer.bones[ subDeformerIndex ];
  1268. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  1269. break;
  1270. }
  1271. var mat = worldMatrices.get( bone.FBX_ID );
  1272. bone.matrixWorld.copy( mat );
  1273. }
  1274. // Now that skeleton is in bind pose, bind to model.
  1275. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  1276. var relationships = connections.get( deformer.FBX_ID );
  1277. var parents = relationships.parents;
  1278. parents.forEach( function ( parent ) {
  1279. if ( geometryMap.has( parent.ID ) ) {
  1280. var geoID = parent.ID;
  1281. var georelationships = connections.get( geoID );
  1282. georelationships.parents.forEach( function ( geoConnParent ) {
  1283. if ( modelMap.has( geoConnParent.ID ) ) {
  1284. var model = modelMap.get( geoConnParent.ID );
  1285. model.bind( deformer.skeleton, model.matrixWorld );
  1286. }
  1287. } );
  1288. }
  1289. } );
  1290. }
  1291. //Skeleton is now bound, return objects to starting world positions.
  1292. sceneGraph.updateMatrixWorld( true );
  1293. }
  1294. function parseAnimations( FBXTree, connections ) {
  1295. // since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,
  1296. // if this is undefined we can safely assume there are no animations
  1297. if ( FBXTree.Objects.AnimationCurve === undefined ) return undefined;
  1298. var curveNodesMap = parseAnimationCurveNodes( FBXTree );
  1299. parseAnimationCurves( FBXTree, connections, curveNodesMap );
  1300. var layersMap = parseAnimationLayers( FBXTree, connections, curveNodesMap );
  1301. var rawClips = parseAnimStacks( FBXTree, connections, layersMap );
  1302. return rawClips;
  1303. }
  1304. // parse nodes in FBXTree.Objects.AnimationCurveNode
  1305. // each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
  1306. // and is referenced by an AnimationLayer
  1307. function parseAnimationCurveNodes( FBXTree ) {
  1308. var rawCurveNodes = FBXTree.Objects.AnimationCurveNode;
  1309. var curveNodesMap = new Map();
  1310. for ( var nodeID in rawCurveNodes ) {
  1311. var rawCurveNode = rawCurveNodes[ nodeID ];
  1312. if ( rawCurveNode.attrName.match( /S|R|T/ ) !== null ) {
  1313. var curveNode = {
  1314. id: rawCurveNode.id,
  1315. attr: rawCurveNode.attrName,
  1316. curves: {},
  1317. };
  1318. curveNodesMap.set( curveNode.id, curveNode );
  1319. }
  1320. }
  1321. return curveNodesMap;
  1322. }
  1323. // parse nodes in FBXTree.Objects.AnimationCurve and connect them up to
  1324. // previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
  1325. // axis ( e.g. times and values of x rotation)
  1326. function parseAnimationCurves( FBXTree, connections, curveNodesMap ) {
  1327. var rawCurves = FBXTree.Objects.AnimationCurve;
  1328. for ( var nodeID in rawCurves ) {
  1329. var animationCurve = {
  1330. id: rawCurves[ nodeID ].id,
  1331. times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),
  1332. values: rawCurves[ nodeID ].KeyValueFloat.a,
  1333. };
  1334. var relationships = connections.get( animationCurve.id );
  1335. if ( relationships !== undefined ) {
  1336. var animationCurveID = relationships.parents[ 0 ].ID;
  1337. var animationCurveRelationship = relationships.parents[ 0 ].relationship;
  1338. var axis = '';
  1339. if ( animationCurveRelationship.match( /X/ ) ) {
  1340. axis = 'x';
  1341. } else if ( animationCurveRelationship.match( /Y/ ) ) {
  1342. axis = 'y';
  1343. } else if ( animationCurveRelationship.match( /Z/ ) ) {
  1344. axis = 'z';
  1345. } else {
  1346. continue;
  1347. }
  1348. curveNodesMap.get( animationCurveID ).curves[ axis ] = animationCurve;
  1349. }
  1350. }
  1351. }
  1352. // parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references
  1353. // to various AnimationCurveNodes and is referenced by an AnimationStack node
  1354. // note: theoretically a stack can multiple layers, however in practice there always seems to be one per stack
  1355. function parseAnimationLayers( FBXTree, connections, curveNodesMap ) {
  1356. var rawLayers = FBXTree.Objects.AnimationLayer;
  1357. var layersMap = new Map();
  1358. for ( var nodeID in rawLayers ) {
  1359. var layerCurveNodes = [];
  1360. var connection = connections.get( parseInt( nodeID ) );
  1361. if ( connection !== undefined ) {
  1362. // all the animationCurveNodes used in the layer
  1363. var children = connection.children;
  1364. children.forEach( function ( child, i ) {
  1365. if ( curveNodesMap.has( child.ID ) ) {
  1366. var curveNode = curveNodesMap.get( child.ID );
  1367. if ( layerCurveNodes[ i ] === undefined ) {
  1368. var modelID;
  1369. connections.get( child.ID ).parents.forEach( function ( parent ) {
  1370. if ( parent.relationship !== undefined ) modelID = parent.ID;
  1371. } );
  1372. var rawModel = FBXTree.Objects.Model[ modelID.toString() ];
  1373. var node = {
  1374. modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
  1375. initialPosition: [ 0, 0, 0 ],
  1376. initialRotation: [ 0, 0, 0 ],
  1377. initialScale: [ 1, 1, 1 ],
  1378. };
  1379. if ( 'Lcl_Translation' in rawModel ) node.initialPosition = rawModel.Lcl_Translation.value;
  1380. if ( 'Lcl_Rotation' in rawModel ) node.initialRotation = rawModel.Lcl_Rotation.value;
  1381. if ( 'Lcl_Scaling' in rawModel ) node.initialScale = rawModel.Lcl_Scaling.value;
  1382. // if the animated model is pre rotated, we'll have to apply the pre rotations to every
  1383. // animation value as well
  1384. if ( 'PreRotation' in rawModel ) node.preRotations = rawModel.PreRotation.value;
  1385. layerCurveNodes[ i ] = node;
  1386. }
  1387. layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  1388. }
  1389. } );
  1390. layersMap.set( parseInt( nodeID ), layerCurveNodes );
  1391. }
  1392. }
  1393. return layersMap;
  1394. }
  1395. // parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation
  1396. // hierarchy. Each Stack node will be used to create a THREE.AnimationClip
  1397. function parseAnimStacks( FBXTree, connections, layersMap ) {
  1398. var rawStacks = FBXTree.Objects.AnimationStack;
  1399. // connect the stacks (clips) up to the layers
  1400. var rawClips = {};
  1401. for ( var nodeID in rawStacks ) {
  1402. var children = connections.get( parseInt( nodeID ) ).children;
  1403. if ( children.length > 1 ) {
  1404. // it seems like stacks will always be associated with a single layer. But just in case there are files
  1405. // where there are multiple layers per stack, we'll display a warning
  1406. console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );
  1407. }
  1408. var layer = layersMap.get( children[ 0 ].ID );
  1409. rawClips[ nodeID ] = {
  1410. name: rawStacks[ nodeID ].attrName,
  1411. layer: layer,
  1412. };
  1413. }
  1414. return rawClips;
  1415. }
  1416. // take raw animation data from parseAnimations and connect it up to the loaded models
  1417. function addAnimations( FBXTree, connections, sceneGraph ) {
  1418. sceneGraph.animations = [];
  1419. var rawClips = parseAnimations( FBXTree, connections );
  1420. if ( rawClips === undefined ) return;
  1421. for ( var key in rawClips ) {
  1422. var rawClip = rawClips[ key ];
  1423. var clip = addClip( rawClip );
  1424. sceneGraph.animations.push( clip );
  1425. }
  1426. }
  1427. function addClip( rawClip ) {
  1428. var tracks = [];
  1429. rawClip.layer.forEach( function ( rawTracks ) {
  1430. tracks = tracks.concat( generateTracks( rawTracks ) );
  1431. } );
  1432. return new THREE.AnimationClip( rawClip.name, - 1, tracks );
  1433. }
  1434. function generateTracks( rawTracks ) {
  1435. var tracks = [];
  1436. if ( rawTracks.T !== undefined ) {
  1437. var positionTrack = generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, rawTracks.initialPosition, 'position' );
  1438. if ( positionTrack !== undefined ) tracks.push( positionTrack );
  1439. }
  1440. if ( rawTracks.R !== undefined ) {
  1441. var rotationTrack = generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, rawTracks.initialRotation, rawTracks.preRotations );
  1442. if ( rotationTrack !== undefined ) tracks.push( rotationTrack );
  1443. }
  1444. if ( rawTracks.S !== undefined ) {
  1445. var scaleTrack = generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, rawTracks.initialScale, 'scale' );
  1446. if ( scaleTrack !== undefined ) tracks.push( scaleTrack );
  1447. }
  1448. return tracks;
  1449. }
  1450. function generateVectorTrack( modelName, curves, initialValue, type ) {
  1451. var times = getTimesForAllAxes( curves );
  1452. var values = getKeyframeTrackValues( times, curves, initialValue );
  1453. return new THREE.VectorKeyframeTrack( modelName + '.' + type, times, values );
  1454. }
  1455. function generateRotationTrack( modelName, curves, initialValue, preRotations ) {
  1456. if ( curves.x !== undefined ) curves.x.values = curves.x.values.map( THREE.Math.degToRad );
  1457. if ( curves.y !== undefined ) curves.y.values = curves.y.values.map( THREE.Math.degToRad );
  1458. if ( curves.z !== undefined ) curves.z.values = curves.z.values.map( THREE.Math.degToRad );
  1459. var times = getTimesForAllAxes( curves );
  1460. var values = getKeyframeTrackValues( times, curves, initialValue );
  1461. if ( preRotations !== undefined ) {
  1462. preRotations = preRotations.map( THREE.Math.degToRad );
  1463. preRotations.push( 'ZYX' );
  1464. preRotations = new THREE.Euler().fromArray( preRotations );
  1465. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1466. }
  1467. var quaternion = new THREE.Quaternion();
  1468. var euler = new THREE.Euler();
  1469. var quaternionValues = [];
  1470. for ( var i = 0; i < values.length; i += 3 ) {
  1471. euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], 'ZYX' );
  1472. quaternion.setFromEuler( euler );
  1473. if ( preRotations !== undefined )quaternion.premultiply( preRotations );
  1474. quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );
  1475. }
  1476. return new THREE.QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );
  1477. }
  1478. function getKeyframeTrackValues( times, curves, initialValue ) {
  1479. var prevValue = initialValue;
  1480. var values = [];
  1481. var xIndex = - 1;
  1482. var yIndex = - 1;
  1483. var zIndex = - 1;
  1484. times.forEach( function ( time ) {
  1485. if ( curves.x ) xIndex = curves.x.times.indexOf( time );
  1486. if ( curves.y ) yIndex = curves.y.times.indexOf( time );
  1487. if ( curves.z ) zIndex = curves.z.times.indexOf( time );
  1488. // if there is an x value defined for this frame, use that
  1489. if ( xIndex !== - 1 ) {
  1490. var xValue = curves.x.values[ xIndex ];
  1491. values.push( xValue );
  1492. prevValue[ 0 ] = xValue;
  1493. } else {
  1494. // otherwise use the x value from the previous frame
  1495. values.push( prevValue[ 0 ] );
  1496. }
  1497. if ( yIndex !== - 1 ) {
  1498. var yValue = curves.y.values[ yIndex ];
  1499. values.push( yValue );
  1500. prevValue[ 1 ] = yValue;
  1501. } else {
  1502. values.push( prevValue[ 1 ] );
  1503. }
  1504. if ( zIndex !== - 1 ) {
  1505. var zValue = curves.z.values[ zIndex ];
  1506. values.push( zValue );
  1507. prevValue[ 2 ] = zValue;
  1508. } else {
  1509. values.push( prevValue[ 2 ] );
  1510. }
  1511. } );
  1512. return values;
  1513. }
  1514. // For all animated objects, times are defined separately for each axis
  1515. // Here we'll combine the times into one sorted array without duplicates
  1516. function getTimesForAllAxes( curves ) {
  1517. var times = [];
  1518. // first join together the times for each axis, if defined
  1519. if ( curves.x !== undefined ) times = times.concat( curves.x.times );
  1520. if ( curves.y !== undefined ) times = times.concat( curves.y.times );
  1521. if ( curves.z !== undefined ) times = times.concat( curves.z.times );
  1522. // then sort them and remove duplicates
  1523. times = times.sort( function ( a, b ) {
  1524. return a - b;
  1525. } ).filter( function ( elem, index, array ) {
  1526. return array.indexOf( elem ) == index;
  1527. } );
  1528. return times;
  1529. }
  1530. // parse an FBX file in ASCII format
  1531. function TextParser() {}
  1532. Object.assign( TextParser.prototype, {
  1533. getPrevNode: function () {
  1534. return this.nodeStack[ this.currentIndent - 2 ];
  1535. },
  1536. getCurrentNode: function () {
  1537. return this.nodeStack[ this.currentIndent - 1 ];
  1538. },
  1539. getCurrentProp: function () {
  1540. return this.currentProp;
  1541. },
  1542. pushStack: function ( node ) {
  1543. this.nodeStack.push( node );
  1544. this.currentIndent += 1;
  1545. },
  1546. popStack: function () {
  1547. this.nodeStack.pop();
  1548. this.currentIndent -= 1;
  1549. },
  1550. setCurrentProp: function ( val, name ) {
  1551. this.currentProp = val;
  1552. this.currentPropName = name;
  1553. },
  1554. parse: function ( text ) {
  1555. this.currentIndent = 0;
  1556. this.allNodes = new FBXTree();
  1557. this.nodeStack = [];
  1558. this.currentProp = [];
  1559. this.currentPropName = '';
  1560. var self = this;
  1561. var split = text.split( '\n' );
  1562. split.forEach( function ( line, i ) {
  1563. var matchComment = line.match( /^[\s\t]*;/ );
  1564. var matchEmpty = line.match( /^[\s\t]*$/ );
  1565. if ( matchComment || matchEmpty ) return;
  1566. var matchBeginning = line.match( '^\\t{' + self.currentIndent + '}(\\w+):(.*){', '' );
  1567. var matchProperty = line.match( '^\\t{' + ( self.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  1568. var matchEnd = line.match( '^\\t{' + ( self.currentIndent - 1 ) + '}}' );
  1569. if ( matchBeginning ) {
  1570. self.parseNodeBegin( line, matchBeginning );
  1571. } else if ( matchProperty ) {
  1572. self.parseNodeProperty( line, matchProperty, split[ ++ i ] );
  1573. } else if ( matchEnd ) {
  1574. self.popStack();
  1575. } else if ( line.match( /^[^\s\t}]/ ) ) {
  1576. // large arrays are split over multiple lines terminated with a ',' character
  1577. // if this is encountered the line needs to be joined to the previous line
  1578. self.parseNodePropertyContinued( line );
  1579. }
  1580. } );
  1581. return this.allNodes;
  1582. },
  1583. parseNodeBegin: function ( line, property ) {
  1584. var nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  1585. var nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {
  1586. return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );
  1587. } );
  1588. var node = { name: nodeName };
  1589. var attrs = this.parseNodeAttr( nodeAttrs );
  1590. var currentNode = this.getCurrentNode();
  1591. // a top node
  1592. if ( this.currentIndent === 0 ) {
  1593. this.allNodes.add( nodeName, node );
  1594. } else { // a subnode
  1595. // if the subnode already exists, append it
  1596. if ( nodeName in currentNode ) {
  1597. // special case Pose needs PoseNodes as an array
  1598. if ( nodeName === 'PoseNode' ) {
  1599. currentNode.PoseNode.push( node );
  1600. } else if ( currentNode[ nodeName ].id !== undefined ) {
  1601. currentNode[ nodeName ] = {};
  1602. currentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];
  1603. }
  1604. if ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;
  1605. } else if ( typeof attrs.id === 'number' ) {
  1606. currentNode[ nodeName ] = {};
  1607. currentNode[ nodeName ][ attrs.id ] = node;
  1608. } else if ( nodeName !== 'Properties70' ) {
  1609. if ( nodeName === 'PoseNode' ) currentNode[ nodeName ] = [ node ];
  1610. else currentNode[ nodeName ] = node;
  1611. }
  1612. }
  1613. if ( typeof attrs.id === 'number' ) node.id = attrs.id;
  1614. if ( attrs.name !== '' ) node.attrName = attrs.name;
  1615. if ( attrs.type !== '' ) node.attrType = attrs.type;
  1616. this.pushStack( node );
  1617. },
  1618. parseNodeAttr: function ( attrs ) {
  1619. var id = attrs[ 0 ];
  1620. if ( attrs[ 0 ] !== '' ) {
  1621. id = parseInt( attrs[ 0 ] );
  1622. if ( isNaN( id ) ) {
  1623. id = attrs[ 0 ];
  1624. }
  1625. }
  1626. var name = '', type = '';
  1627. if ( attrs.length > 1 ) {
  1628. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  1629. type = attrs[ 2 ];
  1630. }
  1631. return { id: id, name: name, type: type };
  1632. },
  1633. parseNodeProperty: function ( line, property, contentLine ) {
  1634. var propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1635. var propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1636. // for special case: base64 image data follows "Content: ," line
  1637. // Content: ,
  1638. // "/9j/4RDaRXhpZgAATU0A..."
  1639. if ( propName === 'Content' && propValue === ',' ) {
  1640. propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();
  1641. }
  1642. var currentNode = this.getCurrentNode();
  1643. var parentName = currentNode.name;
  1644. if ( parentName === 'Properties70' ) {
  1645. this.parseNodeSpecialProperty( line, propName, propValue );
  1646. return;
  1647. }
  1648. // Connections
  1649. if ( propName === 'C' ) {
  1650. var connProps = propValue.split( ',' ).slice( 1 );
  1651. var from = parseInt( connProps[ 0 ] );
  1652. var to = parseInt( connProps[ 1 ] );
  1653. var rest = propValue.split( ',' ).slice( 3 );
  1654. rest = rest.map( function ( elem ) {
  1655. return elem.trim().replace( /^"/, '' );
  1656. } );
  1657. propName = 'connections';
  1658. propValue = [ from, to ];
  1659. append( propValue, rest );
  1660. if ( currentNode[ propName ] === undefined ) {
  1661. currentNode[ propName ] = [];
  1662. }
  1663. }
  1664. // Node
  1665. if ( propName === 'Node' ) currentNode.id = propValue;
  1666. // connections
  1667. if ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {
  1668. currentNode[ propName ].push( propValue );
  1669. } else {
  1670. if ( propName !== 'a' ) currentNode[ propName ] = propValue;
  1671. else currentNode.a = propValue;
  1672. }
  1673. this.setCurrentProp( currentNode, propName );
  1674. // convert string to array, unless it ends in ',' in which case more will be added to it
  1675. if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
  1676. currentNode.a = parseNumberArray( propValue );
  1677. }
  1678. },
  1679. parseNodePropertyContinued: function ( line ) {
  1680. var currentNode = this.getCurrentNode();
  1681. currentNode.a += line;
  1682. // if the line doesn't end in ',' we have reached the end of the property value
  1683. // so convert the string to an array
  1684. if ( line.slice( - 1 ) !== ',' ) {
  1685. currentNode.a = parseNumberArray( currentNode.a );
  1686. }
  1687. },
  1688. // parse "Property70"
  1689. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  1690. // split this
  1691. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  1692. // into array like below
  1693. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  1694. var props = propValue.split( '",' ).map( function ( prop ) {
  1695. return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  1696. } );
  1697. var innerPropName = props[ 0 ];
  1698. var innerPropType1 = props[ 1 ];
  1699. var innerPropType2 = props[ 2 ];
  1700. var innerPropFlag = props[ 3 ];
  1701. var innerPropValue = props[ 4 ];
  1702. // cast values where needed, otherwise leave as strings
  1703. switch ( innerPropType1 ) {
  1704. case 'int':
  1705. case 'enum':
  1706. case 'bool':
  1707. case 'ULongLong':
  1708. case 'double':
  1709. case 'Number':
  1710. case 'FieldOfView':
  1711. innerPropValue = parseFloat( innerPropValue );
  1712. break;
  1713. case 'ColorRGB':
  1714. case 'Vector3D':
  1715. case 'Lcl_Translation':
  1716. case 'Lcl_Rotation':
  1717. case 'Lcl_Scaling':
  1718. innerPropValue = parseNumberArray( innerPropValue );
  1719. break;
  1720. }
  1721. // CAUTION: these props must append to parent's parent
  1722. this.getPrevNode()[ innerPropName ] = {
  1723. 'type': innerPropType1,
  1724. 'type2': innerPropType2,
  1725. 'flag': innerPropFlag,
  1726. 'value': innerPropValue
  1727. };
  1728. this.setCurrentProp( this.getPrevNode(), innerPropName );
  1729. },
  1730. } );
  1731. // Parse an FBX file in Binary format
  1732. function BinaryParser() {}
  1733. Object.assign( BinaryParser.prototype, {
  1734. parse: function ( buffer ) {
  1735. var reader = new BinaryReader( buffer );
  1736. reader.skip( 23 ); // skip magic 23 bytes
  1737. var version = reader.getUint32();
  1738. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  1739. var allNodes = new FBXTree();
  1740. while ( ! this.endOfContent( reader ) ) {
  1741. var node = this.parseNode( reader, version );
  1742. if ( node !== null ) allNodes.add( node.name, node );
  1743. }
  1744. return allNodes;
  1745. },
  1746. // Check if reader has reached the end of content.
  1747. endOfContent: function ( reader ) {
  1748. // footer size: 160bytes + 16-byte alignment padding
  1749. // - 16bytes: magic
  1750. // - padding til 16-byte alignment (at least 1byte?)
  1751. // (seems like some exporters embed fixed 15 or 16bytes?)
  1752. // - 4bytes: magic
  1753. // - 4bytes: version
  1754. // - 120bytes: zero
  1755. // - 16bytes: magic
  1756. if ( reader.size() % 16 === 0 ) {
  1757. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  1758. } else {
  1759. return reader.getOffset() + 160 + 16 >= reader.size();
  1760. }
  1761. },
  1762. // recursively parse nodes until the end of the file is reached
  1763. parseNode: function ( reader, version ) {
  1764. var node = {};
  1765. // The first three data sizes depends on version.
  1766. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1767. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1768. // note: do not remove this even if you get a linter warning as it moves the buffer forward
  1769. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  1770. var nameLen = reader.getUint8();
  1771. var name = reader.getString( nameLen );
  1772. // Regards this node as NULL-record if endOffset is zero
  1773. if ( endOffset === 0 ) return null;
  1774. var propertyList = [];
  1775. for ( var i = 0; i < numProperties; i ++ ) {
  1776. propertyList.push( this.parseProperty( reader ) );
  1777. }
  1778. // Regards the first three elements in propertyList as id, attrName, and attrType
  1779. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  1780. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  1781. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  1782. // check if this node represents just a single property
  1783. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  1784. node.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;
  1785. while ( endOffset > reader.getOffset() ) {
  1786. var subNode = this.parseNode( reader, version );
  1787. if ( subNode !== null ) this.parseSubNode( name, node, subNode );
  1788. }
  1789. node.propertyList = propertyList; // raw property list used by parent
  1790. if ( typeof id === 'number' ) node.id = id;
  1791. if ( attrName !== '' ) node.attrName = attrName;
  1792. if ( attrType !== '' ) node.attrType = attrType;
  1793. if ( name !== '' ) node.name = name;
  1794. return node;
  1795. },
  1796. parseSubNode( name, node, subNode ) {
  1797. // special case: child node is single property
  1798. if ( subNode.singleProperty === true ) {
  1799. var value = subNode.propertyList[ 0 ];
  1800. if ( Array.isArray( value ) ) {
  1801. node[ subNode.name ] = subNode;
  1802. subNode.a = value;
  1803. } else {
  1804. node[ subNode.name ] = value;
  1805. }
  1806. } else if ( name === 'Connections' && subNode.name === 'C' ) {
  1807. var array = [];
  1808. subNode.propertyList.forEach( function ( property, i ) {
  1809. // first Connection is FBX type (OO, OP, etc.). We'll discard these
  1810. if ( i !== 0 ) array.push( property );
  1811. } );
  1812. if ( node.connections === undefined ) {
  1813. node.connections = [];
  1814. }
  1815. node.connections.push( array );
  1816. } else if ( subNode.name === 'Properties70' ) {
  1817. var keys = Object.keys( subNode );
  1818. keys.forEach( function ( key ) {
  1819. node[ key ] = subNode[ key ];
  1820. } );
  1821. } else if ( name === 'Properties70' && subNode.name === 'P' ) {
  1822. var innerPropName = subNode.propertyList[ 0 ];
  1823. var innerPropType1 = subNode.propertyList[ 1 ];
  1824. var innerPropType2 = subNode.propertyList[ 2 ];
  1825. var innerPropFlag = subNode.propertyList[ 3 ];
  1826. var innerPropValue;
  1827. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  1828. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  1829. if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  1830. innerPropValue = [
  1831. subNode.propertyList[ 4 ],
  1832. subNode.propertyList[ 5 ],
  1833. subNode.propertyList[ 6 ]
  1834. ];
  1835. } else {
  1836. innerPropValue = subNode.propertyList[ 4 ];
  1837. }
  1838. // this will be copied to parent, see above
  1839. node[ innerPropName ] = {
  1840. 'type': innerPropType1,
  1841. 'type2': innerPropType2,
  1842. 'flag': innerPropFlag,
  1843. 'value': innerPropValue
  1844. };
  1845. } else if ( node[ subNode.name ] === undefined ) {
  1846. if ( typeof subNode.id === 'number' ) {
  1847. node[ subNode.name ] = {};
  1848. node[ subNode.name ][ subNode.id ] = subNode;
  1849. } else {
  1850. node[ subNode.name ] = subNode;
  1851. }
  1852. } else {
  1853. if ( subNode.name === 'PoseNode' ) {
  1854. if ( ! Array.isArray( node[ subNode.name ] ) ) {
  1855. node[ subNode.name ] = [ node[ subNode.name ] ];
  1856. }
  1857. node[ subNode.name ].push( subNode );
  1858. } else if ( node[ subNode.name ][ subNode.id ] === undefined ) {
  1859. node[ subNode.name ][ subNode.id ] = subNode;
  1860. }
  1861. }
  1862. },
  1863. parseProperty: function ( reader ) {
  1864. var type = reader.getChar();
  1865. switch ( type ) {
  1866. case 'C':
  1867. return reader.getBoolean();
  1868. case 'D':
  1869. return reader.getFloat64();
  1870. case 'F':
  1871. return reader.getFloat32();
  1872. case 'I':
  1873. return reader.getInt32();
  1874. case 'L':
  1875. return reader.getInt64();
  1876. case 'R':
  1877. var length = reader.getUint32();
  1878. return reader.getArrayBuffer( length );
  1879. case 'S':
  1880. var length = reader.getUint32();
  1881. return reader.getString( length );
  1882. case 'Y':
  1883. return reader.getInt16();
  1884. case 'b':
  1885. case 'c':
  1886. case 'd':
  1887. case 'f':
  1888. case 'i':
  1889. case 'l':
  1890. var arrayLength = reader.getUint32();
  1891. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  1892. var compressedLength = reader.getUint32();
  1893. if ( encoding === 0 ) {
  1894. switch ( type ) {
  1895. case 'b':
  1896. case 'c':
  1897. return reader.getBooleanArray( arrayLength );
  1898. case 'd':
  1899. return reader.getFloat64Array( arrayLength );
  1900. case 'f':
  1901. return reader.getFloat32Array( arrayLength );
  1902. case 'i':
  1903. return reader.getInt32Array( arrayLength );
  1904. case 'l':
  1905. return reader.getInt64Array( arrayLength );
  1906. }
  1907. }
  1908. if ( window.Zlib === undefined ) {
  1909. throw new Error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  1910. }
  1911. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  1912. var reader2 = new BinaryReader( inflate.decompress().buffer );
  1913. switch ( type ) {
  1914. case 'b':
  1915. case 'c':
  1916. return reader2.getBooleanArray( arrayLength );
  1917. case 'd':
  1918. return reader2.getFloat64Array( arrayLength );
  1919. case 'f':
  1920. return reader2.getFloat32Array( arrayLength );
  1921. case 'i':
  1922. return reader2.getInt32Array( arrayLength );
  1923. case 'l':
  1924. return reader2.getInt64Array( arrayLength );
  1925. }
  1926. default:
  1927. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  1928. }
  1929. }
  1930. } );
  1931. function BinaryReader( buffer, littleEndian ) {
  1932. this.dv = new DataView( buffer );
  1933. this.offset = 0;
  1934. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  1935. }
  1936. Object.assign( BinaryReader.prototype, {
  1937. getOffset: function () {
  1938. return this.offset;
  1939. },
  1940. size: function () {
  1941. return this.dv.buffer.byteLength;
  1942. },
  1943. skip: function ( length ) {
  1944. this.offset += length;
  1945. },
  1946. // seems like true/false representation depends on exporter.
  1947. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  1948. // then sees LSB.
  1949. getBoolean: function () {
  1950. return ( this.getUint8() & 1 ) === 1;
  1951. },
  1952. getBooleanArray: function ( size ) {
  1953. var a = [];
  1954. for ( var i = 0; i < size; i ++ ) {
  1955. a.push( this.getBoolean() );
  1956. }
  1957. return a;
  1958. },
  1959. getInt8: function () {
  1960. var value = this.dv.getInt8( this.offset );
  1961. this.offset += 1;
  1962. return value;
  1963. },
  1964. getInt8Array: function ( size ) {
  1965. var a = [];
  1966. for ( var i = 0; i < size; i ++ ) {
  1967. a.push( this.getInt8() );
  1968. }
  1969. return a;
  1970. },
  1971. getUint8: function () {
  1972. var value = this.dv.getUint8( this.offset );
  1973. this.offset += 1;
  1974. return value;
  1975. },
  1976. getUint8Array: function ( size ) {
  1977. var a = [];
  1978. for ( var i = 0; i < size; i ++ ) {
  1979. a.push( this.getUint8() );
  1980. }
  1981. return a;
  1982. },
  1983. getInt16: function () {
  1984. var value = this.dv.getInt16( this.offset, this.littleEndian );
  1985. this.offset += 2;
  1986. return value;
  1987. },
  1988. getInt16Array: function ( size ) {
  1989. var a = [];
  1990. for ( var i = 0; i < size; i ++ ) {
  1991. a.push( this.getInt16() );
  1992. }
  1993. return a;
  1994. },
  1995. getUint16: function () {
  1996. var value = this.dv.getUint16( this.offset, this.littleEndian );
  1997. this.offset += 2;
  1998. return value;
  1999. },
  2000. getUint16Array: function ( size ) {
  2001. var a = [];
  2002. for ( var i = 0; i < size; i ++ ) {
  2003. a.push( this.getUint16() );
  2004. }
  2005. return a;
  2006. },
  2007. getInt32: function () {
  2008. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2009. this.offset += 4;
  2010. return value;
  2011. },
  2012. getInt32Array: function ( size ) {
  2013. var a = [];
  2014. for ( var i = 0; i < size; i ++ ) {
  2015. a.push( this.getInt32() );
  2016. }
  2017. return a;
  2018. },
  2019. getUint32: function () {
  2020. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2021. this.offset += 4;
  2022. return value;
  2023. },
  2024. getUint32Array: function ( size ) {
  2025. var a = [];
  2026. for ( var i = 0; i < size; i ++ ) {
  2027. a.push( this.getUint32() );
  2028. }
  2029. return a;
  2030. },
  2031. // JavaScript doesn't support 64-bit integer so calculate this here
  2032. // 1 << 32 will return 1 so using multiply operation instead here.
  2033. // There's a possibility that this method returns wrong value if the value
  2034. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  2035. // TODO: safely handle 64-bit integer
  2036. getInt64: function () {
  2037. var low, high;
  2038. if ( this.littleEndian ) {
  2039. low = this.getUint32();
  2040. high = this.getUint32();
  2041. } else {
  2042. high = this.getUint32();
  2043. low = this.getUint32();
  2044. }
  2045. // calculate negative value
  2046. if ( high & 0x80000000 ) {
  2047. high = ~ high & 0xFFFFFFFF;
  2048. low = ~ low & 0xFFFFFFFF;
  2049. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  2050. low = ( low + 1 ) & 0xFFFFFFFF;
  2051. return - ( high * 0x100000000 + low );
  2052. }
  2053. return high * 0x100000000 + low;
  2054. },
  2055. getInt64Array: function ( size ) {
  2056. var a = [];
  2057. for ( var i = 0; i < size; i ++ ) {
  2058. a.push( this.getInt64() );
  2059. }
  2060. return a;
  2061. },
  2062. // Note: see getInt64() comment
  2063. getUint64: function () {
  2064. var low, high;
  2065. if ( this.littleEndian ) {
  2066. low = this.getUint32();
  2067. high = this.getUint32();
  2068. } else {
  2069. high = this.getUint32();
  2070. low = this.getUint32();
  2071. }
  2072. return high * 0x100000000 + low;
  2073. },
  2074. getUint64Array: function ( size ) {
  2075. var a = [];
  2076. for ( var i = 0; i < size; i ++ ) {
  2077. a.push( this.getUint64() );
  2078. }
  2079. return a;
  2080. },
  2081. getFloat32: function () {
  2082. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2083. this.offset += 4;
  2084. return value;
  2085. },
  2086. getFloat32Array: function ( size ) {
  2087. var a = [];
  2088. for ( var i = 0; i < size; i ++ ) {
  2089. a.push( this.getFloat32() );
  2090. }
  2091. return a;
  2092. },
  2093. getFloat64: function () {
  2094. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2095. this.offset += 8;
  2096. return value;
  2097. },
  2098. getFloat64Array: function ( size ) {
  2099. var a = [];
  2100. for ( var i = 0; i < size; i ++ ) {
  2101. a.push( this.getFloat64() );
  2102. }
  2103. return a;
  2104. },
  2105. getArrayBuffer: function ( size ) {
  2106. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  2107. this.offset += size;
  2108. return value;
  2109. },
  2110. getChar: function () {
  2111. return String.fromCharCode( this.getUint8() );
  2112. },
  2113. getString: function ( size ) {
  2114. var s = '';
  2115. while ( size > 0 ) {
  2116. var value = this.getUint8();
  2117. size --;
  2118. if ( value === 0 ) break;
  2119. s += String.fromCharCode( value );
  2120. }
  2121. // Manage UTF8 encoding
  2122. s = decodeURIComponent( escape( s ) );
  2123. this.skip( size );
  2124. return s;
  2125. }
  2126. } );
  2127. // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
  2128. // and BinaryParser( FBX Binary format)
  2129. function FBXTree() {}
  2130. Object.assign( FBXTree.prototype, {
  2131. add: function ( key, val ) {
  2132. this[ key ] = val;
  2133. },
  2134. } );
  2135. function isFbxFormatBinary( buffer ) {
  2136. var CORRECT = 'Kaydara FBX Binary \0';
  2137. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  2138. }
  2139. function isFbxFormatASCII( text ) {
  2140. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2141. var cursor = 0;
  2142. function read( offset ) {
  2143. var result = text[ offset - 1 ];
  2144. text = text.slice( cursor + offset );
  2145. cursor ++;
  2146. return result;
  2147. }
  2148. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2149. var num = read( 1 );
  2150. if ( num === CORRECT[ i ] ) {
  2151. return false;
  2152. }
  2153. }
  2154. return true;
  2155. }
  2156. function getFbxVersion( text ) {
  2157. var versionRegExp = /FBXVersion: (\d+)/;
  2158. var match = text.match( versionRegExp );
  2159. if ( match ) {
  2160. var version = parseInt( match[ 1 ] );
  2161. return version;
  2162. }
  2163. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  2164. }
  2165. // Converts FBX ticks into real time seconds.
  2166. function convertFBXTimeToSeconds( time ) {
  2167. return time / 46186158000;
  2168. }
  2169. // Parses comma separated list of numbers and returns them an array.
  2170. // Used internally by the TextParser
  2171. function parseNumberArray( value ) {
  2172. var array = value.split( ',' ).map( function ( val ) {
  2173. return parseFloat( val );
  2174. } );
  2175. return array;
  2176. }
  2177. function parseColor( property ) {
  2178. var color = new THREE.Color();
  2179. if ( property.type === 'Color' ) {
  2180. return color.setScalar( property.value );
  2181. }
  2182. return color.fromArray( property.value );
  2183. }
  2184. // Converts ArrayBuffer to String.
  2185. function convertArrayBufferToString( buffer, from, to ) {
  2186. if ( from === undefined ) from = 0;
  2187. if ( to === undefined ) to = buffer.byteLength;
  2188. var array = new Uint8Array( buffer, from, to );
  2189. if ( window.TextDecoder !== undefined ) {
  2190. return new TextDecoder().decode( array );
  2191. }
  2192. var s = '';
  2193. for ( var i = 0, il = array.length; i < il; i ++ ) {
  2194. s += String.fromCharCode( array[ i ] );
  2195. }
  2196. return s;
  2197. }
  2198. function append( a, b ) {
  2199. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  2200. a[ j ] = b[ i ];
  2201. }
  2202. }
  2203. function slice( a, b, from, to ) {
  2204. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  2205. a[ j ] = b[ i ];
  2206. }
  2207. return a;
  2208. }
  2209. } )();