FBXLoader.js 90 KB

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