FBXLoader.js 96 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. * @author Takahiro https://github.com/takahirox
  4. *
  5. * Loader loads FBX file and generates Group representing FBX scene.
  6. * Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
  7. *
  8. * Supports:
  9. * Mesh Generation (Positional Data)
  10. * Normal Data (Per Vertex Drawing Instance)
  11. * UV Data (Per Vertex Drawing Instance)
  12. * Skinning
  13. * Animation
  14. * - Separated Animations based on stacks.
  15. * - Skeletal & Non-Skeletal Animations
  16. * NURBS (Open, Closed and Periodic forms)
  17. *
  18. * Needs Support:
  19. * Indexed Buffers
  20. * PreRotation support.
  21. * Euler rotation order
  22. *
  23. * FBX format references:
  24. * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
  25. *
  26. * Binary format specification:
  27. * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  28. * https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
  29. */
  30. ( function () {
  31. THREE.FBXLoader = function ( manager ) {
  32. this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
  33. };
  34. Object.assign( THREE.FBXLoader.prototype, {
  35. load: function ( url, onLoad, onProgress, onError ) {
  36. var self = this;
  37. var resourceDirectory = THREE.Loader.prototype.extractUrlBase( url );
  38. var loader = new THREE.FileLoader( this.manager );
  39. loader.setResponseType( 'arraybuffer' );
  40. loader.load( url, function ( buffer ) {
  41. try {
  42. var scene = self.parse( buffer, resourceDirectory );
  43. onLoad( scene );
  44. } catch ( error ) {
  45. window.setTimeout( function () {
  46. if ( onError ) onError( error );
  47. self.manager.itemError( url );
  48. }, 0 );
  49. }
  50. }, onProgress, onError );
  51. },
  52. parse: function ( FBXBuffer, resourceDirectory ) {
  53. var FBXTree;
  54. if ( isFbxFormatBinary( FBXBuffer ) ) {
  55. FBXTree = new BinaryParser().parse( FBXBuffer );
  56. } else {
  57. var FBXText = convertArrayBufferToString( FBXBuffer );
  58. if ( ! isFbxFormatASCII( FBXText ) ) {
  59. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  60. }
  61. if ( getFbxVersion( FBXText ) < 7000 ) {
  62. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  63. }
  64. FBXTree = new TextParser().parse( FBXText );
  65. }
  66. console.log( FBXTree );
  67. var connections = parseConnections( FBXTree );
  68. var images = parseImages( FBXTree );
  69. var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
  70. var materials = parseMaterials( FBXTree, textures, connections );
  71. var deformers = parseDeformers( FBXTree, connections );
  72. var geometryMap = parseGeometries( FBXTree, connections, deformers );
  73. var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
  74. return sceneGraph;
  75. }
  76. } );
  77. // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
  78. // and details the connection type
  79. function parseConnections( FBXTree ) {
  80. var connectionMap = new Map();
  81. if ( 'Connections' in FBXTree ) {
  82. var connectionArray = FBXTree.Connections.properties.connections;
  83. for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
  84. var connection = connectionArray[ connectionArrayIndex ];
  85. if ( ! connectionMap.has( connection[ 0 ] ) ) {
  86. connectionMap.set( connection[ 0 ], {
  87. parents: [],
  88. children: []
  89. } );
  90. }
  91. var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
  92. connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
  93. if ( ! connectionMap.has( connection[ 1 ] ) ) {
  94. connectionMap.set( connection[ 1 ], {
  95. parents: [],
  96. children: []
  97. } );
  98. }
  99. var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
  100. connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
  101. }
  102. }
  103. return connectionMap;
  104. }
  105. // Parses map of images referenced in FBXTree.Objects.subNodes.Video
  106. // Images can either be referenced externally or embedded in the file
  107. // These images are connected to textures in FBXTree.Objects.subNodes.Textures
  108. // via FBXTree.Connections. Note that images can be duplicated here, in which case only one
  109. // will will have a .Content field
  110. function parseImages( FBXTree ) {
  111. var imageMap = new Map();
  112. if ( 'Video' in FBXTree.Objects.subNodes ) {
  113. var videoNodes = FBXTree.Objects.subNodes.Video;
  114. for ( var nodeID in videoNodes ) {
  115. var videoNode = videoNodes[ nodeID ];
  116. // raw image data is in videoNode.properties.Content
  117. if ( 'Content' in videoNode.properties ) {
  118. var image = parseImage( videoNodes[ nodeID ] );
  119. imageMap.set( parseInt( nodeID ), image );
  120. }
  121. }
  122. }
  123. return imageMap;
  124. }
  125. // Parse embedded image data in FBXTree.Video.properties.Content
  126. function parseImage( videoNode ) {
  127. var content = videoNode.properties.Content;
  128. var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
  129. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  130. var type;
  131. switch ( extension ) {
  132. case 'bmp':
  133. type = 'image/bmp';
  134. break;
  135. case 'jpg':
  136. case 'jpeg':
  137. type = 'image/jpeg';
  138. break;
  139. case 'png':
  140. type = 'image/png';
  141. break;
  142. case 'tif':
  143. type = 'image/tiff';
  144. break;
  145. default:
  146. console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  147. return;
  148. }
  149. if ( typeof content === 'string' ) {
  150. return 'data:' + type + ';base64,' + content;
  151. } else {
  152. var array = new Uint8Array( content );
  153. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  154. }
  155. }
  156. // Parse nodes in FBXTree.Objects.subNodes.Texture
  157. // These contain details such as UV scaling, cropping, rotation etc and are connected
  158. // to images in FBXTree.Objects.subNodes.Video
  159. function parseTextures( FBXTree, loader, imageMap, connections ) {
  160. var textureMap = new Map();
  161. if ( 'Texture' in FBXTree.Objects.subNodes ) {
  162. var textureNodes = FBXTree.Objects.subNodes.Texture;
  163. for ( var nodeID in textureNodes ) {
  164. var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
  165. textureMap.set( parseInt( nodeID ), texture );
  166. }
  167. }
  168. return textureMap;
  169. }
  170. // Parse individual node in FBXTree.Objects.subNodes.Texture
  171. function parseTexture( textureNode, loader, imageMap, connections ) {
  172. var FBX_ID = textureNode.id;
  173. var name = textureNode.attrName;
  174. var fileName;
  175. var filePath = textureNode.properties.FileName;
  176. var relativeFilePath = textureNode.properties.RelativeFilename;
  177. var children = connections.get( FBX_ID ).children;
  178. if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
  179. fileName = imageMap.get( children[ 0 ].ID );
  180. } else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' && relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
  181. // use textureNode.properties.RelativeFilename
  182. // if it exists and it doesn't seem an absolute path
  183. fileName = relativeFilePath;
  184. } else {
  185. var split = filePath.split( /[\\\/]/ );
  186. if ( split.length > 0 ) {
  187. fileName = split[ split.length - 1 ];
  188. } else {
  189. fileName = filePath;
  190. }
  191. }
  192. var currentPath = loader.path;
  193. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  194. loader.setPath( undefined );
  195. }
  196. var texture = loader.load( fileName );
  197. texture.name = name;
  198. texture.FBX_ID = FBX_ID;
  199. var wrapModeU = textureNode.properties.WrapModeU;
  200. var wrapModeV = textureNode.properties.WrapModeV;
  201. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  202. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  203. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  204. // 0: repeat(default), 1: clamp
  205. texture.wrapS = valueU === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  206. texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
  207. if ( 'Scaling' in textureNode.properties ) {
  208. var values = textureNode.properties.Scaling.value;
  209. texture.repeat.x = values[ 0 ];
  210. texture.repeat.y = values[ 1 ];
  211. }
  212. loader.setPath( currentPath );
  213. return texture;
  214. }
  215. // Parse nodes in FBXTree.Objects.subNodes.Material
  216. function parseMaterials( FBXTree, textureMap, connections ) {
  217. var materialMap = new Map();
  218. if ( 'Material' in FBXTree.Objects.subNodes ) {
  219. var materialNodes = FBXTree.Objects.subNodes.Material;
  220. for ( var nodeID in materialNodes ) {
  221. var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
  222. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  223. }
  224. }
  225. return materialMap;
  226. }
  227. // Parse single node in FBXTree.Objects.subNodes.Material
  228. // Materials are connected to texture maps in FBXTree.Objects.subNodes.Textures
  229. // FBX format currently only supports Lambert and Phong shading models
  230. function parseMaterial( materialNode, textureMap, connections ) {
  231. var FBX_ID = materialNode.id;
  232. var name = materialNode.attrName;
  233. var type = materialNode.properties.ShadingModel;
  234. //Case where FBX wraps shading model in property object.
  235. if ( typeof type === 'object' ) {
  236. type = type.value;
  237. }
  238. // Ignore unused materials which don't have any connections.
  239. if ( ! connections.has( FBX_ID ) ) return null;
  240. var children = connections.get( FBX_ID ).children;
  241. var parameters = parseParameters( materialNode.properties, textureMap, children );
  242. var material;
  243. switch ( type.toLowerCase() ) {
  244. case 'phong':
  245. material = new THREE.MeshPhongMaterial();
  246. break;
  247. case 'lambert':
  248. material = new THREE.MeshLambertMaterial();
  249. break;
  250. default:
  251. console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  252. material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
  253. break;
  254. }
  255. material.setValues( parameters );
  256. material.name = name;
  257. return material;
  258. }
  259. // Parse FBX material and return parameters suitable for a three.js material
  260. // Also parse the texture map and return any textures associated with the material
  261. function parseParameters( properties, textureMap, childrenRelationships ) {
  262. var parameters = {};
  263. if ( properties.BumpFactor ) {
  264. parameters.bumpScale = properties.BumpFactor.value;
  265. }
  266. if ( properties.Diffuse ) {
  267. parameters.color = parseColor( properties.Diffuse );
  268. }
  269. if ( properties.DisplacementFactor ) {
  270. parameters.displacementScale = properties.DisplacementFactor.value;
  271. }
  272. if ( properties.ReflectionFactor ) {
  273. parameters.reflectivity = properties.ReflectionFactor.value;
  274. }
  275. if ( properties.Specular ) {
  276. parameters.specular = parseColor( properties.Specular );
  277. }
  278. if ( properties.Shininess ) {
  279. parameters.shininess = properties.Shininess.value;
  280. }
  281. if ( properties.Emissive ) {
  282. parameters.emissive = parseColor( properties.Emissive );
  283. }
  284. if ( properties.EmissiveFactor ) {
  285. parameters.emissiveIntensity = parseFloat( properties.EmissiveFactor.value );
  286. }
  287. if ( properties.Opacity ) {
  288. parameters.opacity = parseFloat( properties.Opacity.value );
  289. }
  290. if ( parameters.opacity < 1.0 ) {
  291. parameters.transparent = true;
  292. }
  293. for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
  294. var relationship = childrenRelationships[ childrenRelationshipsIndex ];
  295. var type = relationship.relationship;
  296. switch ( type ) {
  297. case 'Bump':
  298. parameters.bumpMap = textureMap.get( relationship.ID );
  299. break;
  300. case 'DiffuseColor':
  301. parameters.map = textureMap.get( relationship.ID );
  302. break;
  303. case 'DisplacementColor':
  304. parameters.displacementMap = textureMap.get( relationship.ID );
  305. break;
  306. case 'EmissiveColor':
  307. parameters.emissiveMap = textureMap.get( relationship.ID );
  308. break;
  309. case 'NormalMap':
  310. parameters.normalMap = textureMap.get( relationship.ID );
  311. break;
  312. case 'ReflectionColor':
  313. parameters.envMap = textureMap.get( relationship.ID );
  314. parameters.envMap.mapping = THREE.EquirectangularReflectionMapping;
  315. break;
  316. case 'SpecularColor':
  317. parameters.specularMap = textureMap.get( relationship.ID );
  318. break;
  319. case 'TransparentColor':
  320. parameters.alphaMap = textureMap.get( relationship.ID );
  321. parameters.transparent = true;
  322. break;
  323. case 'AmbientColor':
  324. case 'ShininessExponent': // AKA glossiness map
  325. case 'SpecularFactor': // AKA specularLevel
  326. case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  327. default:
  328. console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  329. break;
  330. }
  331. }
  332. return parameters;
  333. }
  334. // Parse nodes in FBXTree.Objects.subNodes.Deformer
  335. // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
  336. // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  337. function parseDeformers( FBXTree, connections ) {
  338. var deformers = {};
  339. if ( 'Deformer' in FBXTree.Objects.subNodes ) {
  340. var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
  341. for ( var nodeID in DeformerNodes ) {
  342. var deformerNode = DeformerNodes[ nodeID ];
  343. if ( deformerNode.attrType === 'Skin' ) {
  344. var conns = connections.get( parseInt( nodeID ) );
  345. var skeleton = parseSkeleton( conns, DeformerNodes );
  346. skeleton.FBX_ID = parseInt( nodeID );
  347. deformers[ nodeID ] = skeleton;
  348. }
  349. }
  350. }
  351. return deformers;
  352. }
  353. // Parse single nodes in FBXTree.Objects.subNodes.Deformer
  354. // Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections
  355. // and an object containing SubDeformer nodes.
  356. function parseSkeleton( connections, DeformerNodes ) {
  357. var subDeformers = {};
  358. var children = connections.children;
  359. for ( var i = 0, l = children.length; i < l; ++ i ) {
  360. var child = children[ i ];
  361. var subDeformerNode = DeformerNodes[ child.ID ];
  362. var subDeformer = {
  363. FBX_ID: child.ID,
  364. index: i,
  365. indices: [],
  366. weights: [],
  367. transform: new THREE.Matrix4().fromArray( subDeformerNode.subNodes.Transform.properties.a ),
  368. transformLink: new THREE.Matrix4().fromArray( subDeformerNode.subNodes.TransformLink.properties.a ),
  369. linkMode: subDeformerNode.properties.Mode
  370. };
  371. if ( 'Indexes' in subDeformerNode.subNodes ) {
  372. subDeformer.indices = subDeformerNode.subNodes.Indexes.properties.a;
  373. subDeformer.weights = subDeformerNode.subNodes.Weights.properties.a;
  374. }
  375. subDeformers[ child.ID ] = subDeformer;
  376. }
  377. return {
  378. map: subDeformers,
  379. bones: []
  380. };
  381. }
  382. // Parse nodes in FBXTree.Objects.subNodes.Geometry
  383. function parseGeometries( FBXTree, connections, deformers ) {
  384. var geometryMap = new Map();
  385. if ( 'Geometry' in FBXTree.Objects.subNodes ) {
  386. var geometryNodes = FBXTree.Objects.subNodes.Geometry;
  387. for ( var nodeID in geometryNodes ) {
  388. var relationships = connections.get( parseInt( nodeID ) );
  389. var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers );
  390. geometryMap.set( parseInt( nodeID ), geo );
  391. }
  392. }
  393. return geometryMap;
  394. }
  395. // Parse single node in FBXTree.Objects.subNodes.Geometry
  396. function parseGeometry( geometryNode, relationships, deformers ) {
  397. switch ( geometryNode.attrType ) {
  398. case 'Mesh':
  399. return parseMeshGeometry( geometryNode, relationships, deformers );
  400. break;
  401. case 'NurbsCurve':
  402. return parseNurbsGeometry( geometryNode );
  403. break;
  404. }
  405. }
  406. // Parse single node mesh geometry in FBXTree.Objects.subNodes.Geometry
  407. function parseMeshGeometry( geometryNode, relationships, deformers ) {
  408. for ( var i = 0; i < relationships.children.length; ++ i ) {
  409. var deformer = deformers[ relationships.children[ i ].ID ];
  410. if ( deformer !== undefined ) break;
  411. }
  412. return genGeometry( geometryNode, deformer );
  413. }
  414. // Generate a THREE.BufferGeometry from a node in FBXTree.Objects.subNodes.Geometry
  415. // Uses an intermediate custom Geometry() object to generate the geometry
  416. // then flattens details into buffers
  417. function genGeometry( geometryNode, deformer ) {
  418. var geometry = new Geometry();
  419. var subNodes = geometryNode.subNodes;
  420. var vertexBuffer = subNodes.Vertices.properties.a;
  421. var indexBuffer = subNodes.PolygonVertexIndex.properties.a;
  422. var vertexB = [];
  423. var normalB = [];
  424. var colorsB = [];
  425. var uvsB = [];
  426. var materialsB = [];
  427. var weightsB = [];
  428. var weightsIndicesB = [];
  429. if ( subNodes.LayerElementNormal ) {
  430. var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
  431. var normalBuffer = normalInfo.buffer;
  432. }
  433. if ( subNodes.LayerElementUV ) {
  434. var uvInfo = [];
  435. var i = 0;
  436. while ( subNodes.LayerElementUV[ i ] ) {
  437. uvInfo.push( getUVs( subNodes.LayerElementUV[ i ] ) );
  438. i ++;
  439. }
  440. }
  441. if ( subNodes.LayerElementColor ) {
  442. var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
  443. var colorBuffer = colorInfo.buffer;
  444. }
  445. if ( subNodes.LayerElementMaterial ) {
  446. var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
  447. }
  448. var weightTable = {};
  449. if ( deformer ) {
  450. var subDeformers = deformer.map;
  451. for ( var key in subDeformers ) {
  452. var subDeformer = subDeformers[ key ];
  453. var indices = subDeformer.indices;
  454. for ( var j = 0; j < indices.length; j ++ ) {
  455. var index = indices[ j ];
  456. var weight = subDeformer.weights[ j ];
  457. if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
  458. weightTable[ index ].push( {
  459. id: subDeformer.index,
  460. weight: weight
  461. } );
  462. }
  463. }
  464. }
  465. var faceVertexBuffer = [];
  466. var polygonIndex = 0;
  467. var faceLength = 0;
  468. var displayedWeightsWarning = false;
  469. var vertexPositionIndexes = [];
  470. var faceNormals = [];
  471. var faceColors = [];
  472. var faceUVs = [];
  473. var faceMaterials = [];
  474. for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; polygonVertexIndex ++ ) {
  475. var vertexIndex = indexBuffer[ polygonVertexIndex ];
  476. var endOfFace = false;
  477. // Face index and vertex index arrays are combined in a single array
  478. // A cube with quad faces looks like this:
  479. // PolygonVertexIndex: *24 {
  480. // 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
  481. // }
  482. // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
  483. // to find index of last vertex multiply by -1 and subtract 1: -3 * - 1 - 1 = 2
  484. if ( vertexIndex < 0 ) {
  485. vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
  486. indexBuffer[ polygonVertexIndex ] = vertexIndex;
  487. endOfFace = true;
  488. }
  489. var vertex = new Vertex();
  490. var weightIndices = [];
  491. var weights = [];
  492. vertexPositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
  493. if ( deformer ) {
  494. if ( weightTable[ vertexIndex ] !== undefined ) {
  495. // always gets here
  496. var array = weightTable[ vertexIndex ];
  497. for ( var j = 0, jl = array.length; j < jl; j ++ ) {
  498. weights.push( array[ j ].weight );
  499. weightIndices.push( array[ j ].id );
  500. }
  501. }
  502. if ( weights.length > 4 ) {
  503. if ( ! displayedWeightsWarning ) {
  504. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  505. displayedWeightsWarning = true;
  506. }
  507. var WIndex = [ 0, 0, 0, 0 ];
  508. var Weight = [ 0, 0, 0, 0 ];
  509. weights.forEach( function ( weight, weightIndex ) {
  510. var currentWeight = weight;
  511. var currentIndex = weightIndices[ weightIndex ];
  512. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  513. if ( currentWeight > comparedWeight ) {
  514. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  515. currentWeight = comparedWeight;
  516. var tmp = WIndex[ comparedWeightIndex ];
  517. WIndex[ comparedWeightIndex ] = currentIndex;
  518. currentIndex = tmp;
  519. }
  520. } );
  521. } );
  522. weightIndices = WIndex;
  523. weights = Weight;
  524. }
  525. // if the weight array is shorter than 4 pad with 0s
  526. for ( var i = weights.length; i < 4; ++ i ) {
  527. weights[ i ] = 0;
  528. weightIndices[ i ] = 0;
  529. }
  530. vertex.skinWeights.fromArray( weights );
  531. vertex.skinIndices.fromArray( weightIndices );
  532. for ( var i = 0; i < 4; ++ i ) {
  533. weightsB.push( weights[ i ] )
  534. weightsIndicesB.push(weightIndices[ i ] )
  535. }
  536. }
  537. if ( normalInfo ) {
  538. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo );
  539. faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  540. }
  541. if ( uvInfo ) {
  542. for ( var i = 0; i < uvInfo.length; i ++ ) {
  543. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo[ i ] );
  544. if( faceUVs[i] === undefined ) faceUVs[ i ] = [];
  545. faceUVs[ i ].push(
  546. data[ 0 ],
  547. data[ 1 ],
  548. );
  549. }
  550. }
  551. if ( colorInfo ) {
  552. // TODO: find file to test this
  553. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo );
  554. vertex.color.fromArray( data );
  555. faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  556. }
  557. faceVertexBuffer.push( vertex );
  558. faceLength ++;
  559. if ( endOfFace ) {
  560. var face = new Face();
  561. face.genTrianglesFromVertices( faceVertexBuffer );
  562. for ( var i = 2; i < faceLength; i ++ ) {
  563. vertexB.push(
  564. vertexBuffer[ vertexPositionIndexes[ 0 ] ],
  565. vertexBuffer[ vertexPositionIndexes[ 1 ] ],
  566. vertexBuffer[ vertexPositionIndexes[ 2 ] ],
  567. vertexBuffer[ vertexPositionIndexes[ ( i - 1 ) * 3 ] ],
  568. vertexBuffer[ vertexPositionIndexes[ ( i - 1 ) * 3 + 1 ] ],
  569. vertexBuffer[ vertexPositionIndexes[ ( i - 1 ) * 3 + 2 ] ],
  570. vertexBuffer[ vertexPositionIndexes[ i * 3 ] ],
  571. vertexBuffer[ vertexPositionIndexes[ i * 3 + 1 ] ],
  572. vertexBuffer[ vertexPositionIndexes[ i * 3 + 2 ] ]
  573. );
  574. }
  575. if ( normalInfo ) {
  576. for ( var i = 2; i < faceLength; i ++ ) {
  577. normalB.push(
  578. faceNormals[ 0 ],
  579. faceNormals[ 1 ],
  580. faceNormals[ 2 ],
  581. faceNormals[ ( i - 1 ) * 3 ],
  582. faceNormals[ ( i - 1 ) * 3 + 1 ],
  583. faceNormals[ ( i - 1 ) * 3 + 2 ],
  584. faceNormals[ i * 3 ],
  585. faceNormals[ i * 3 + 1 ],
  586. faceNormals[ i * 3 + 2 ]
  587. );
  588. }
  589. }
  590. if ( uvInfo ) {
  591. for (var j = 0; j < uvInfo.length; j++) {
  592. if ( uvsB[ j ] === undefined) uvsB[ j ] = [];
  593. for ( var i = 2; i < faceLength; i++ ) {
  594. uvsB[j].push(
  595. faceUVs[j][ 0],
  596. faceUVs[j][ 1],
  597. faceUVs[j][ ( i - 1 ) * 2 ],
  598. faceUVs[j][ ( i - 1 ) * 2 + 1 ],
  599. faceUVs[j][ i * 2 ],
  600. faceUVs[j][ i * 2 + 1 ],
  601. );
  602. }
  603. }
  604. }
  605. if ( colorInfo ) {
  606. for ( var i = 2; i < faceLength; i ++ ) {
  607. colorsB.push(
  608. faceColors[ 0 ],
  609. faceColors[ 1 ],
  610. faceColors[ 2 ],
  611. faceColors[ ( i - 1 ) * 3 ],
  612. faceColors[ ( i - 1 ) * 3 + 1 ],
  613. faceColors[ ( i - 1 ) * 3 + 2 ],
  614. faceColors[ i * 3 ],
  615. faceColors[ i * 3 + 1 ],
  616. faceColors[ i * 3 + 2 ]
  617. );
  618. }
  619. }
  620. if( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  621. var materialIndex = getData(polygonVertexIndex, polygonIndex, vertexIndex, materialInfo)[0];
  622. for (var i = 2; i < faceLength; i++) {
  623. materialsB.push(materialIndex, materialIndex, materialIndex);
  624. }
  625. }
  626. geometry.faces.push( face );
  627. faceVertexBuffer = [];
  628. polygonIndex ++;
  629. endOfFace = false;
  630. vertexPositionIndexes = [];
  631. faceNormals = [];
  632. faceColors = [];
  633. faceUVs = [];
  634. faceMaterials = [];
  635. faceLength = 0;
  636. }
  637. }
  638. var bufferInfo = geometry.flattenToBuffers();
  639. // console.log(geometry)
  640. console.log('original', bufferInfo.skinIndexBuffer); //skinWeightBuffer
  641. console.log( 'new', weightsIndicesB );
  642. var is_same = (bufferInfo.skinIndexBuffer.length == weightsB.length) && bufferInfo.skinIndexBuffer.every( function ( element, index ) {
  643. return element === weightsB[ index ];
  644. } );
  645. console.log( is_same );
  646. var geo = new THREE.BufferGeometry();
  647. geo.name = geometryNode.name;
  648. geo.addAttribute( 'position', new THREE.Float32BufferAttribute( vertexB, 3 ) );
  649. if ( normalB.length > 0 ) {
  650. geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( normalB, 3 ) );
  651. }
  652. if ( uvsB.length > 0 ) {
  653. for ( var i = 0; i < uvsB.length; i ++ ) {
  654. var name = 'uv' + ( i + 1 ).toString();
  655. if ( i == 0 ) {
  656. name = 'uv';
  657. }
  658. geo.addAttribute( name, new THREE.Float32BufferAttribute( uvsB[ i ], 2 ) );
  659. }
  660. }
  661. if ( colorsB.length > 0 ) {
  662. geo.addAttribute( 'color', new THREE.Float32BufferAttribute( colorB, 3 ) );
  663. }
  664. if ( deformer ) {
  665. geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( bufferInfo.skinIndexBuffer, 4 ) );
  666. geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( bufferInfo.skinWeightBuffer, 4 ) );
  667. geo.FBX_Deformer = deformer;
  668. }
  669. if ( materialInfo && materialInfo.mappingType !== 'AllSame' ) {
  670. // Convert the material indices of each vertex into rendering groups on the geometry.
  671. var materialIndexBuffer = materialsB;
  672. var prevMaterialIndex = materialIndexBuffer[ 0 ];
  673. var startIndex = 0;
  674. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  675. if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) {
  676. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  677. prevMaterialIndex = materialIndexBuffer[ i ];
  678. startIndex = i;
  679. }
  680. }
  681. // the loop above doesn't add the last group, do that here.
  682. if ( geo.groups.length > 0 ) {
  683. var lastGroup = geo.groups[ geo.groups.length - 1 ];
  684. var lastIndex = lastGroup.start + lastGroup.count;
  685. if ( lastIndex !== materialIndexBuffer.length ) {
  686. geo.addGroup( lastIndex, materialIndexBuffer.length - lastIndex, prevMaterialIndex );
  687. }
  688. }
  689. // case where there are multiple materials but the whole geometry is only
  690. // using one of them
  691. if ( geo.groups.length === 0 ) {
  692. geo.addGroup( 0, materialIndexBuffer.length, materialIndexBuffer[ 0 ] );
  693. }
  694. }
  695. return geo;
  696. }
  697. // Parse normal from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementNormal if it exists
  698. function getNormals( NormalNode ) {
  699. var mappingType = NormalNode.properties.MappingInformationType;
  700. var referenceType = NormalNode.properties.ReferenceInformationType;
  701. var buffer = NormalNode.subNodes.Normals.properties.a;
  702. var indexBuffer = [];
  703. if ( referenceType === 'IndexToDirect' ) {
  704. if ( 'NormalIndex' in NormalNode.subNodes ) {
  705. indexBuffer = NormalNode.subNodes.NormalIndex.properties.a;
  706. } else if ( 'NormalsIndex' in NormalNode.subNodes ) {
  707. indexBuffer = NormalNode.subNodes.NormalsIndex.properties.a;
  708. }
  709. }
  710. return {
  711. dataSize: 3,
  712. buffer: buffer,
  713. indices: indexBuffer,
  714. mappingType: mappingType,
  715. referenceType: referenceType
  716. };
  717. }
  718. // Parse UVs from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementUV if it exists
  719. function getUVs( UVNode ) {
  720. var mappingType = UVNode.properties.MappingInformationType;
  721. var referenceType = UVNode.properties.ReferenceInformationType;
  722. var buffer = UVNode.subNodes.UV.properties.a;
  723. var indexBuffer = [];
  724. if ( referenceType === 'IndexToDirect' ) {
  725. indexBuffer = UVNode.subNodes.UVIndex.properties.a;
  726. }
  727. return {
  728. dataSize: 2,
  729. buffer: buffer,
  730. indices: indexBuffer,
  731. mappingType: mappingType,
  732. referenceType: referenceType
  733. };
  734. }
  735. // Parse Vertex Colors from FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementColor if it exists
  736. function getColors( ColorNode ) {
  737. var mappingType = ColorNode.properties.MappingInformationType;
  738. var referenceType = ColorNode.properties.ReferenceInformationType;
  739. var buffer = ColorNode.subNodes.Colors.properties.a;
  740. var indexBuffer = [];
  741. if ( referenceType === 'IndexToDirect' ) {
  742. indexBuffer = ColorNode.subNodes.ColorIndex.properties.a;
  743. }
  744. return {
  745. dataSize: 4,
  746. buffer: buffer,
  747. indices: indexBuffer,
  748. mappingType: mappingType,
  749. referenceType: referenceType
  750. };
  751. }
  752. // Parse mapping and material data in FBXTree.Objects.subNodes.Geometry.subNodes.LayerElementMaterial if it exists
  753. function getMaterials( MaterialNode ) {
  754. var mappingType = MaterialNode.properties.MappingInformationType;
  755. var referenceType = MaterialNode.properties.ReferenceInformationType;
  756. if ( mappingType === 'NoMappingInformation' ) {
  757. return {
  758. dataSize: 1,
  759. buffer: [ 0 ],
  760. indices: [ 0 ],
  761. mappingType: 'AllSame',
  762. referenceType: referenceType
  763. };
  764. }
  765. var materialIndexBuffer = MaterialNode.subNodes.Materials.properties.a;
  766. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  767. // we expect.So we create an intermediate buffer that points to the index in the buffer,
  768. // for conforming with the other functions we've written for other data.
  769. var materialIndices = [];
  770. for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
  771. materialIndices.push( materialIndexBufferIndex );
  772. }
  773. return {
  774. dataSize: 1,
  775. buffer: materialIndexBuffer,
  776. indices: materialIndices,
  777. mappingType: mappingType,
  778. referenceType: referenceType
  779. };
  780. }
  781. // Functions use the infoObject and given indices to return value array of geometry.
  782. // infoObject can be materialInfo, normalInfo, UVInfo or colorInfo
  783. // polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
  784. // polygonIndex - Index of polygon in geometry.
  785. // vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
  786. var dataArray = [];
  787. var GetData = {
  788. ByPolygonVertex: {
  789. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  790. var from = ( polygonVertexIndex * infoObject.dataSize );
  791. var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  792. // return infoObject.buffer.slice( from, to );
  793. return slice( dataArray, infoObject.buffer, from, to );
  794. },
  795. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  796. var index = infoObject.indices[ polygonVertexIndex ];
  797. var from = ( index * infoObject.dataSize );
  798. var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
  799. // return infoObject.buffer.slice( from, to );
  800. return slice( dataArray, infoObject.buffer, from, to );
  801. }
  802. },
  803. ByPolygon: {
  804. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  805. var from = polygonIndex * infoObject.dataSize;
  806. var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
  807. // return infoObject.buffer.slice( from, to );
  808. return slice( dataArray, infoObject.buffer, from, to );
  809. },
  810. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  811. var index = infoObject.indices[ polygonIndex ];
  812. var from = index * infoObject.dataSize;
  813. var to = index * infoObject.dataSize + infoObject.dataSize;
  814. // return infoObject.buffer.slice( from, to );
  815. return slice( dataArray, infoObject.buffer, from, to );
  816. }
  817. },
  818. ByVertice: {
  819. Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  820. var from = ( vertexIndex * infoObject.dataSize );
  821. var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
  822. // return infoObject.buffer.slice( from, to );
  823. return slice( dataArray, infoObject.buffer, from, to );
  824. }
  825. },
  826. AllSame: {
  827. IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  828. var from = infoObject.indices[ 0 ] * infoObject.dataSize;
  829. var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
  830. // return infoObject.buffer.slice( from, to );
  831. return slice( dataArray, infoObject.buffer, from, to );
  832. }
  833. }
  834. };
  835. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  836. return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
  837. }
  838. // Generate a NurbGeometry from a node in FBXTree.Objects.subNodes.Geometry
  839. function parseNurbsGeometry( geometryNode ) {
  840. if ( THREE.NURBSCurve === undefined ) {
  841. console.error( 'THREE.FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  842. return new THREE.BufferGeometry();
  843. }
  844. var order = parseInt( geometryNode.properties.Order );
  845. if ( isNaN( order ) ) {
  846. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.properties.Order, geometryNode.id );
  847. return new THREE.BufferGeometry();
  848. }
  849. var degree = order - 1;
  850. var knots = geometryNode.subNodes.KnotVector.properties.a;
  851. var controlPoints = [];
  852. var pointsValues = geometryNode.subNodes.Points.properties.a;
  853. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  854. controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
  855. }
  856. var startKnot, endKnot;
  857. if ( geometryNode.properties.Form === 'Closed' ) {
  858. controlPoints.push( controlPoints[ 0 ] );
  859. } else if ( geometryNode.properties.Form === 'Periodic' ) {
  860. startKnot = degree;
  861. endKnot = knots.length - 1 - startKnot;
  862. for ( var i = 0; i < degree; ++ i ) {
  863. controlPoints.push( controlPoints[ i ] );
  864. }
  865. }
  866. var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  867. var vertices = curve.getPoints( controlPoints.length * 7 );
  868. var positions = new Float32Array( vertices.length * 3 );
  869. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  870. vertices[ i ].toArray( positions, i * 3 );
  871. }
  872. var geometry = new THREE.BufferGeometry();
  873. geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
  874. return geometry;
  875. }
  876. // parse nodes in FBXTree.Objects.subNodes.Model and generate a THREE.Group
  877. function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
  878. var sceneGraph = new THREE.Group();
  879. var ModelNode = FBXTree.Objects.subNodes.Model;
  880. var modelArray = [];
  881. var modelMap = new Map();
  882. for ( var nodeID in ModelNode ) {
  883. var id = parseInt( nodeID );
  884. var node = ModelNode[ nodeID ];
  885. var conns = connections.get( id );
  886. var model = null;
  887. for ( var i = 0; i < conns.parents.length; ++ i ) {
  888. for ( var FBX_ID in deformers ) {
  889. var deformer = deformers[ FBX_ID ];
  890. var subDeformers = deformer.map;
  891. var subDeformer = subDeformers[ conns.parents[ i ].ID ];
  892. if ( subDeformer ) {
  893. var model2 = model;
  894. model = new THREE.Bone();
  895. deformer.bones[ subDeformer.index ] = model;
  896. // seems like we need this not to make non-connected bone, maybe?
  897. // TODO: confirm
  898. if ( model2 !== null ) model.add( model2 );
  899. }
  900. }
  901. }
  902. if ( ! model ) {
  903. switch ( node.attrType ) {
  904. // create a THREE.PerspectiveCamera or THREE.OrthographicCamera
  905. case 'Camera':
  906. var cameraAttribute;
  907. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  908. var childID = conns.children[ childrenIndex ].ID;
  909. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  910. if ( attr !== undefined && attr.properties !== undefined ) {
  911. cameraAttribute = attr.properties;
  912. }
  913. }
  914. if ( cameraAttribute === undefined ) {
  915. model = new THREE.Object3D();
  916. } else {
  917. var type = 0;
  918. if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  919. type = 1;
  920. }
  921. var nearClippingPlane = 1;
  922. if ( cameraAttribute.NearPlane !== undefined ) {
  923. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  924. }
  925. var farClippingPlane = 1000;
  926. if ( cameraAttribute.FarPlane !== undefined ) {
  927. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  928. }
  929. var width = window.innerWidth;
  930. var height = window.innerHeight;
  931. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  932. width = cameraAttribute.AspectWidth.value;
  933. height = cameraAttribute.AspectHeight.value;
  934. }
  935. var aspect = width / height;
  936. var fov = 45;
  937. if ( cameraAttribute.FieldOfView !== undefined ) {
  938. fov = cameraAttribute.FieldOfView.value;
  939. }
  940. switch ( type ) {
  941. case 0: // Perspective
  942. model = new THREE.PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  943. break;
  944. case 1: // Orthographic
  945. model = new THREE.OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  946. break;
  947. default:
  948. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  949. model = new THREE.Object3D();
  950. break;
  951. }
  952. }
  953. break;
  954. // Create a THREE.DirectionalLight, THREE.PointLight or THREE.SpotLight
  955. case 'Light':
  956. var lightAttribute;
  957. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  958. var childID = conns.children[ childrenIndex ].ID;
  959. var attr = FBXTree.Objects.subNodes.NodeAttribute[ childID ];
  960. if ( attr !== undefined && attr.properties !== undefined ) {
  961. lightAttribute = attr.properties;
  962. }
  963. }
  964. if ( lightAttribute === undefined ) {
  965. model = new THREE.Object3D();
  966. } else {
  967. var type;
  968. // LightType can be undefined for Point lights
  969. if ( lightAttribute.LightType === undefined ) {
  970. type = 0;
  971. } else {
  972. type = lightAttribute.LightType.value;
  973. }
  974. var color = 0xffffff;
  975. if ( lightAttribute.Color !== undefined ) {
  976. color = parseColor( lightAttribute.Color.value );
  977. }
  978. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  979. // light disabled
  980. if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  981. intensity = 0;
  982. }
  983. var distance = 0;
  984. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  985. if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
  986. distance = 0;
  987. } else {
  988. distance = lightAttribute.FarAttenuationEnd.value / 1000;
  989. }
  990. }
  991. // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  992. var decay = 1;
  993. switch ( type ) {
  994. case 0: // Point
  995. model = new THREE.PointLight( color, intensity, distance, decay );
  996. break;
  997. case 1: // Directional
  998. model = new THREE.DirectionalLight( color, intensity );
  999. break;
  1000. case 2: // Spot
  1001. var angle = Math.PI / 3;
  1002. if ( lightAttribute.InnerAngle !== undefined ) {
  1003. angle = THREE.Math.degToRad( lightAttribute.InnerAngle.value );
  1004. }
  1005. var penumbra = 0;
  1006. if ( lightAttribute.OuterAngle !== undefined ) {
  1007. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  1008. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  1009. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  1010. penumbra = THREE.Math.degToRad( lightAttribute.OuterAngle.value );
  1011. penumbra = Math.max( penumbra, 1 );
  1012. }
  1013. model = new THREE.SpotLight( color, intensity, distance, angle, penumbra, decay );
  1014. break;
  1015. default:
  1016. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a THREE.PointLight.' );
  1017. model = new THREE.PointLight( color, intensity );
  1018. break;
  1019. }
  1020. if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  1021. model.castShadow = true;
  1022. }
  1023. }
  1024. break;
  1025. case 'Mesh':
  1026. var geometry = null;
  1027. var material = null;
  1028. var materials = [];
  1029. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1030. var child = conns.children[ childrenIndex ];
  1031. if ( geometryMap.has( child.ID ) ) {
  1032. geometry = geometryMap.get( child.ID );
  1033. }
  1034. if ( materialMap.has( child.ID ) ) {
  1035. materials.push( materialMap.get( child.ID ) );
  1036. }
  1037. }
  1038. if ( materials.length > 1 ) {
  1039. material = materials;
  1040. } else if ( materials.length > 0 ) {
  1041. material = materials[ 0 ];
  1042. } else {
  1043. material = new THREE.MeshPhongMaterial( { color: 0xcccccc } );
  1044. materials.push( material );
  1045. }
  1046. if ( 'color' in geometry.attributes ) {
  1047. for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++ materialIndex ) {
  1048. materials[ materialIndex ].vertexColors = THREE.VertexColors;
  1049. }
  1050. }
  1051. if ( geometry.FBX_Deformer ) {
  1052. for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
  1053. materials[ materialsIndex ].skinning = true;
  1054. }
  1055. model = new THREE.SkinnedMesh( geometry, material );
  1056. } else {
  1057. model = new THREE.Mesh( geometry, material );
  1058. }
  1059. break;
  1060. case 'NurbsCurve':
  1061. var geometry = null;
  1062. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1063. var child = conns.children[ childrenIndex ];
  1064. if ( geometryMap.has( child.ID ) ) {
  1065. geometry = geometryMap.get( child.ID );
  1066. }
  1067. }
  1068. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  1069. material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
  1070. model = new THREE.Line( geometry, material );
  1071. break;
  1072. default:
  1073. model = new THREE.Group();
  1074. break;
  1075. }
  1076. }
  1077. model.name = THREE.PropertyBinding.sanitizeNodeName( node.attrName );
  1078. model.FBX_ID = id;
  1079. modelArray.push( model );
  1080. modelMap.set( id, model );
  1081. }
  1082. for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
  1083. var model = modelArray[ modelArrayIndex ];
  1084. var node = ModelNode[ model.FBX_ID ];
  1085. if ( 'Lcl_Translation' in node.properties ) {
  1086. model.position.fromArray( node.properties.Lcl_Translation.value );
  1087. }
  1088. if ( 'Lcl_Rotation' in node.properties ) {
  1089. var rotation = node.properties.Lcl_Rotation.value.map( THREE.Math.degToRad );
  1090. rotation.push( 'ZYX' );
  1091. model.rotation.fromArray( rotation );
  1092. }
  1093. if ( 'Lcl_Scaling' in node.properties ) {
  1094. model.scale.fromArray( node.properties.Lcl_Scaling.value );
  1095. }
  1096. if ( 'PreRotation' in node.properties ) {
  1097. var preRotations = new THREE.Euler().fromArray( node.properties.PreRotation.value.map( THREE.Math.degToRad ), 'ZYX' );
  1098. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1099. var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
  1100. preRotations.multiply( currentRotation );
  1101. model.rotation.setFromQuaternion( preRotations, 'ZYX' );
  1102. }
  1103. // allow transformed pivots - see https://github.com/mrdoob/three.js/issues/11895
  1104. if ( 'GeometricTranslation' in node.properties ) {
  1105. var array = node.properties.GeometricTranslation.value;
  1106. model.traverse( function ( child ) {
  1107. if ( child.geometry ) {
  1108. child.geometry.translate( array[ 0 ], array[ 1 ], array[ 2 ] );
  1109. }
  1110. } );
  1111. }
  1112. if ( 'LookAtProperty' in node.properties ) {
  1113. var conns = connections.get( model.FBX_ID );
  1114. for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
  1115. var child = conns.children[ childrenIndex ];
  1116. if ( child.relationship === 'LookAtProperty' ) {
  1117. var lookAtTarget = FBXTree.Objects.subNodes.Model[ child.ID ];
  1118. if ( 'Lcl_Translation' in lookAtTarget.properties ) {
  1119. var pos = lookAtTarget.properties.Lcl_Translation.value;
  1120. // DirectionalLight, SpotLight
  1121. if ( model.target !== undefined ) {
  1122. model.target.position.set( pos[ 0 ], pos[ 1 ], pos[ 2 ] );
  1123. sceneGraph.add( model.target );
  1124. } else { // Cameras and other Object3Ds
  1125. model.lookAt( new THREE.Vector3( pos[ 0 ], pos[ 1 ], pos[ 2 ] ) );
  1126. }
  1127. }
  1128. }
  1129. }
  1130. }
  1131. var conns = connections.get( model.FBX_ID );
  1132. for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
  1133. var pIndex = findIndex( modelArray, function ( mod ) {
  1134. return mod.FBX_ID === conns.parents[ parentIndex ].ID;
  1135. } );
  1136. if ( pIndex > - 1 ) {
  1137. modelArray[ pIndex ].add( model );
  1138. break;
  1139. }
  1140. }
  1141. if ( model.parent === null ) {
  1142. sceneGraph.add( model );
  1143. }
  1144. }
  1145. // Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
  1146. sceneGraph.updateMatrixWorld( true );
  1147. var worldMatrices = new Map();
  1148. // Put skeleton into bind pose.
  1149. if ( 'Pose' in FBXTree.Objects.subNodes ) {
  1150. var BindPoseNode = FBXTree.Objects.subNodes.Pose;
  1151. for ( var nodeID in BindPoseNode ) {
  1152. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  1153. BindPoseNode = BindPoseNode[ nodeID ];
  1154. break;
  1155. }
  1156. }
  1157. var PoseNode = BindPoseNode.subNodes.PoseNode;
  1158. for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
  1159. var node = PoseNode[ PoseNodeIndex ];
  1160. var rawMatWrd = new THREE.Matrix4().fromArray( node.subNodes.Matrix.properties.a );
  1161. worldMatrices.set( parseInt( node.id ), rawMatWrd );
  1162. }
  1163. }
  1164. for ( var FBX_ID in deformers ) {
  1165. var deformer = deformers[ FBX_ID ];
  1166. var subDeformers = deformer.map;
  1167. for ( var key in subDeformers ) {
  1168. var subDeformer = subDeformers[ key ];
  1169. var subDeformerIndex = subDeformer.index;
  1170. var bone = deformer.bones[ subDeformerIndex ];
  1171. if ( ! worldMatrices.has( bone.FBX_ID ) ) {
  1172. break;
  1173. }
  1174. var mat = worldMatrices.get( bone.FBX_ID );
  1175. bone.matrixWorld.copy( mat );
  1176. }
  1177. // Now that skeleton is in bind pose, bind to model.
  1178. deformer.skeleton = new THREE.Skeleton( deformer.bones );
  1179. var conns = connections.get( deformer.FBX_ID );
  1180. var parents = conns.parents;
  1181. for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
  1182. var parent = parents[ parentsIndex ];
  1183. if ( geometryMap.has( parent.ID ) ) {
  1184. var geoID = parent.ID;
  1185. var geoConns = connections.get( geoID );
  1186. for ( var i = 0; i < geoConns.parents.length; ++ i ) {
  1187. if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
  1188. var model = modelMap.get( geoConns.parents[ i ].ID );
  1189. model.bind( deformer.skeleton, model.matrixWorld );
  1190. break;
  1191. }
  1192. }
  1193. }
  1194. }
  1195. }
  1196. //Skeleton is now bound, return objects to starting world positions.
  1197. sceneGraph.updateMatrixWorld( true );
  1198. // Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
  1199. // to attach animations to, since FBX treats animations as animations for the entire scene,
  1200. // not just for individual objects.
  1201. sceneGraph.skeleton = {
  1202. bones: modelArray
  1203. };
  1204. var animations = parseAnimations( FBXTree, connections, sceneGraph );
  1205. addAnimations( sceneGraph, animations );
  1206. // Parse ambient color - if it's not set to black (default), create an ambient light
  1207. if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings.properties ) {
  1208. var ambientColor = FBXTree.GlobalSettings.properties.AmbientColor.value;
  1209. var r = ambientColor[ 0 ];
  1210. var g = ambientColor[ 1 ];
  1211. var b = ambientColor[ 2 ];
  1212. if ( r !== 0 || g !== 0 || b !== 0 ) {
  1213. var color = new THREE.Color( r, g, b );
  1214. sceneGraph.add( new THREE.AmbientLight( color, 1 ) );
  1215. }
  1216. }
  1217. return sceneGraph;
  1218. }
  1219. // Parses animation information from nodes in
  1220. // FBXTree.Objects.subNodes.AnimationCurve ( connected to AnimationCurveNode )
  1221. // FBXTree.Objects.subNodes.AnimationCurveNode ( connected to AnimationLayer and an animated property in some other node )
  1222. // FBXTree.Objects.subNodes.AnimationLayer ( connected to AnimationStack )
  1223. // FBXTree.Objects.subNodes.AnimationStack
  1224. function parseAnimations( FBXTree, connections, sceneGraph ) {
  1225. var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
  1226. var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
  1227. var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
  1228. var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
  1229. var fps = 30; // default framerate
  1230. if ( 'GlobalSettings' in FBXTree && 'TimeMode' in FBXTree.GlobalSettings.properties ) {
  1231. /* Autodesk time mode documentation can be found here:
  1232. * http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/class_fbx_time.html,topicNumber=cpp_ref_class_fbx_time_html
  1233. */
  1234. var timeModeEnum = [
  1235. 30, // 0: eDefaultMode
  1236. 120, // 1: eFrames120
  1237. 100, // 2: eFrames100
  1238. 60, // 3: eFrames60
  1239. 50, // 4: eFrames50
  1240. 48, // 5: eFrames48
  1241. 30, // 6: eFrames30 (black and white NTSC )
  1242. 30, // 7: eFrames30Drop
  1243. 29.97, // 8: eNTSCDropFrame
  1244. 29.97, // 90: eNTSCFullFrame
  1245. 25, // 10: ePal ( PAL/SECAM )
  1246. 24, // 11: eFrames24 (Film/Cinema)
  1247. 1, // 12: eFrames1000 (use for date time))
  1248. 23.976, // 13: eFilmFullFrame
  1249. 30, // 14: eCustom: use GlobalSettings.properties.CustomFrameRate.value
  1250. 96, // 15: eFrames96
  1251. 72, // 16: eFrames72
  1252. 59.94, // 17: eFrames59dot94
  1253. ];
  1254. var eMode = FBXTree.GlobalSettings.properties.TimeMode.value;
  1255. if ( eMode === 14 ) {
  1256. if ( 'CustomFrameRate' in FBXTree.GlobalSettings.properties ) {
  1257. fps = FBXTree.GlobalSettings.properties.CustomFrameRate.value;
  1258. fps = ( fps === - 1 ) ? 30 : fps;
  1259. }
  1260. } else if ( eMode <= 17 ) { // for future proofing - if more eModes get added, they will default to 30fps
  1261. fps = timeModeEnum[ eMode ];
  1262. }
  1263. }
  1264. /**
  1265. * @type {{
  1266. curves: Map<number, {
  1267. T: {
  1268. id: number;
  1269. attr: string;
  1270. internalID: number;
  1271. attrX: boolean;
  1272. attrY: boolean;
  1273. attrZ: boolean;
  1274. containerBoneID: number;
  1275. containerID: number;
  1276. curves: {
  1277. x: {
  1278. version: any;
  1279. id: number;
  1280. internalID: number;
  1281. times: number[];
  1282. values: number[];
  1283. attrFlag: number[];
  1284. attrData: number[];
  1285. };
  1286. y: {
  1287. version: any;
  1288. id: number;
  1289. internalID: number;
  1290. times: number[];
  1291. values: number[];
  1292. attrFlag: number[];
  1293. attrData: number[];
  1294. };
  1295. z: {
  1296. version: any;
  1297. id: number;
  1298. internalID: number;
  1299. times: number[];
  1300. values: number[];
  1301. attrFlag: number[];
  1302. attrData: number[];
  1303. };
  1304. };
  1305. },
  1306. R: {
  1307. id: number;
  1308. attr: string;
  1309. internalID: number;
  1310. attrX: boolean;
  1311. attrY: boolean;
  1312. attrZ: boolean;
  1313. containerBoneID: number;
  1314. containerID: number;
  1315. curves: {
  1316. x: {
  1317. version: any;
  1318. id: number;
  1319. internalID: number;
  1320. times: number[];
  1321. values: number[];
  1322. attrFlag: number[];
  1323. attrData: number[];
  1324. };
  1325. y: {
  1326. version: any;
  1327. id: number;
  1328. internalID: number;
  1329. times: number[];
  1330. values: number[];
  1331. attrFlag: number[];
  1332. attrData: number[];
  1333. };
  1334. z: {
  1335. version: any;
  1336. id: number;
  1337. internalID: number;
  1338. times: number[];
  1339. values: number[];
  1340. attrFlag: number[];
  1341. attrData: number[];
  1342. };
  1343. };
  1344. },
  1345. S: {
  1346. id: number;
  1347. attr: string;
  1348. internalID: number;
  1349. attrX: boolean;
  1350. attrY: boolean;
  1351. attrZ: boolean;
  1352. containerBoneID: number;
  1353. containerID: number;
  1354. curves: {
  1355. x: {
  1356. version: any;
  1357. id: number;
  1358. internalID: number;
  1359. times: number[];
  1360. values: number[];
  1361. attrFlag: number[];
  1362. attrData: number[];
  1363. };
  1364. y: {
  1365. version: any;
  1366. id: number;
  1367. internalID: number;
  1368. times: number[];
  1369. values: number[];
  1370. attrFlag: number[];
  1371. attrData: number[];
  1372. };
  1373. z: {
  1374. version: any;
  1375. id: number;
  1376. internalID: number;
  1377. times: number[];
  1378. values: number[];
  1379. attrFlag: number[];
  1380. attrData: number[];
  1381. };
  1382. };
  1383. }
  1384. }>,
  1385. layers: Map<number, {
  1386. T: {
  1387. id: number;
  1388. attr: string;
  1389. internalID: number;
  1390. attrX: boolean;
  1391. attrY: boolean;
  1392. attrZ: boolean;
  1393. containerBoneID: number;
  1394. containerID: number;
  1395. curves: {
  1396. x: {
  1397. version: any;
  1398. id: number;
  1399. internalID: number;
  1400. times: number[];
  1401. values: number[];
  1402. attrFlag: number[];
  1403. attrData: number[];
  1404. };
  1405. y: {
  1406. version: any;
  1407. id: number;
  1408. internalID: number;
  1409. times: number[];
  1410. values: number[];
  1411. attrFlag: number[];
  1412. attrData: number[];
  1413. };
  1414. z: {
  1415. version: any;
  1416. id: number;
  1417. internalID: number;
  1418. times: number[];
  1419. values: number[];
  1420. attrFlag: number[];
  1421. attrData: number[];
  1422. };
  1423. },
  1424. },
  1425. R: {
  1426. id: number;
  1427. attr: string;
  1428. internalID: number;
  1429. attrX: boolean;
  1430. attrY: boolean;
  1431. attrZ: boolean;
  1432. containerBoneID: number;
  1433. containerID: number;
  1434. curves: {
  1435. x: {
  1436. version: any;
  1437. id: number;
  1438. internalID: number;
  1439. times: number[];
  1440. values: number[];
  1441. attrFlag: number[];
  1442. attrData: number[];
  1443. };
  1444. y: {
  1445. version: any;
  1446. id: number;
  1447. internalID: number;
  1448. times: number[];
  1449. values: number[];
  1450. attrFlag: number[];
  1451. attrData: number[];
  1452. };
  1453. z: {
  1454. version: any;
  1455. id: number;
  1456. internalID: number;
  1457. times: number[];
  1458. values: number[];
  1459. attrFlag: number[];
  1460. attrData: number[];
  1461. };
  1462. },
  1463. },
  1464. S: {
  1465. id: number;
  1466. attr: string;
  1467. internalID: number;
  1468. attrX: boolean;
  1469. attrY: boolean;
  1470. attrZ: boolean;
  1471. containerBoneID: number;
  1472. containerID: number;
  1473. curves: {
  1474. x: {
  1475. version: any;
  1476. id: number;
  1477. internalID: number;
  1478. times: number[];
  1479. values: number[];
  1480. attrFlag: number[];
  1481. attrData: number[];
  1482. };
  1483. y: {
  1484. version: any;
  1485. id: number;
  1486. internalID: number;
  1487. times: number[];
  1488. values: number[];
  1489. attrFlag: number[];
  1490. attrData: number[];
  1491. };
  1492. z: {
  1493. version: any;
  1494. id: number;
  1495. internalID: number;
  1496. times: number[];
  1497. values: number[];
  1498. attrFlag: number[];
  1499. attrData: number[];
  1500. };
  1501. },
  1502. }
  1503. }[]>,
  1504. stacks: Map<number, {
  1505. name: string,
  1506. layers: {
  1507. T: {
  1508. id: number;
  1509. attr: string;
  1510. internalID: number;
  1511. attrX: boolean;
  1512. attrY: boolean;
  1513. attrZ: boolean;
  1514. containerBoneID: number;
  1515. containerID: number;
  1516. curves: {
  1517. x: {
  1518. version: any;
  1519. id: number;
  1520. internalID: number;
  1521. times: number[];
  1522. values: number[];
  1523. attrFlag: number[];
  1524. attrData: number[];
  1525. };
  1526. y: {
  1527. version: any;
  1528. id: number;
  1529. internalID: number;
  1530. times: number[];
  1531. values: number[];
  1532. attrFlag: number[];
  1533. attrData: number[];
  1534. };
  1535. z: {
  1536. version: any;
  1537. id: number;
  1538. internalID: number;
  1539. times: number[];
  1540. values: number[];
  1541. attrFlag: number[];
  1542. attrData: number[];
  1543. };
  1544. };
  1545. };
  1546. R: {
  1547. id: number;
  1548. attr: string;
  1549. internalID: number;
  1550. attrX: boolean;
  1551. attrY: boolean;
  1552. attrZ: boolean;
  1553. containerBoneID: number;
  1554. containerID: number;
  1555. curves: {
  1556. x: {
  1557. version: any;
  1558. id: number;
  1559. internalID: number;
  1560. times: number[];
  1561. values: number[];
  1562. attrFlag: number[];
  1563. attrData: number[];
  1564. };
  1565. y: {
  1566. version: any;
  1567. id: number;
  1568. internalID: number;
  1569. times: number[];
  1570. values: number[];
  1571. attrFlag: number[];
  1572. attrData: number[];
  1573. };
  1574. z: {
  1575. version: any;
  1576. id: number;
  1577. internalID: number;
  1578. times: number[];
  1579. values: number[];
  1580. attrFlag: number[];
  1581. attrData: number[];
  1582. };
  1583. };
  1584. };
  1585. S: {
  1586. id: number;
  1587. attr: string;
  1588. internalID: number;
  1589. attrX: boolean;
  1590. attrY: boolean;
  1591. attrZ: boolean;
  1592. containerBoneID: number;
  1593. containerID: number;
  1594. curves: {
  1595. x: {
  1596. version: any;
  1597. id: number;
  1598. internalID: number;
  1599. times: number[];
  1600. values: number[];
  1601. attrFlag: number[];
  1602. attrData: number[];
  1603. };
  1604. y: {
  1605. version: any;
  1606. id: number;
  1607. internalID: number;
  1608. times: number[];
  1609. values: number[];
  1610. attrFlag: number[];
  1611. attrData: number[];
  1612. };
  1613. z: {
  1614. version: any;
  1615. id: number;
  1616. internalID: number;
  1617. times: number[];
  1618. values: number[];
  1619. attrFlag: number[];
  1620. attrData: number[];
  1621. };
  1622. };
  1623. };
  1624. }[][],
  1625. length: number,
  1626. frames: number }>,
  1627. length: number,
  1628. fps: number,
  1629. frames: number
  1630. }}
  1631. */
  1632. var returnObject = {
  1633. curves: new Map(),
  1634. layers: {},
  1635. stacks: {},
  1636. length: 0,
  1637. fps: fps,
  1638. frames: 0
  1639. };
  1640. var animationCurveNodes = [];
  1641. for ( var nodeID in rawNodes ) {
  1642. if ( nodeID.match( /\d+/ ) ) {
  1643. var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
  1644. animationCurveNodes.push( animationNode );
  1645. }
  1646. }
  1647. var tmpMap = new Map();
  1648. for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
  1649. if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
  1650. continue;
  1651. }
  1652. tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
  1653. }
  1654. var animationCurves = [];
  1655. for ( nodeID in rawCurves ) {
  1656. if ( nodeID.match( /\d+/ ) ) {
  1657. var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
  1658. // seems like this check would be necessary?
  1659. if ( ! connections.has( animationCurve.id ) ) continue;
  1660. animationCurves.push( animationCurve );
  1661. var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
  1662. var firstParentID = firstParentConn.ID;
  1663. var firstParentRelationship = firstParentConn.relationship;
  1664. var axis = '';
  1665. if ( firstParentRelationship.match( /X/ ) ) {
  1666. axis = 'x';
  1667. } else if ( firstParentRelationship.match( /Y/ ) ) {
  1668. axis = 'y';
  1669. } else if ( firstParentRelationship.match( /Z/ ) ) {
  1670. axis = 'z';
  1671. } else {
  1672. continue;
  1673. }
  1674. tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
  1675. }
  1676. }
  1677. tmpMap.forEach( function ( curveNode ) {
  1678. var id = curveNode.containerBoneID;
  1679. if ( ! returnObject.curves.has( id ) ) {
  1680. returnObject.curves.set( id, { T: null, R: null, S: null } );
  1681. }
  1682. returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
  1683. if ( curveNode.attr === 'R' ) {
  1684. var curves = curveNode.curves;
  1685. // Some FBX files have an AnimationCurveNode
  1686. // which isn't any connected to any AnimationCurve.
  1687. // Setting animation parameter for them here.
  1688. if ( curves.x === null ) {
  1689. curves.x = {
  1690. version: null,
  1691. times: [ 0.0 ],
  1692. values: [ 0.0 ]
  1693. };
  1694. }
  1695. if ( curves.y === null ) {
  1696. curves.y = {
  1697. version: null,
  1698. times: [ 0.0 ],
  1699. values: [ 0.0 ]
  1700. };
  1701. }
  1702. if ( curves.z === null ) {
  1703. curves.z = {
  1704. version: null,
  1705. times: [ 0.0 ],
  1706. values: [ 0.0 ]
  1707. };
  1708. }
  1709. curves.x.values = curves.x.values.map( THREE.Math.degToRad );
  1710. curves.y.values = curves.y.values.map( THREE.Math.degToRad );
  1711. curves.z.values = curves.z.values.map( THREE.Math.degToRad );
  1712. if ( curveNode.preRotations !== null ) {
  1713. var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
  1714. preRotations = new THREE.Quaternion().setFromEuler( preRotations );
  1715. var frameRotation = new THREE.Euler();
  1716. var frameRotationQuaternion = new THREE.Quaternion();
  1717. for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {
  1718. frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
  1719. frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
  1720. frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
  1721. curves.x.values[ frame ] = frameRotation.x;
  1722. curves.y.values[ frame ] = frameRotation.y;
  1723. curves.z.values[ frame ] = frameRotation.z;
  1724. }
  1725. }
  1726. }
  1727. } );
  1728. for ( var nodeID in rawLayers ) {
  1729. var layer = [];
  1730. var children = connections.get( parseInt( nodeID ) ).children;
  1731. for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
  1732. // Skip lockInfluenceWeights
  1733. if ( tmpMap.has( children[ childIndex ].ID ) ) {
  1734. var curveNode = tmpMap.get( children[ childIndex ].ID );
  1735. var boneID = curveNode.containerBoneID;
  1736. if ( layer[ boneID ] === undefined ) {
  1737. layer[ boneID ] = {
  1738. T: null,
  1739. R: null,
  1740. S: null
  1741. };
  1742. }
  1743. layer[ boneID ][ curveNode.attr ] = curveNode;
  1744. }
  1745. }
  1746. returnObject.layers[ nodeID ] = layer;
  1747. }
  1748. for ( var nodeID in rawStacks ) {
  1749. var layers = [];
  1750. var children = connections.get( parseInt( nodeID ) ).children;
  1751. var timestamps = { max: 0, min: Number.MAX_VALUE };
  1752. for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
  1753. var currentLayer = returnObject.layers[ children[ childIndex ].ID ];
  1754. if ( currentLayer !== undefined ) {
  1755. layers.push( currentLayer );
  1756. for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
  1757. var layer = currentLayer[ currentLayerIndex ];
  1758. if ( layer ) {
  1759. getCurveNodeMaxMinTimeStamps( layer, timestamps );
  1760. }
  1761. }
  1762. }
  1763. }
  1764. // Do we have an animation clip with actual length?
  1765. if ( timestamps.max > timestamps.min ) {
  1766. returnObject.stacks[ nodeID ] = {
  1767. name: rawStacks[ nodeID ].attrName,
  1768. layers: layers,
  1769. length: timestamps.max - timestamps.min,
  1770. frames: ( timestamps.max - timestamps.min ) * returnObject.fps
  1771. };
  1772. }
  1773. }
  1774. return returnObject;
  1775. }
  1776. function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
  1777. var rawModels = FBXTree.Objects.subNodes.Model;
  1778. var returnObject = {
  1779. id: animationCurveNode.id,
  1780. attr: animationCurveNode.attrName,
  1781. internalID: animationCurveNode.id,
  1782. attrX: false,
  1783. attrY: false,
  1784. attrZ: false,
  1785. containerBoneID: - 1,
  1786. containerID: - 1,
  1787. curves: {
  1788. x: null,
  1789. y: null,
  1790. z: null
  1791. },
  1792. preRotations: null
  1793. };
  1794. if ( returnObject.attr.match( /S|R|T/ ) ) {
  1795. for ( var attributeKey in animationCurveNode.properties ) {
  1796. if ( attributeKey.match( /X/ ) ) {
  1797. returnObject.attrX = true;
  1798. }
  1799. if ( attributeKey.match( /Y/ ) ) {
  1800. returnObject.attrY = true;
  1801. }
  1802. if ( attributeKey.match( /Z/ ) ) {
  1803. returnObject.attrZ = true;
  1804. }
  1805. }
  1806. } else {
  1807. return null;
  1808. }
  1809. var conns = connections.get( returnObject.id );
  1810. var containerIndices = conns.parents;
  1811. for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
  1812. var boneID = findIndex( sceneGraph.skeleton.bones, function ( bone ) {
  1813. return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
  1814. } );
  1815. if ( boneID > - 1 ) {
  1816. returnObject.containerBoneID = boneID;
  1817. returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
  1818. var model = rawModels[ returnObject.containerID.toString() ];
  1819. if ( 'PreRotation' in model.properties ) {
  1820. returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );
  1821. }
  1822. break;
  1823. }
  1824. }
  1825. return returnObject;
  1826. }
  1827. function parseAnimationCurve( animationCurve ) {
  1828. return {
  1829. version: null,
  1830. id: animationCurve.id,
  1831. internalID: animationCurve.id,
  1832. times: animationCurve.subNodes.KeyTime.properties.a.map( convertFBXTimeToSeconds ),
  1833. values: animationCurve.subNodes.KeyValueFloat.properties.a,
  1834. attrFlag: animationCurve.subNodes.KeyAttrFlags.properties.a,
  1835. attrData: animationCurve.subNodes.KeyAttrDataFloat.properties.a,
  1836. };
  1837. }
  1838. // Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
  1839. // than the max or min respectively.
  1840. function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
  1841. if ( layer.R ) {
  1842. getCurveMaxMinTimeStamp( layer.R.curves, timestamps );
  1843. }
  1844. if ( layer.S ) {
  1845. getCurveMaxMinTimeStamp( layer.S.curves, timestamps );
  1846. }
  1847. if ( layer.T ) {
  1848. getCurveMaxMinTimeStamp( layer.T.curves, timestamps );
  1849. }
  1850. }
  1851. // Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
  1852. // exceeds the maximum or minimum.
  1853. function getCurveMaxMinTimeStamp( curve, timestamps ) {
  1854. if ( curve.x ) {
  1855. getCurveAxisMaxMinTimeStamps( curve.x, timestamps );
  1856. }
  1857. if ( curve.y ) {
  1858. getCurveAxisMaxMinTimeStamps( curve.y, timestamps );
  1859. }
  1860. if ( curve.z ) {
  1861. getCurveAxisMaxMinTimeStamps( curve.z, timestamps );
  1862. }
  1863. }
  1864. // Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
  1865. function getCurveAxisMaxMinTimeStamps( axis, timestamps ) {
  1866. timestamps.max = axis.times[ axis.times.length - 1 ] > timestamps.max ? axis.times[ axis.times.length - 1 ] : timestamps.max;
  1867. timestamps.min = axis.times[ 0 ] < timestamps.min ? axis.times[ 0 ] : timestamps.min;
  1868. }
  1869. function addAnimations( group, animations ) {
  1870. if ( group.animations === undefined ) {
  1871. group.animations = [];
  1872. }
  1873. var stacks = animations.stacks;
  1874. for ( var key in stacks ) {
  1875. var stack = stacks[ key ];
  1876. var animationData = {
  1877. name: stack.name,
  1878. fps: animations.fps,
  1879. length: stack.length,
  1880. hierarchy: []
  1881. };
  1882. var bones = group.skeleton.bones;
  1883. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  1884. var bone = bones[ bonesIndex ];
  1885. var name = bone.name.replace( /.*:/, '' );
  1886. var parentIndex = findIndex( bones, function ( parentBone ) {
  1887. return bone.parent === parentBone;
  1888. } );
  1889. animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
  1890. }
  1891. for ( var frame = 0; frame <= stack.frames; frame ++ ) {
  1892. for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
  1893. var bone = bones[ bonesIndex ];
  1894. var boneIndex = bonesIndex;
  1895. var animationNode = stack.layers[ 0 ][ boneIndex ];
  1896. for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
  1897. var node = animationData.hierarchy[ hierarchyIndex ];
  1898. if ( node.name === bone.name ) {
  1899. node.keys.push( generateKey( animations, animationNode, bone, frame ) );
  1900. }
  1901. }
  1902. }
  1903. }
  1904. group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
  1905. }
  1906. }
  1907. var euler = new THREE.Euler();
  1908. var quaternion = new THREE.Quaternion();
  1909. function generateKey( animations, animationNode, bone, frame ) {
  1910. var key = {
  1911. time: frame / animations.fps,
  1912. pos: bone.position.toArray(),
  1913. rot: bone.quaternion.toArray(),
  1914. scl: bone.scale.toArray()
  1915. };
  1916. if ( animationNode === undefined ) return key;
  1917. euler.setFromQuaternion( bone.quaternion, 'ZYX', false );
  1918. try {
  1919. if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
  1920. if ( animationNode.T.curves.x.values[ frame ] ) {
  1921. key.pos[ 0 ] = animationNode.T.curves.x.values[ frame ];
  1922. }
  1923. if ( animationNode.T.curves.y.values[ frame ] ) {
  1924. key.pos[ 1 ] = animationNode.T.curves.y.values[ frame ];
  1925. }
  1926. if ( animationNode.T.curves.z.values[ frame ] ) {
  1927. key.pos[ 2 ] = animationNode.T.curves.z.values[ frame ];
  1928. }
  1929. }
  1930. if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
  1931. // Only update the euler's values if rotation is defined for the axis on this frame
  1932. if ( animationNode.R.curves.x.values[ frame ] ) {
  1933. euler.x = animationNode.R.curves.x.values[ frame ];
  1934. }
  1935. if ( animationNode.R.curves.y.values[ frame ] ) {
  1936. euler.y = animationNode.R.curves.y.values[ frame ];
  1937. }
  1938. if ( animationNode.R.curves.z.values[ frame ] ) {
  1939. euler.z = animationNode.R.curves.z.values[ frame ];
  1940. }
  1941. quaternion.setFromEuler( euler );
  1942. key.rot = quaternion.toArray();
  1943. }
  1944. if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
  1945. if ( animationNode.T.curves.x.values[ frame ] ) {
  1946. key.scl[ 0 ] = animationNode.S.curves.x.values[ frame ];
  1947. }
  1948. if ( animationNode.T.curves.y.values[ frame ] ) {
  1949. key.scl[ 1 ] = animationNode.S.curves.y.values[ frame ];
  1950. }
  1951. if ( animationNode.T.curves.z.values[ frame ] ) {
  1952. key.scl[ 2 ] = animationNode.S.curves.z.values[ frame ];
  1953. }
  1954. }
  1955. } catch ( error ) {
  1956. // Curve is not fully plotted.
  1957. console.log( 'THREE.FBXLoader: ', bone );
  1958. console.log( 'THREE.FBXLoader: ', error );
  1959. }
  1960. return key;
  1961. }
  1962. var AXES = [ 'x', 'y', 'z' ];
  1963. function hasCurve( animationNode, attribute ) {
  1964. if ( animationNode === undefined ) {
  1965. return false;
  1966. }
  1967. var attributeNode = animationNode[ attribute ];
  1968. if ( ! attributeNode ) {
  1969. return false;
  1970. }
  1971. return AXES.every( function ( key ) {
  1972. return attributeNode.curves[ key ] !== null;
  1973. } );
  1974. }
  1975. function hasKeyOnFrame( attributeNode, frame ) {
  1976. return AXES.every( function ( key ) {
  1977. return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
  1978. } );
  1979. }
  1980. function isKeyExistOnFrame( curve, frame ) {
  1981. return curve.values[ frame ] !== undefined;
  1982. }
  1983. // Vertex class used in internal Geometry representation
  1984. function Vertex() {
  1985. this.skinIndices = new THREE.Vector4();
  1986. this.skinWeights = new THREE.Vector4();
  1987. }
  1988. Object.assign( Vertex.prototype, {
  1989. flattenToBuffers: function ( skinIndexBuffer, skinWeightBuffer ) {
  1990. this.skinIndices.toArray( skinIndexBuffer, skinIndexBuffer.length );
  1991. this.skinWeights.toArray( skinWeightBuffer, skinWeightBuffer.length );
  1992. }
  1993. } );
  1994. // Triangle class used in internal Geometry representation
  1995. function Triangle() {
  1996. this.vertices = [];
  1997. }
  1998. Object.assign( Triangle.prototype, {
  1999. flattenToBuffers: function ( skinIndexBuffer, skinWeightBuffer ) {
  2000. var vertices = this.vertices;
  2001. for ( var i = 0, l = vertices.length; i < l; ++ i ) {
  2002. vertices[ i ].flattenToBuffers( skinIndexBuffer, skinWeightBuffer );
  2003. }
  2004. }
  2005. } );
  2006. // Face class used in internal Geometry representation
  2007. function Face() {
  2008. this.triangles = [];
  2009. }
  2010. Object.assign( Face.prototype, {
  2011. genTrianglesFromVertices: function ( vertexArray ) {
  2012. for ( var i = 2; i < vertexArray.length; ++ i ) {
  2013. var triangle = new Triangle();
  2014. triangle.vertices[ 0 ] = vertexArray[ 0 ];
  2015. triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
  2016. triangle.vertices[ 2 ] = vertexArray[ i ];
  2017. this.triangles.push( triangle );
  2018. }
  2019. },
  2020. flattenToBuffers: function ( skinIndexBuffer, skinWeightBuffer ) {
  2021. var triangles = this.triangles;
  2022. for ( var i = 0, l = triangles.length; i < l; ++ i ) {
  2023. triangles[ i ].flattenToBuffers( skinIndexBuffer, skinWeightBuffer );
  2024. }
  2025. }
  2026. } );
  2027. // Geometry class as intermediary in converting FBXTree.Objects.subNodes.Geometry node to THREE.BufferGeometry
  2028. function Geometry() {
  2029. this.faces = [];
  2030. this.skeleton = null;
  2031. }
  2032. Object.assign( Geometry.prototype, {
  2033. flattenToBuffers: function () {
  2034. var skinIndexBuffer = [];
  2035. var skinWeightBuffer = [];
  2036. var faces = this.faces;
  2037. for ( var i = 0, l = faces.length; i < l; ++ i ) {
  2038. faces[ i ].flattenToBuffers( skinIndexBuffer, skinWeightBuffer );
  2039. }
  2040. return {
  2041. skinIndexBuffer: skinIndexBuffer,
  2042. skinWeightBuffer: skinWeightBuffer,
  2043. };
  2044. }
  2045. } );
  2046. // parse an FBX file in ASCII format
  2047. function TextParser() {}
  2048. Object.assign( TextParser.prototype, {
  2049. getPrevNode: function () {
  2050. return this.nodeStack[ this.currentIndent - 2 ];
  2051. },
  2052. getCurrentNode: function () {
  2053. return this.nodeStack[ this.currentIndent - 1 ];
  2054. },
  2055. getCurrentProp: function () {
  2056. return this.currentProp;
  2057. },
  2058. pushStack: function ( node ) {
  2059. this.nodeStack.push( node );
  2060. this.currentIndent += 1;
  2061. },
  2062. popStack: function () {
  2063. this.nodeStack.pop();
  2064. this.currentIndent -= 1;
  2065. },
  2066. setCurrentProp: function ( val, name ) {
  2067. this.currentProp = val;
  2068. this.currentPropName = name;
  2069. },
  2070. parse: function ( text ) {
  2071. this.currentIndent = 0;
  2072. this.allNodes = new FBXTree();
  2073. this.nodeStack = [];
  2074. this.currentProp = [];
  2075. this.currentPropName = '';
  2076. var split = text.split( '\n' );
  2077. for ( var lineNum = 0, lineLength = split.length; lineNum < lineLength; lineNum ++ ) {
  2078. var l = split[ lineNum ];
  2079. // skip comment line
  2080. if ( l.match( /^[\s\t]*;/ ) ) {
  2081. continue;
  2082. }
  2083. // skip empty line
  2084. if ( l.match( /^[\s\t]*$/ ) ) {
  2085. continue;
  2086. }
  2087. // beginning of node
  2088. var beginningOfNodeExp = new RegExp( '^\\t{' + this.currentIndent + '}(\\w+):(.*){', '' );
  2089. var match = l.match( beginningOfNodeExp );
  2090. if ( match ) {
  2091. var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  2092. var nodeAttrs = match[ 2 ].split( ',' );
  2093. for ( var i = 0, l = nodeAttrs.length; i < l; i ++ ) {
  2094. nodeAttrs[ i ] = nodeAttrs[ i ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  2095. }
  2096. this.parseNodeBegin( l, nodeName, nodeAttrs || null );
  2097. continue;
  2098. }
  2099. // node's property
  2100. var propExp = new RegExp( '^\\t{' + ( this.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  2101. var match = l.match( propExp );
  2102. if ( match ) {
  2103. var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  2104. var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  2105. // for special case: base64 image data follows "Content: ," line
  2106. // Content: ,
  2107. // "iVB..."
  2108. if ( propName === 'Content' && propValue === ',' ) {
  2109. propValue = split[ ++ lineNum ].replace( /"/g, '' ).replace( /,$/, '' ).trim();
  2110. }
  2111. this.parseNodeProperty( l, propName, propValue );
  2112. continue;
  2113. }
  2114. // end of node
  2115. var endOfNodeExp = new RegExp( '^\\t{' + ( this.currentIndent - 1 ) + '}}' );
  2116. if ( l.match( endOfNodeExp ) ) {
  2117. this.nodeEnd();
  2118. continue;
  2119. }
  2120. // large arrays are split over multiple lines terminated with a ',' character
  2121. // if this is encountered the line needs to be joined to the previous line
  2122. if ( l.match( /^[^\s\t}]/ ) ) {
  2123. this.parseNodePropertyContinued( l );
  2124. }
  2125. }
  2126. return this.allNodes;
  2127. },
  2128. parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
  2129. var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
  2130. var attrs = this.parseNodeAttr( nodeAttrs );
  2131. var currentNode = this.getCurrentNode();
  2132. // a top node
  2133. if ( this.currentIndent === 0 ) {
  2134. this.allNodes.add( nodeName, node );
  2135. } else { // a subnode
  2136. // if the subnode already exists, append it
  2137. if ( nodeName in currentNode.subNodes ) {
  2138. var tmp = currentNode.subNodes[ nodeName ];
  2139. if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
  2140. if ( attrs.id === '' ) {
  2141. currentNode.subNodes[ nodeName ] = [];
  2142. currentNode.subNodes[ nodeName ].push( tmp );
  2143. } else {
  2144. currentNode.subNodes[ nodeName ] = {};
  2145. currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
  2146. }
  2147. }
  2148. if ( attrs.id === '' ) {
  2149. currentNode.subNodes[ nodeName ].push( node );
  2150. } else {
  2151. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2152. }
  2153. } else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
  2154. currentNode.subNodes[ nodeName ] = {};
  2155. currentNode.subNodes[ nodeName ][ attrs.id ] = node;
  2156. } else {
  2157. currentNode.subNodes[ nodeName ] = node;
  2158. }
  2159. }
  2160. // for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
  2161. // NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
  2162. if ( nodeAttrs ) {
  2163. node.id = attrs.id;
  2164. node.attrName = attrs.name;
  2165. node.attrType = attrs.type;
  2166. }
  2167. this.pushStack( node );
  2168. },
  2169. parseNodeAttr: function ( attrs ) {
  2170. var id = attrs[ 0 ];
  2171. if ( attrs[ 0 ] !== '' ) {
  2172. id = parseInt( attrs[ 0 ] );
  2173. if ( isNaN( id ) ) {
  2174. id = attrs[ 0 ];
  2175. }
  2176. }
  2177. var name = '', type = '';
  2178. if ( attrs.length > 1 ) {
  2179. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  2180. type = attrs[ 2 ];
  2181. }
  2182. return { id: id, name: name, type: type };
  2183. },
  2184. parseNodeProperty: function ( line, propName, propValue ) {
  2185. var currentNode = this.getCurrentNode();
  2186. var parentName = currentNode.name;
  2187. // special case where the parent node is something like "Properties70"
  2188. // these children nodes must treated carefully
  2189. if ( parentName !== undefined ) {
  2190. var propMatch = parentName.match( /Properties(\d)+/ );
  2191. if ( propMatch ) {
  2192. this.parseNodeSpecialProperty( line, propName, propValue );
  2193. return;
  2194. }
  2195. }
  2196. // Connections
  2197. if ( propName === 'C' ) {
  2198. var connProps = propValue.split( ',' ).slice( 1 );
  2199. var from = parseInt( connProps[ 0 ] );
  2200. var to = parseInt( connProps[ 1 ] );
  2201. var rest = propValue.split( ',' ).slice( 3 );
  2202. rest = rest.map( function ( elem ) {
  2203. return elem.trim().replace( /^"/, '' );
  2204. } );
  2205. propName = 'connections';
  2206. propValue = [ from, to ];
  2207. append( propValue, rest );
  2208. if ( currentNode.properties[ propName ] === undefined ) {
  2209. currentNode.properties[ propName ] = [];
  2210. }
  2211. }
  2212. // Node
  2213. if ( propName === 'Node' ) {
  2214. var id = parseInt( propValue );
  2215. currentNode.properties.id = id;
  2216. currentNode.id = id;
  2217. }
  2218. // already exists in properties, then append this
  2219. if ( propName in currentNode.properties ) {
  2220. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2221. currentNode.properties[ propName ].push( propValue );
  2222. } else {
  2223. currentNode.properties[ propName ] += propValue;
  2224. }
  2225. } else {
  2226. if ( Array.isArray( currentNode.properties[ propName ] ) ) {
  2227. currentNode.properties[ propName ].push( propValue );
  2228. } else {
  2229. currentNode.properties[ propName ] = propValue;
  2230. }
  2231. }
  2232. this.setCurrentProp( currentNode.properties, propName );
  2233. // convert string to array, unless it ends in ',' in which case more will be added to it
  2234. if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
  2235. currentNode.properties.a = parseNumberArray( propValue );
  2236. }
  2237. },
  2238. parseNodePropertyContinued: function ( line ) {
  2239. this.currentProp[ this.currentPropName ] += line;
  2240. // if the line doesn't end in ',' we have reached the end of the property value
  2241. // so convert the string to an array
  2242. if ( line.slice( - 1 ) !== ',' ) {
  2243. var currentNode = this.getCurrentNode();
  2244. currentNode.properties.a = parseNumberArray( currentNode.properties.a );
  2245. }
  2246. },
  2247. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  2248. // split this
  2249. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  2250. // into array like below
  2251. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  2252. var props = propValue.split( '",' );
  2253. for ( var i = 0, l = props.length; i < l; i ++ ) {
  2254. props[ i ] = props[ i ].trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  2255. }
  2256. var innerPropName = props[ 0 ];
  2257. var innerPropType1 = props[ 1 ];
  2258. var innerPropType2 = props[ 2 ];
  2259. var innerPropFlag = props[ 3 ];
  2260. var innerPropValue = props[ 4 ];
  2261. /*
  2262. if ( innerPropValue === undefined ) {
  2263. innerPropValue = props[3];
  2264. }
  2265. */
  2266. // cast value to its type
  2267. switch ( innerPropType1 ) {
  2268. case 'int':
  2269. case 'enum':
  2270. case 'bool':
  2271. case 'ULongLong':
  2272. innerPropValue = parseInt( innerPropValue );
  2273. break;
  2274. case 'double':
  2275. case 'Number':
  2276. case 'FieldOfView':
  2277. innerPropValue = parseFloat( innerPropValue );
  2278. break;
  2279. case 'ColorRGB':
  2280. case 'Vector3D':
  2281. case 'Lcl_Translation':
  2282. case 'Lcl_Rotation':
  2283. case 'Lcl_Scaling':
  2284. innerPropValue = parseNumberArray( innerPropValue );
  2285. break;
  2286. }
  2287. // CAUTION: these props must append to parent's parent
  2288. this.getPrevNode().properties[ innerPropName ] = {
  2289. 'type': innerPropType1,
  2290. 'type2': innerPropType2,
  2291. 'flag': innerPropFlag,
  2292. 'value': innerPropValue
  2293. };
  2294. this.setCurrentProp( this.getPrevNode().properties, innerPropName );
  2295. },
  2296. nodeEnd: function () {
  2297. this.popStack();
  2298. },
  2299. isFlattenNode: function ( node ) {
  2300. return ( 'subNodes' in node && 'properties' in node ) ? true : false;
  2301. }
  2302. } );
  2303. // Parse an FBX file in Binary format
  2304. function BinaryParser() {}
  2305. Object.assign( BinaryParser.prototype, {
  2306. parse: function ( buffer ) {
  2307. var reader = new BinaryReader( buffer );
  2308. reader.skip( 23 ); // skip magic 23 bytes
  2309. var version = reader.getUint32();
  2310. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  2311. var allNodes = new FBXTree();
  2312. while ( ! this.endOfContent( reader ) ) {
  2313. var node = this.parseNode( reader, version );
  2314. if ( node !== null ) allNodes.add( node.name, node );
  2315. }
  2316. return allNodes;
  2317. },
  2318. // Check if reader has reached the end of content.
  2319. endOfContent: function ( reader ) {
  2320. // footer size: 160bytes + 16-byte alignment padding
  2321. // - 16bytes: magic
  2322. // - padding til 16-byte alignment (at least 1byte?)
  2323. // (seems like some exporters embed fixed 15 or 16bytes?)
  2324. // - 4bytes: magic
  2325. // - 4bytes: version
  2326. // - 120bytes: zero
  2327. // - 16bytes: magic
  2328. if ( reader.size() % 16 === 0 ) {
  2329. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  2330. } else {
  2331. return reader.getOffset() + 160 + 16 >= reader.size();
  2332. }
  2333. },
  2334. parseNode: function ( reader, version ) {
  2335. // The first three data sizes depends on version.
  2336. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  2337. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  2338. var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  2339. var nameLen = reader.getUint8();
  2340. var name = reader.getString( nameLen );
  2341. // Regards this node as NULL-record if endOffset is zero
  2342. if ( endOffset === 0 ) return null;
  2343. var propertyList = [];
  2344. for ( var i = 0; i < numProperties; i ++ ) {
  2345. propertyList.push( this.parseProperty( reader ) );
  2346. }
  2347. // Regards the first three elements in propertyList as id, attrName, and attrType
  2348. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  2349. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  2350. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  2351. var subNodes = {};
  2352. var properties = {};
  2353. var isSingleProperty = false;
  2354. // check if this node represents just a single property
  2355. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  2356. if ( numProperties === 1 && reader.getOffset() === endOffset ) {
  2357. isSingleProperty = true;
  2358. }
  2359. while ( endOffset > reader.getOffset() ) {
  2360. var node = this.parseNode( reader, version );
  2361. if ( node === null ) continue;
  2362. // special case: child node is single property
  2363. if ( node.singleProperty === true ) {
  2364. var value = node.propertyList[ 0 ];
  2365. if ( Array.isArray( value ) ) {
  2366. node.properties[ node.name ] = node.propertyList[ 0 ];
  2367. subNodes[ node.name ] = node;
  2368. node.properties.a = value;
  2369. } else {
  2370. properties[ node.name ] = value;
  2371. }
  2372. continue;
  2373. }
  2374. // parse connections
  2375. if ( name === 'Connections' && node.name === 'C' ) {
  2376. var array = [];
  2377. for ( var i = 1, il = node.propertyList.length; i < il; i ++ ) {
  2378. array[ i - 1 ] = node.propertyList[ i ];
  2379. }
  2380. if ( properties.connections === undefined ) {
  2381. properties.connections = [];
  2382. }
  2383. properties.connections.push( array );
  2384. continue;
  2385. }
  2386. // special case: child node is Properties\d+
  2387. // move child node's properties to this node.
  2388. if ( node.name.match( /^Properties\d+$/ ) ) {
  2389. var keys = Object.keys( node.properties );
  2390. for ( var i = 0, il = keys.length; i < il; i ++ ) {
  2391. var key = keys[ i ];
  2392. properties[ key ] = node.properties[ key ];
  2393. }
  2394. continue;
  2395. }
  2396. // parse 'properties70'
  2397. if ( name.match( /^Properties\d+$/ ) && node.name === 'P' ) {
  2398. var innerPropName = node.propertyList[ 0 ];
  2399. var innerPropType1 = node.propertyList[ 1 ];
  2400. var innerPropType2 = node.propertyList[ 2 ];
  2401. var innerPropFlag = node.propertyList[ 3 ];
  2402. var innerPropValue;
  2403. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  2404. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  2405. if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  2406. innerPropValue = [
  2407. node.propertyList[ 4 ],
  2408. node.propertyList[ 5 ],
  2409. node.propertyList[ 6 ]
  2410. ];
  2411. } else {
  2412. innerPropValue = node.propertyList[ 4 ];
  2413. }
  2414. // this will be copied to parent, see above
  2415. properties[ innerPropName ] = {
  2416. 'type': innerPropType1,
  2417. 'type2': innerPropType2,
  2418. 'flag': innerPropFlag,
  2419. 'value': innerPropValue
  2420. };
  2421. continue;
  2422. }
  2423. if ( subNodes[ node.name ] === undefined ) {
  2424. if ( typeof node.id === 'number' ) {
  2425. subNodes[ node.name ] = {};
  2426. subNodes[ node.name ][ node.id ] = node;
  2427. } else {
  2428. subNodes[ node.name ] = node;
  2429. }
  2430. } else {
  2431. if ( node.id === '' ) {
  2432. if ( ! Array.isArray( subNodes[ node.name ] ) ) {
  2433. subNodes[ node.name ] = [ subNodes[ node.name ] ];
  2434. }
  2435. subNodes[ node.name ].push( node );
  2436. } else {
  2437. if ( subNodes[ node.name ][ node.id ] === undefined ) {
  2438. subNodes[ node.name ][ node.id ] = node;
  2439. } else {
  2440. // conflict id. irregular?
  2441. if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {
  2442. subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];
  2443. }
  2444. subNodes[ node.name ][ node.id ].push( node );
  2445. }
  2446. }
  2447. }
  2448. }
  2449. return {
  2450. singleProperty: isSingleProperty,
  2451. id: id,
  2452. attrName: attrName,
  2453. attrType: attrType,
  2454. name: name,
  2455. properties: properties,
  2456. propertyList: propertyList, // raw property list used by parent
  2457. subNodes: subNodes
  2458. };
  2459. },
  2460. parseProperty: function ( reader ) {
  2461. var type = reader.getChar();
  2462. switch ( type ) {
  2463. case 'C':
  2464. return reader.getBoolean();
  2465. case 'D':
  2466. return reader.getFloat64();
  2467. case 'F':
  2468. return reader.getFloat32();
  2469. case 'I':
  2470. return reader.getInt32();
  2471. case 'L':
  2472. return reader.getInt64();
  2473. case 'R':
  2474. var length = reader.getUint32();
  2475. return reader.getArrayBuffer( length );
  2476. case 'S':
  2477. var length = reader.getUint32();
  2478. return reader.getString( length );
  2479. case 'Y':
  2480. return reader.getInt16();
  2481. case 'b':
  2482. case 'c':
  2483. case 'd':
  2484. case 'f':
  2485. case 'i':
  2486. case 'l':
  2487. var arrayLength = reader.getUint32();
  2488. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  2489. var compressedLength = reader.getUint32();
  2490. if ( encoding === 0 ) {
  2491. switch ( type ) {
  2492. case 'b':
  2493. case 'c':
  2494. return reader.getBooleanArray( arrayLength );
  2495. case 'd':
  2496. return reader.getFloat64Array( arrayLength );
  2497. case 'f':
  2498. return reader.getFloat32Array( arrayLength );
  2499. case 'i':
  2500. return reader.getInt32Array( arrayLength );
  2501. case 'l':
  2502. return reader.getInt64Array( arrayLength );
  2503. }
  2504. }
  2505. if ( window.Zlib === undefined ) {
  2506. throw new Error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  2507. }
  2508. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  2509. var reader2 = new BinaryReader( inflate.decompress().buffer );
  2510. switch ( type ) {
  2511. case 'b':
  2512. case 'c':
  2513. return reader2.getBooleanArray( arrayLength );
  2514. case 'd':
  2515. return reader2.getFloat64Array( arrayLength );
  2516. case 'f':
  2517. return reader2.getFloat32Array( arrayLength );
  2518. case 'i':
  2519. return reader2.getInt32Array( arrayLength );
  2520. case 'l':
  2521. return reader2.getInt64Array( arrayLength );
  2522. }
  2523. default:
  2524. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  2525. }
  2526. }
  2527. } );
  2528. function BinaryReader( buffer, littleEndian ) {
  2529. this.dv = new DataView( buffer );
  2530. this.offset = 0;
  2531. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  2532. }
  2533. Object.assign( BinaryReader.prototype, {
  2534. getOffset: function () {
  2535. return this.offset;
  2536. },
  2537. size: function () {
  2538. return this.dv.buffer.byteLength;
  2539. },
  2540. skip: function ( length ) {
  2541. this.offset += length;
  2542. },
  2543. // seems like true/false representation depends on exporter.
  2544. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  2545. // then sees LSB.
  2546. getBoolean: function () {
  2547. return ( this.getUint8() & 1 ) === 1;
  2548. },
  2549. getBooleanArray: function ( size ) {
  2550. var a = [];
  2551. for ( var i = 0; i < size; i ++ ) {
  2552. a.push( this.getBoolean() );
  2553. }
  2554. return a;
  2555. },
  2556. getInt8: function () {
  2557. var value = this.dv.getInt8( this.offset );
  2558. this.offset += 1;
  2559. return value;
  2560. },
  2561. getInt8Array: function ( size ) {
  2562. var a = [];
  2563. for ( var i = 0; i < size; i ++ ) {
  2564. a.push( this.getInt8() );
  2565. }
  2566. return a;
  2567. },
  2568. getUint8: function () {
  2569. var value = this.dv.getUint8( this.offset );
  2570. this.offset += 1;
  2571. return value;
  2572. },
  2573. getUint8Array: function ( size ) {
  2574. var a = [];
  2575. for ( var i = 0; i < size; i ++ ) {
  2576. a.push( this.getUint8() );
  2577. }
  2578. return a;
  2579. },
  2580. getInt16: function () {
  2581. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2582. this.offset += 2;
  2583. return value;
  2584. },
  2585. getInt16Array: function ( size ) {
  2586. var a = [];
  2587. for ( var i = 0; i < size; i ++ ) {
  2588. a.push( this.getInt16() );
  2589. }
  2590. return a;
  2591. },
  2592. getUint16: function () {
  2593. var value = this.dv.getUint16( this.offset, this.littleEndian );
  2594. this.offset += 2;
  2595. return value;
  2596. },
  2597. getUint16Array: function ( size ) {
  2598. var a = [];
  2599. for ( var i = 0; i < size; i ++ ) {
  2600. a.push( this.getUint16() );
  2601. }
  2602. return a;
  2603. },
  2604. getInt32: function () {
  2605. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2606. this.offset += 4;
  2607. return value;
  2608. },
  2609. getInt32Array: function ( size ) {
  2610. var a = [];
  2611. for ( var i = 0; i < size; i ++ ) {
  2612. a.push( this.getInt32() );
  2613. }
  2614. return a;
  2615. },
  2616. getUint32: function () {
  2617. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2618. this.offset += 4;
  2619. return value;
  2620. },
  2621. getUint32Array: function ( size ) {
  2622. var a = [];
  2623. for ( var i = 0; i < size; i ++ ) {
  2624. a.push( this.getUint32() );
  2625. }
  2626. return a;
  2627. },
  2628. // JavaScript doesn't support 64-bit integer so calculate this here
  2629. // 1 << 32 will return 1 so using multiply operation instead here.
  2630. // There's a possibility that this method returns wrong value if the value
  2631. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  2632. // TODO: safely handle 64-bit integer
  2633. getInt64: function () {
  2634. var low, high;
  2635. if ( this.littleEndian ) {
  2636. low = this.getUint32();
  2637. high = this.getUint32();
  2638. } else {
  2639. high = this.getUint32();
  2640. low = this.getUint32();
  2641. }
  2642. // calculate negative value
  2643. if ( high & 0x80000000 ) {
  2644. high = ~ high & 0xFFFFFFFF;
  2645. low = ~ low & 0xFFFFFFFF;
  2646. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  2647. low = ( low + 1 ) & 0xFFFFFFFF;
  2648. return - ( high * 0x100000000 + low );
  2649. }
  2650. return high * 0x100000000 + low;
  2651. },
  2652. getInt64Array: function ( size ) {
  2653. var a = [];
  2654. for ( var i = 0; i < size; i ++ ) {
  2655. a.push( this.getInt64() );
  2656. }
  2657. return a;
  2658. },
  2659. // Note: see getInt64() comment
  2660. getUint64: function () {
  2661. var low, high;
  2662. if ( this.littleEndian ) {
  2663. low = this.getUint32();
  2664. high = this.getUint32();
  2665. } else {
  2666. high = this.getUint32();
  2667. low = this.getUint32();
  2668. }
  2669. return high * 0x100000000 + low;
  2670. },
  2671. getUint64Array: function ( size ) {
  2672. var a = [];
  2673. for ( var i = 0; i < size; i ++ ) {
  2674. a.push( this.getUint64() );
  2675. }
  2676. return a;
  2677. },
  2678. getFloat32: function () {
  2679. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2680. this.offset += 4;
  2681. return value;
  2682. },
  2683. getFloat32Array: function ( size ) {
  2684. var a = [];
  2685. for ( var i = 0; i < size; i ++ ) {
  2686. a.push( this.getFloat32() );
  2687. }
  2688. return a;
  2689. },
  2690. getFloat64: function () {
  2691. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2692. this.offset += 8;
  2693. return value;
  2694. },
  2695. getFloat64Array: function ( size ) {
  2696. var a = [];
  2697. for ( var i = 0; i < size; i ++ ) {
  2698. a.push( this.getFloat64() );
  2699. }
  2700. return a;
  2701. },
  2702. getArrayBuffer: function ( size ) {
  2703. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  2704. this.offset += size;
  2705. return value;
  2706. },
  2707. getChar: function () {
  2708. return String.fromCharCode( this.getUint8() );
  2709. },
  2710. getString: function ( size ) {
  2711. var s = '';
  2712. while ( size > 0 ) {
  2713. var value = this.getUint8();
  2714. size --;
  2715. if ( value === 0 ) break;
  2716. s += String.fromCharCode( value );
  2717. }
  2718. // Manage UTF8 encoding
  2719. s = decodeURIComponent( escape( s ) );
  2720. this.skip( size );
  2721. return s;
  2722. }
  2723. } );
  2724. // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
  2725. // and BinaryParser( FBX Binary format)
  2726. function FBXTree() {}
  2727. Object.assign( FBXTree.prototype, {
  2728. add: function ( key, val ) {
  2729. this[ key ] = val;
  2730. },
  2731. } );
  2732. function isFbxFormatBinary( buffer ) {
  2733. var CORRECT = 'Kaydara FBX Binary \0';
  2734. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  2735. }
  2736. function isFbxFormatASCII( text ) {
  2737. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2738. var cursor = 0;
  2739. function read( offset ) {
  2740. var result = text[ offset - 1 ];
  2741. text = text.slice( cursor + offset );
  2742. cursor ++;
  2743. return result;
  2744. }
  2745. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2746. var num = read( 1 );
  2747. if ( num === CORRECT[ i ] ) {
  2748. return false;
  2749. }
  2750. }
  2751. return true;
  2752. }
  2753. function getFbxVersion( text ) {
  2754. var versionRegExp = /FBXVersion: (\d+)/;
  2755. var match = text.match( versionRegExp );
  2756. if ( match ) {
  2757. var version = parseInt( match[ 1 ] );
  2758. return version;
  2759. }
  2760. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  2761. }
  2762. // Converts FBX ticks into real time seconds.
  2763. function convertFBXTimeToSeconds( time ) {
  2764. return time / 46186158000;
  2765. }
  2766. // Parses comma separated list of numbers and returns them an array.
  2767. // Used internally by the TextParser
  2768. function parseNumberArray( value ) {
  2769. var array = value.split( ',' );
  2770. for ( var i = 0, l = array.length; i < l; i ++ ) {
  2771. array[ i ] = parseFloat( array[ i ] );
  2772. }
  2773. return array;
  2774. }
  2775. function parseVector3( property ) {
  2776. return new THREE.Vector3().fromArray( property.value );
  2777. }
  2778. function parseColor( property ) {
  2779. return new THREE.Color().fromArray( property.value );
  2780. }
  2781. // Converts ArrayBuffer to String.
  2782. function convertArrayBufferToString( buffer, from, to ) {
  2783. if ( from === undefined ) from = 0;
  2784. if ( to === undefined ) to = buffer.byteLength;
  2785. var array = new Uint8Array( buffer, from, to );
  2786. if ( window.TextDecoder !== undefined ) {
  2787. return new TextDecoder().decode( array );
  2788. }
  2789. var s = '';
  2790. for ( var i = 0, il = array.length; i < il; i ++ ) {
  2791. s += String.fromCharCode( array[ i ] );
  2792. }
  2793. return s;
  2794. }
  2795. function findIndex( array, func ) {
  2796. for ( var i = 0, l = array.length; i < l; i ++ ) {
  2797. if ( func( array[ i ] ) ) return i;
  2798. }
  2799. return - 1;
  2800. }
  2801. function append( a, b ) {
  2802. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  2803. a[ j ] = b[ i ];
  2804. }
  2805. }
  2806. function slice( a, b, from, to ) {
  2807. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  2808. a[ j ] = b[ i ];
  2809. }
  2810. return a;
  2811. }
  2812. } )();