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