FBXLoader.js 99 KB

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  1. /**
  2. * @author Kyle-Larson https://github.com/Kyle-Larson
  3. * @author Takahiro https://github.com/takahirox
  4. * @author Lewy Blue https://github.com/looeee
  5. *
  6. * Loader loads FBX file and generates Group representing FBX scene.
  7. * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format
  8. * Versions lower than this may load but will probably have errors
  9. *
  10. * Needs Support:
  11. * Morph normals / blend shape normals
  12. *
  13. * FBX format references:
  14. * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
  15. * http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
  16. *
  17. * Binary format specification:
  18. * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  19. */
  20. import {
  21. AmbientLight,
  22. AnimationClip,
  23. Bone,
  24. BufferAttribute,
  25. BufferGeometry,
  26. ClampToEdgeWrapping,
  27. Color,
  28. DirectionalLight,
  29. EquirectangularReflectionMapping,
  30. Euler,
  31. FileLoader,
  32. Float32BufferAttribute,
  33. Group,
  34. Line,
  35. LineBasicMaterial,
  36. Loader,
  37. LoaderUtils,
  38. MathUtils,
  39. Matrix3,
  40. Matrix4,
  41. Mesh,
  42. MeshLambertMaterial,
  43. MeshPhongMaterial,
  44. NumberKeyframeTrack,
  45. Object3D,
  46. OrthographicCamera,
  47. PerspectiveCamera,
  48. PointLight,
  49. PropertyBinding,
  50. Quaternion,
  51. QuaternionKeyframeTrack,
  52. RepeatWrapping,
  53. Skeleton,
  54. SkinnedMesh,
  55. SpotLight,
  56. Texture,
  57. TextureLoader,
  58. Uint16BufferAttribute,
  59. Vector3,
  60. Vector4,
  61. VectorKeyframeTrack,
  62. sRGBEncoding
  63. } from "../../../build/three.module.js";
  64. import { Zlib } from "../libs/inflate.module.min.js";
  65. import { NURBSCurve } from "../curves/NURBSCurve.js";
  66. var FBXLoader = ( function () {
  67. var fbxTree;
  68. var connections;
  69. var sceneGraph;
  70. function FBXLoader( manager ) {
  71. Loader.call( this, manager );
  72. }
  73. FBXLoader.prototype = Object.assign( Object.create( Loader.prototype ), {
  74. constructor: FBXLoader,
  75. load: function ( url, onLoad, onProgress, onError ) {
  76. var scope = this;
  77. var path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
  78. var loader = new FileLoader( this.manager );
  79. loader.setPath( scope.path );
  80. loader.setResponseType( 'arraybuffer' );
  81. loader.load( url, function ( buffer ) {
  82. try {
  83. onLoad( scope.parse( buffer, path ) );
  84. } catch ( e ) {
  85. if ( onError ) {
  86. onError( e );
  87. } else {
  88. console.error( e );
  89. }
  90. scope.manager.itemError( url );
  91. }
  92. }, onProgress, onError );
  93. },
  94. parse: function ( FBXBuffer, path ) {
  95. if ( isFbxFormatBinary( FBXBuffer ) ) {
  96. fbxTree = new BinaryParser().parse( FBXBuffer );
  97. } else {
  98. var FBXText = convertArrayBufferToString( FBXBuffer );
  99. if ( ! isFbxFormatASCII( FBXText ) ) {
  100. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  101. }
  102. if ( getFbxVersion( FBXText ) < 7000 ) {
  103. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  104. }
  105. fbxTree = new TextParser().parse( FBXText );
  106. }
  107. // console.log( fbxTree );
  108. var textureLoader = new TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  109. return new FBXTreeParser( textureLoader, this.manager ).parse( fbxTree );
  110. }
  111. } );
  112. // Parse the FBXTree object returned by the BinaryParser or TextParser and return a Group
  113. function FBXTreeParser( textureLoader, manager ) {
  114. this.textureLoader = textureLoader;
  115. this.manager = manager;
  116. }
  117. FBXTreeParser.prototype = {
  118. constructor: FBXTreeParser,
  119. parse: function () {
  120. connections = this.parseConnections();
  121. var images = this.parseImages();
  122. var textures = this.parseTextures( images );
  123. var materials = this.parseMaterials( textures );
  124. var deformers = this.parseDeformers();
  125. var geometryMap = new GeometryParser().parse( deformers );
  126. this.parseScene( deformers, geometryMap, materials );
  127. return sceneGraph;
  128. },
  129. // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
  130. // and details the connection type
  131. parseConnections: function () {
  132. var connectionMap = new Map();
  133. if ( 'Connections' in fbxTree ) {
  134. var rawConnections = fbxTree.Connections.connections;
  135. rawConnections.forEach( function ( rawConnection ) {
  136. var fromID = rawConnection[ 0 ];
  137. var toID = rawConnection[ 1 ];
  138. var relationship = rawConnection[ 2 ];
  139. if ( ! connectionMap.has( fromID ) ) {
  140. connectionMap.set( fromID, {
  141. parents: [],
  142. children: []
  143. } );
  144. }
  145. var parentRelationship = { ID: toID, relationship: relationship };
  146. connectionMap.get( fromID ).parents.push( parentRelationship );
  147. if ( ! connectionMap.has( toID ) ) {
  148. connectionMap.set( toID, {
  149. parents: [],
  150. children: []
  151. } );
  152. }
  153. var childRelationship = { ID: fromID, relationship: relationship };
  154. connectionMap.get( toID ).children.push( childRelationship );
  155. } );
  156. }
  157. return connectionMap;
  158. },
  159. // Parse FBXTree.Objects.Video for embedded image data
  160. // These images are connected to textures in FBXTree.Objects.Textures
  161. // via FBXTree.Connections.
  162. parseImages: function () {
  163. var images = {};
  164. var blobs = {};
  165. if ( 'Video' in fbxTree.Objects ) {
  166. var videoNodes = fbxTree.Objects.Video;
  167. for ( var nodeID in videoNodes ) {
  168. var videoNode = videoNodes[ nodeID ];
  169. var id = parseInt( nodeID );
  170. images[ id ] = videoNode.RelativeFilename || videoNode.Filename;
  171. // raw image data is in videoNode.Content
  172. if ( 'Content' in videoNode ) {
  173. var arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );
  174. var base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );
  175. if ( arrayBufferContent || base64Content ) {
  176. var image = this.parseImage( videoNodes[ nodeID ] );
  177. blobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;
  178. }
  179. }
  180. }
  181. }
  182. for ( var id in images ) {
  183. var filename = images[ id ];
  184. if ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];
  185. else images[ id ] = images[ id ].split( '\\' ).pop();
  186. }
  187. return images;
  188. },
  189. // Parse embedded image data in FBXTree.Video.Content
  190. parseImage: function ( videoNode ) {
  191. var content = videoNode.Content;
  192. var fileName = videoNode.RelativeFilename || videoNode.Filename;
  193. var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  194. var type;
  195. switch ( extension ) {
  196. case 'bmp':
  197. type = 'image/bmp';
  198. break;
  199. case 'jpg':
  200. case 'jpeg':
  201. type = 'image/jpeg';
  202. break;
  203. case 'png':
  204. type = 'image/png';
  205. break;
  206. case 'tif':
  207. type = 'image/tiff';
  208. break;
  209. case 'tga':
  210. if ( this.manager.getHandler( '.tga' ) === null ) {
  211. console.warn( 'FBXLoader: TGA loader not found, skipping ', fileName );
  212. }
  213. type = 'image/tga';
  214. break;
  215. default:
  216. console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  217. return;
  218. }
  219. if ( typeof content === 'string' ) { // ASCII format
  220. return 'data:' + type + ';base64,' + content;
  221. } else { // Binary Format
  222. var array = new Uint8Array( content );
  223. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  224. }
  225. },
  226. // Parse nodes in FBXTree.Objects.Texture
  227. // These contain details such as UV scaling, cropping, rotation etc and are connected
  228. // to images in FBXTree.Objects.Video
  229. parseTextures: function ( images ) {
  230. var textureMap = new Map();
  231. if ( 'Texture' in fbxTree.Objects ) {
  232. var textureNodes = fbxTree.Objects.Texture;
  233. for ( var nodeID in textureNodes ) {
  234. var texture = this.parseTexture( textureNodes[ nodeID ], images );
  235. textureMap.set( parseInt( nodeID ), texture );
  236. }
  237. }
  238. return textureMap;
  239. },
  240. // Parse individual node in FBXTree.Objects.Texture
  241. parseTexture: function ( textureNode, images ) {
  242. var texture = this.loadTexture( textureNode, images );
  243. texture.ID = textureNode.id;
  244. texture.name = textureNode.attrName;
  245. var wrapModeU = textureNode.WrapModeU;
  246. var wrapModeV = textureNode.WrapModeV;
  247. var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  248. var valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  249. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  250. // 0: repeat(default), 1: clamp
  251. texture.wrapS = valueU === 0 ? RepeatWrapping : ClampToEdgeWrapping;
  252. texture.wrapT = valueV === 0 ? RepeatWrapping : ClampToEdgeWrapping;
  253. if ( 'Scaling' in textureNode ) {
  254. var values = textureNode.Scaling.value;
  255. texture.repeat.x = values[ 0 ];
  256. texture.repeat.y = values[ 1 ];
  257. }
  258. return texture;
  259. },
  260. // load a texture specified as a blob or data URI, or via an external URL using TextureLoader
  261. loadTexture: function ( textureNode, images ) {
  262. var fileName;
  263. var currentPath = this.textureLoader.path;
  264. var children = connections.get( textureNode.id ).children;
  265. if ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {
  266. fileName = images[ children[ 0 ].ID ];
  267. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  268. this.textureLoader.setPath( undefined );
  269. }
  270. }
  271. var texture;
  272. var extension = textureNode.FileName.slice( - 3 ).toLowerCase();
  273. if ( extension === 'tga' ) {
  274. var loader = this.manager.getHandler( '.tga' );
  275. if ( loader === null ) {
  276. console.warn( 'FBXLoader: TGA loader not found, creating placeholder texture for', textureNode.RelativeFilename );
  277. texture = new Texture();
  278. } else {
  279. texture = loader.load( fileName );
  280. }
  281. } else if ( extension === 'psd' ) {
  282. console.warn( 'FBXLoader: PSD textures are not supported, creating placeholder texture for', textureNode.RelativeFilename );
  283. texture = new Texture();
  284. } else {
  285. texture = this.textureLoader.load( fileName );
  286. }
  287. this.textureLoader.setPath( currentPath );
  288. return texture;
  289. },
  290. // Parse nodes in FBXTree.Objects.Material
  291. parseMaterials: function ( textureMap ) {
  292. var materialMap = new Map();
  293. if ( 'Material' in fbxTree.Objects ) {
  294. var materialNodes = fbxTree.Objects.Material;
  295. for ( var nodeID in materialNodes ) {
  296. var material = this.parseMaterial( materialNodes[ nodeID ], textureMap );
  297. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  298. }
  299. }
  300. return materialMap;
  301. },
  302. // Parse single node in FBXTree.Objects.Material
  303. // Materials are connected to texture maps in FBXTree.Objects.Textures
  304. // FBX format currently only supports Lambert and Phong shading models
  305. parseMaterial: function ( materialNode, textureMap ) {
  306. var ID = materialNode.id;
  307. var name = materialNode.attrName;
  308. var type = materialNode.ShadingModel;
  309. // Case where FBX wraps shading model in property object.
  310. if ( typeof type === 'object' ) {
  311. type = type.value;
  312. }
  313. // Ignore unused materials which don't have any connections.
  314. if ( ! connections.has( ID ) ) return null;
  315. var parameters = this.parseParameters( materialNode, textureMap, ID );
  316. var material;
  317. switch ( type.toLowerCase() ) {
  318. case 'phong':
  319. material = new MeshPhongMaterial();
  320. break;
  321. case 'lambert':
  322. material = new MeshLambertMaterial();
  323. break;
  324. default:
  325. console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  326. material = new MeshPhongMaterial();
  327. break;
  328. }
  329. material.setValues( parameters );
  330. material.name = name;
  331. return material;
  332. },
  333. // Parse FBX material and return parameters suitable for a three.js material
  334. // Also parse the texture map and return any textures associated with the material
  335. parseParameters: function ( materialNode, textureMap, ID ) {
  336. var parameters = {};
  337. if ( materialNode.BumpFactor ) {
  338. parameters.bumpScale = materialNode.BumpFactor.value;
  339. }
  340. if ( materialNode.Diffuse ) {
  341. parameters.color = new Color().fromArray( materialNode.Diffuse.value );
  342. } else if ( materialNode.DiffuseColor && materialNode.DiffuseColor.type === 'Color' ) {
  343. // The blender exporter exports diffuse here instead of in materialNode.Diffuse
  344. parameters.color = new Color().fromArray( materialNode.DiffuseColor.value );
  345. }
  346. if ( materialNode.DisplacementFactor ) {
  347. parameters.displacementScale = materialNode.DisplacementFactor.value;
  348. }
  349. if ( materialNode.Emissive ) {
  350. parameters.emissive = new Color().fromArray( materialNode.Emissive.value );
  351. } else if ( materialNode.EmissiveColor && materialNode.EmissiveColor.type === 'Color' ) {
  352. // The blender exporter exports emissive color here instead of in materialNode.Emissive
  353. parameters.emissive = new Color().fromArray( materialNode.EmissiveColor.value );
  354. }
  355. if ( materialNode.EmissiveFactor ) {
  356. parameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );
  357. }
  358. if ( materialNode.Opacity ) {
  359. parameters.opacity = parseFloat( materialNode.Opacity.value );
  360. }
  361. if ( parameters.opacity < 1.0 ) {
  362. parameters.transparent = true;
  363. }
  364. if ( materialNode.ReflectionFactor ) {
  365. parameters.reflectivity = materialNode.ReflectionFactor.value;
  366. }
  367. if ( materialNode.Shininess ) {
  368. parameters.shininess = materialNode.Shininess.value;
  369. }
  370. if ( materialNode.Specular ) {
  371. parameters.specular = new Color().fromArray( materialNode.Specular.value );
  372. } else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {
  373. // The blender exporter exports specular color here instead of in materialNode.Specular
  374. parameters.specular = new Color().fromArray( materialNode.SpecularColor.value );
  375. }
  376. var scope = this;
  377. connections.get( ID ).children.forEach( function ( child ) {
  378. var type = child.relationship;
  379. switch ( type ) {
  380. case 'Bump':
  381. parameters.bumpMap = scope.getTexture( textureMap, child.ID );
  382. break;
  383. case 'Maya|TEX_ao_map':
  384. parameters.aoMap = scope.getTexture( textureMap, child.ID );
  385. break;
  386. case 'DiffuseColor':
  387. case 'Maya|TEX_color_map':
  388. parameters.map = scope.getTexture( textureMap, child.ID );
  389. parameters.map.encoding = sRGBEncoding;
  390. break;
  391. case 'DisplacementColor':
  392. parameters.displacementMap = scope.getTexture( textureMap, child.ID );
  393. break;
  394. case 'EmissiveColor':
  395. parameters.emissiveMap = scope.getTexture( textureMap, child.ID );
  396. parameters.emissiveMap.encoding = sRGBEncoding;
  397. break;
  398. case 'NormalMap':
  399. case 'Maya|TEX_normal_map':
  400. parameters.normalMap = scope.getTexture( textureMap, child.ID );
  401. break;
  402. case 'ReflectionColor':
  403. parameters.envMap = scope.getTexture( textureMap, child.ID );
  404. parameters.envMap.mapping = EquirectangularReflectionMapping;
  405. parameters.envMap.encoding = sRGBEncoding;
  406. break;
  407. case 'SpecularColor':
  408. parameters.specularMap = scope.getTexture( textureMap, child.ID );
  409. parameters.specularMap.encoding = sRGBEncoding;
  410. break;
  411. case 'TransparentColor':
  412. case 'TransparencyFactor':
  413. parameters.alphaMap = scope.getTexture( textureMap, child.ID );
  414. parameters.transparent = true;
  415. break;
  416. case 'AmbientColor':
  417. case 'ShininessExponent': // AKA glossiness map
  418. case 'SpecularFactor': // AKA specularLevel
  419. case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  420. default:
  421. console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  422. break;
  423. }
  424. } );
  425. return parameters;
  426. },
  427. // get a texture from the textureMap for use by a material.
  428. getTexture: function ( textureMap, id ) {
  429. // if the texture is a layered texture, just use the first layer and issue a warning
  430. if ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {
  431. console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
  432. id = connections.get( id ).children[ 0 ].ID;
  433. }
  434. return textureMap.get( id );
  435. },
  436. // Parse nodes in FBXTree.Objects.Deformer
  437. // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
  438. // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  439. parseDeformers: function () {
  440. var skeletons = {};
  441. var morphTargets = {};
  442. if ( 'Deformer' in fbxTree.Objects ) {
  443. var DeformerNodes = fbxTree.Objects.Deformer;
  444. for ( var nodeID in DeformerNodes ) {
  445. var deformerNode = DeformerNodes[ nodeID ];
  446. var relationships = connections.get( parseInt( nodeID ) );
  447. if ( deformerNode.attrType === 'Skin' ) {
  448. var skeleton = this.parseSkeleton( relationships, DeformerNodes );
  449. skeleton.ID = nodeID;
  450. if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
  451. skeleton.geometryID = relationships.parents[ 0 ].ID;
  452. skeletons[ nodeID ] = skeleton;
  453. } else if ( deformerNode.attrType === 'BlendShape' ) {
  454. var morphTarget = {
  455. id: nodeID,
  456. };
  457. morphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );
  458. morphTarget.id = nodeID;
  459. if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );
  460. morphTargets[ nodeID ] = morphTarget;
  461. }
  462. }
  463. }
  464. return {
  465. skeletons: skeletons,
  466. morphTargets: morphTargets,
  467. };
  468. },
  469. // Parse single nodes in FBXTree.Objects.Deformer
  470. // The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'
  471. // Each skin node represents a skeleton and each cluster node represents a bone
  472. parseSkeleton: function ( relationships, deformerNodes ) {
  473. var rawBones = [];
  474. relationships.children.forEach( function ( child ) {
  475. var boneNode = deformerNodes[ child.ID ];
  476. if ( boneNode.attrType !== 'Cluster' ) return;
  477. var rawBone = {
  478. ID: child.ID,
  479. indices: [],
  480. weights: [],
  481. transformLink: new Matrix4().fromArray( boneNode.TransformLink.a ),
  482. // transform: new Matrix4().fromArray( boneNode.Transform.a ),
  483. // linkMode: boneNode.Mode,
  484. };
  485. if ( 'Indexes' in boneNode ) {
  486. rawBone.indices = boneNode.Indexes.a;
  487. rawBone.weights = boneNode.Weights.a;
  488. }
  489. rawBones.push( rawBone );
  490. } );
  491. return {
  492. rawBones: rawBones,
  493. bones: []
  494. };
  495. },
  496. // The top level morph deformer node has type "BlendShape" and sub nodes have type "BlendShapeChannel"
  497. parseMorphTargets: function ( relationships, deformerNodes ) {
  498. var rawMorphTargets = [];
  499. for ( var i = 0; i < relationships.children.length; i ++ ) {
  500. var child = relationships.children[ i ];
  501. var morphTargetNode = deformerNodes[ child.ID ];
  502. var rawMorphTarget = {
  503. name: morphTargetNode.attrName,
  504. initialWeight: morphTargetNode.DeformPercent,
  505. id: morphTargetNode.id,
  506. fullWeights: morphTargetNode.FullWeights.a
  507. };
  508. if ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;
  509. rawMorphTarget.geoID = connections.get( parseInt( child.ID ) ).children.filter( function ( child ) {
  510. return child.relationship === undefined;
  511. } )[ 0 ].ID;
  512. rawMorphTargets.push( rawMorphTarget );
  513. }
  514. return rawMorphTargets;
  515. },
  516. // create the main Group() to be returned by the loader
  517. parseScene: function ( deformers, geometryMap, materialMap ) {
  518. sceneGraph = new Group();
  519. var modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );
  520. var modelNodes = fbxTree.Objects.Model;
  521. var scope = this;
  522. modelMap.forEach( function ( model ) {
  523. var modelNode = modelNodes[ model.ID ];
  524. scope.setLookAtProperties( model, modelNode );
  525. var parentConnections = connections.get( model.ID ).parents;
  526. parentConnections.forEach( function ( connection ) {
  527. var parent = modelMap.get( connection.ID );
  528. if ( parent !== undefined ) parent.add( model );
  529. } );
  530. if ( model.parent === null ) {
  531. sceneGraph.add( model );
  532. }
  533. } );
  534. this.bindSkeleton( deformers.skeletons, geometryMap, modelMap );
  535. this.createAmbientLight();
  536. this.setupMorphMaterials();
  537. sceneGraph.traverse( function ( node ) {
  538. if ( node.userData.transformData ) {
  539. if ( node.parent ) node.userData.transformData.parentMatrixWorld = node.parent.matrix;
  540. var transform = generateTransform( node.userData.transformData );
  541. node.applyMatrix4( transform );
  542. }
  543. } );
  544. var animations = new AnimationParser().parse();
  545. // if all the models where already combined in a single group, just return that
  546. if ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {
  547. sceneGraph.children[ 0 ].animations = animations;
  548. sceneGraph = sceneGraph.children[ 0 ];
  549. }
  550. sceneGraph.animations = animations;
  551. },
  552. // parse nodes in FBXTree.Objects.Model
  553. parseModels: function ( skeletons, geometryMap, materialMap ) {
  554. var modelMap = new Map();
  555. var modelNodes = fbxTree.Objects.Model;
  556. for ( var nodeID in modelNodes ) {
  557. var id = parseInt( nodeID );
  558. var node = modelNodes[ nodeID ];
  559. var relationships = connections.get( id );
  560. var model = this.buildSkeleton( relationships, skeletons, id, node.attrName );
  561. if ( ! model ) {
  562. switch ( node.attrType ) {
  563. case 'Camera':
  564. model = this.createCamera( relationships );
  565. break;
  566. case 'Light':
  567. model = this.createLight( relationships );
  568. break;
  569. case 'Mesh':
  570. model = this.createMesh( relationships, geometryMap, materialMap );
  571. break;
  572. case 'NurbsCurve':
  573. model = this.createCurve( relationships, geometryMap );
  574. break;
  575. case 'LimbNode':
  576. case 'Root':
  577. model = new Bone();
  578. break;
  579. case 'Null':
  580. default:
  581. model = new Group();
  582. break;
  583. }
  584. model.name = node.attrName ? PropertyBinding.sanitizeNodeName( node.attrName ) : '';
  585. model.ID = id;
  586. }
  587. this.getTransformData( model, node );
  588. modelMap.set( id, model );
  589. }
  590. return modelMap;
  591. },
  592. buildSkeleton: function ( relationships, skeletons, id, name ) {
  593. var bone = null;
  594. relationships.parents.forEach( function ( parent ) {
  595. for ( var ID in skeletons ) {
  596. var skeleton = skeletons[ ID ];
  597. skeleton.rawBones.forEach( function ( rawBone, i ) {
  598. if ( rawBone.ID === parent.ID ) {
  599. var subBone = bone;
  600. bone = new Bone();
  601. bone.matrixWorld.copy( rawBone.transformLink );
  602. // set name and id here - otherwise in cases where "subBone" is created it will not have a name / id
  603. bone.name = name ? PropertyBinding.sanitizeNodeName( name ) : '';
  604. bone.ID = id;
  605. skeleton.bones[ i ] = bone;
  606. // In cases where a bone is shared between multiple meshes
  607. // duplicate the bone here and and it as a child of the first bone
  608. if ( subBone !== null ) {
  609. bone.add( subBone );
  610. }
  611. }
  612. } );
  613. }
  614. } );
  615. return bone;
  616. },
  617. // create a PerspectiveCamera or OrthographicCamera
  618. createCamera: function ( relationships ) {
  619. var model;
  620. var cameraAttribute;
  621. relationships.children.forEach( function ( child ) {
  622. var attr = fbxTree.Objects.NodeAttribute[ child.ID ];
  623. if ( attr !== undefined ) {
  624. cameraAttribute = attr;
  625. }
  626. } );
  627. if ( cameraAttribute === undefined ) {
  628. model = new Object3D();
  629. } else {
  630. var type = 0;
  631. if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  632. type = 1;
  633. }
  634. var nearClippingPlane = 1;
  635. if ( cameraAttribute.NearPlane !== undefined ) {
  636. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  637. }
  638. var farClippingPlane = 1000;
  639. if ( cameraAttribute.FarPlane !== undefined ) {
  640. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  641. }
  642. var width = window.innerWidth;
  643. var height = window.innerHeight;
  644. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  645. width = cameraAttribute.AspectWidth.value;
  646. height = cameraAttribute.AspectHeight.value;
  647. }
  648. var aspect = width / height;
  649. var fov = 45;
  650. if ( cameraAttribute.FieldOfView !== undefined ) {
  651. fov = cameraAttribute.FieldOfView.value;
  652. }
  653. var focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;
  654. switch ( type ) {
  655. case 0: // Perspective
  656. model = new PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
  657. if ( focalLength !== null ) model.setFocalLength( focalLength );
  658. break;
  659. case 1: // Orthographic
  660. model = new OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
  661. break;
  662. default:
  663. console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
  664. model = new Object3D();
  665. break;
  666. }
  667. }
  668. return model;
  669. },
  670. // Create a DirectionalLight, PointLight or SpotLight
  671. createLight: function ( relationships ) {
  672. var model;
  673. var lightAttribute;
  674. relationships.children.forEach( function ( child ) {
  675. var attr = fbxTree.Objects.NodeAttribute[ child.ID ];
  676. if ( attr !== undefined ) {
  677. lightAttribute = attr;
  678. }
  679. } );
  680. if ( lightAttribute === undefined ) {
  681. model = new Object3D();
  682. } else {
  683. var type;
  684. // LightType can be undefined for Point lights
  685. if ( lightAttribute.LightType === undefined ) {
  686. type = 0;
  687. } else {
  688. type = lightAttribute.LightType.value;
  689. }
  690. var color = 0xffffff;
  691. if ( lightAttribute.Color !== undefined ) {
  692. color = new Color().fromArray( lightAttribute.Color.value );
  693. }
  694. var intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
  695. // light disabled
  696. if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
  697. intensity = 0;
  698. }
  699. var distance = 0;
  700. if ( lightAttribute.FarAttenuationEnd !== undefined ) {
  701. if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
  702. distance = 0;
  703. } else {
  704. distance = lightAttribute.FarAttenuationEnd.value;
  705. }
  706. }
  707. // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
  708. var decay = 1;
  709. switch ( type ) {
  710. case 0: // Point
  711. model = new PointLight( color, intensity, distance, decay );
  712. break;
  713. case 1: // Directional
  714. model = new DirectionalLight( color, intensity );
  715. break;
  716. case 2: // Spot
  717. var angle = Math.PI / 3;
  718. if ( lightAttribute.InnerAngle !== undefined ) {
  719. angle = MathUtils.degToRad( lightAttribute.InnerAngle.value );
  720. }
  721. var penumbra = 0;
  722. if ( lightAttribute.OuterAngle !== undefined ) {
  723. // TODO: this is not correct - FBX calculates outer and inner angle in degrees
  724. // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
  725. // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
  726. penumbra = MathUtils.degToRad( lightAttribute.OuterAngle.value );
  727. penumbra = Math.max( penumbra, 1 );
  728. }
  729. model = new SpotLight( color, intensity, distance, angle, penumbra, decay );
  730. break;
  731. default:
  732. console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a PointLight.' );
  733. model = new PointLight( color, intensity );
  734. break;
  735. }
  736. if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
  737. model.castShadow = true;
  738. }
  739. }
  740. return model;
  741. },
  742. createMesh: function ( relationships, geometryMap, materialMap ) {
  743. var model;
  744. var geometry = null;
  745. var material = null;
  746. var materials = [];
  747. // get geometry and materials(s) from connections
  748. relationships.children.forEach( function ( child ) {
  749. if ( geometryMap.has( child.ID ) ) {
  750. geometry = geometryMap.get( child.ID );
  751. }
  752. if ( materialMap.has( child.ID ) ) {
  753. materials.push( materialMap.get( child.ID ) );
  754. }
  755. } );
  756. if ( materials.length > 1 ) {
  757. material = materials;
  758. } else if ( materials.length > 0 ) {
  759. material = materials[ 0 ];
  760. } else {
  761. material = new MeshPhongMaterial( { color: 0xcccccc } );
  762. materials.push( material );
  763. }
  764. if ( 'color' in geometry.attributes ) {
  765. materials.forEach( function ( material ) {
  766. material.vertexColors = true;
  767. } );
  768. }
  769. if ( geometry.FBX_Deformer ) {
  770. materials.forEach( function ( material ) {
  771. material.skinning = true;
  772. } );
  773. model = new SkinnedMesh( geometry, material );
  774. model.normalizeSkinWeights();
  775. } else {
  776. model = new Mesh( geometry, material );
  777. }
  778. return model;
  779. },
  780. createCurve: function ( relationships, geometryMap ) {
  781. var geometry = relationships.children.reduce( function ( geo, child ) {
  782. if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );
  783. return geo;
  784. }, null );
  785. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  786. var material = new LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
  787. return new Line( geometry, material );
  788. },
  789. // parse the model node for transform data
  790. getTransformData: function ( model, modelNode ) {
  791. var transformData = {};
  792. if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );
  793. if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
  794. else transformData.eulerOrder = 'ZYX';
  795. if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;
  796. if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;
  797. if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;
  798. if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;
  799. if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;
  800. if ( 'ScalingOffset' in modelNode ) transformData.scalingOffset = modelNode.ScalingOffset.value;
  801. if ( 'ScalingPivot' in modelNode ) transformData.scalingPivot = modelNode.ScalingPivot.value;
  802. if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;
  803. if ( 'RotationPivot' in modelNode ) transformData.rotationPivot = modelNode.RotationPivot.value;
  804. model.userData.transformData = transformData;
  805. },
  806. setLookAtProperties: function ( model, modelNode ) {
  807. if ( 'LookAtProperty' in modelNode ) {
  808. var children = connections.get( model.ID ).children;
  809. children.forEach( function ( child ) {
  810. if ( child.relationship === 'LookAtProperty' ) {
  811. var lookAtTarget = fbxTree.Objects.Model[ child.ID ];
  812. if ( 'Lcl_Translation' in lookAtTarget ) {
  813. var pos = lookAtTarget.Lcl_Translation.value;
  814. // DirectionalLight, SpotLight
  815. if ( model.target !== undefined ) {
  816. model.target.position.fromArray( pos );
  817. sceneGraph.add( model.target );
  818. } else { // Cameras and other Object3Ds
  819. model.lookAt( new Vector3().fromArray( pos ) );
  820. }
  821. }
  822. }
  823. } );
  824. }
  825. },
  826. bindSkeleton: function ( skeletons, geometryMap, modelMap ) {
  827. var bindMatrices = this.parsePoseNodes();
  828. for ( var ID in skeletons ) {
  829. var skeleton = skeletons[ ID ];
  830. var parents = connections.get( parseInt( skeleton.ID ) ).parents;
  831. parents.forEach( function ( parent ) {
  832. if ( geometryMap.has( parent.ID ) ) {
  833. var geoID = parent.ID;
  834. var geoRelationships = connections.get( geoID );
  835. geoRelationships.parents.forEach( function ( geoConnParent ) {
  836. if ( modelMap.has( geoConnParent.ID ) ) {
  837. var model = modelMap.get( geoConnParent.ID );
  838. model.bind( new Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );
  839. }
  840. } );
  841. }
  842. } );
  843. }
  844. },
  845. parsePoseNodes: function () {
  846. var bindMatrices = {};
  847. if ( 'Pose' in fbxTree.Objects ) {
  848. var BindPoseNode = fbxTree.Objects.Pose;
  849. for ( var nodeID in BindPoseNode ) {
  850. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  851. var poseNodes = BindPoseNode[ nodeID ].PoseNode;
  852. if ( Array.isArray( poseNodes ) ) {
  853. poseNodes.forEach( function ( poseNode ) {
  854. bindMatrices[ poseNode.Node ] = new Matrix4().fromArray( poseNode.Matrix.a );
  855. } );
  856. } else {
  857. bindMatrices[ poseNodes.Node ] = new Matrix4().fromArray( poseNodes.Matrix.a );
  858. }
  859. }
  860. }
  861. }
  862. return bindMatrices;
  863. },
  864. // Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
  865. createAmbientLight: function () {
  866. if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {
  867. var ambientColor = fbxTree.GlobalSettings.AmbientColor.value;
  868. var r = ambientColor[ 0 ];
  869. var g = ambientColor[ 1 ];
  870. var b = ambientColor[ 2 ];
  871. if ( r !== 0 || g !== 0 || b !== 0 ) {
  872. var color = new Color( r, g, b );
  873. sceneGraph.add( new AmbientLight( color, 1 ) );
  874. }
  875. }
  876. },
  877. setupMorphMaterials: function () {
  878. var scope = this;
  879. sceneGraph.traverse( function ( child ) {
  880. if ( child.isMesh ) {
  881. if ( child.geometry.morphAttributes.position && child.geometry.morphAttributes.position.length ) {
  882. if ( Array.isArray( child.material ) ) {
  883. child.material.forEach( function ( material, i ) {
  884. scope.setupMorphMaterial( child, material, i );
  885. } );
  886. } else {
  887. scope.setupMorphMaterial( child, child.material );
  888. }
  889. }
  890. }
  891. } );
  892. },
  893. setupMorphMaterial: function ( child, material, index ) {
  894. var uuid = child.uuid;
  895. var matUuid = material.uuid;
  896. // if a geometry has morph targets, it cannot share the material with other geometries
  897. var sharedMat = false;
  898. sceneGraph.traverse( function ( node ) {
  899. if ( node.isMesh ) {
  900. if ( Array.isArray( node.material ) ) {
  901. node.material.forEach( function ( mat ) {
  902. if ( mat.uuid === matUuid && node.uuid !== uuid ) sharedMat = true;
  903. } );
  904. } else if ( node.material.uuid === matUuid && node.uuid !== uuid ) sharedMat = true;
  905. }
  906. } );
  907. if ( sharedMat === true ) {
  908. var clonedMat = material.clone();
  909. clonedMat.morphTargets = true;
  910. if ( index === undefined ) child.material = clonedMat;
  911. else child.material[ index ] = clonedMat;
  912. } else material.morphTargets = true;
  913. }
  914. };
  915. // parse Geometry data from FBXTree and return map of BufferGeometries
  916. function GeometryParser() {}
  917. GeometryParser.prototype = {
  918. constructor: GeometryParser,
  919. // Parse nodes in FBXTree.Objects.Geometry
  920. parse: function ( deformers ) {
  921. var geometryMap = new Map();
  922. if ( 'Geometry' in fbxTree.Objects ) {
  923. var geoNodes = fbxTree.Objects.Geometry;
  924. for ( var nodeID in geoNodes ) {
  925. var relationships = connections.get( parseInt( nodeID ) );
  926. var geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );
  927. geometryMap.set( parseInt( nodeID ), geo );
  928. }
  929. }
  930. return geometryMap;
  931. },
  932. // Parse single node in FBXTree.Objects.Geometry
  933. parseGeometry: function ( relationships, geoNode, deformers ) {
  934. switch ( geoNode.attrType ) {
  935. case 'Mesh':
  936. return this.parseMeshGeometry( relationships, geoNode, deformers );
  937. break;
  938. case 'NurbsCurve':
  939. return this.parseNurbsGeometry( geoNode );
  940. break;
  941. }
  942. },
  943. // Parse single node mesh geometry in FBXTree.Objects.Geometry
  944. parseMeshGeometry: function ( relationships, geoNode, deformers ) {
  945. var skeletons = deformers.skeletons;
  946. var morphTargets = [];
  947. var modelNodes = relationships.parents.map( function ( parent ) {
  948. return fbxTree.Objects.Model[ parent.ID ];
  949. } );
  950. // don't create geometry if it is not associated with any models
  951. if ( modelNodes.length === 0 ) return;
  952. var skeleton = relationships.children.reduce( function ( skeleton, child ) {
  953. if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];
  954. return skeleton;
  955. }, null );
  956. relationships.children.forEach( function ( child ) {
  957. if ( deformers.morphTargets[ child.ID ] !== undefined ) {
  958. morphTargets.push( deformers.morphTargets[ child.ID ] );
  959. }
  960. } );
  961. // Assume one model and get the preRotation from that
  962. // if there is more than one model associated with the geometry this may cause problems
  963. var modelNode = modelNodes[ 0 ];
  964. var transformData = {};
  965. if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
  966. if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );
  967. if ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;
  968. if ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;
  969. if ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;
  970. var transform = generateTransform( transformData );
  971. return this.genGeometry( geoNode, skeleton, morphTargets, transform );
  972. },
  973. // Generate a BufferGeometry from a node in FBXTree.Objects.Geometry
  974. genGeometry: function ( geoNode, skeleton, morphTargets, preTransform ) {
  975. var geo = new BufferGeometry();
  976. if ( geoNode.attrName ) geo.name = geoNode.attrName;
  977. var geoInfo = this.parseGeoNode( geoNode, skeleton );
  978. var buffers = this.genBuffers( geoInfo );
  979. var positionAttribute = new Float32BufferAttribute( buffers.vertex, 3 );
  980. positionAttribute.applyMatrix4( preTransform );
  981. geo.setAttribute( 'position', positionAttribute );
  982. if ( buffers.colors.length > 0 ) {
  983. geo.setAttribute( 'color', new Float32BufferAttribute( buffers.colors, 3 ) );
  984. }
  985. if ( skeleton ) {
  986. geo.setAttribute( 'skinIndex', new Uint16BufferAttribute( buffers.weightsIndices, 4 ) );
  987. geo.setAttribute( 'skinWeight', new Float32BufferAttribute( buffers.vertexWeights, 4 ) );
  988. // used later to bind the skeleton to the model
  989. geo.FBX_Deformer = skeleton;
  990. }
  991. if ( buffers.normal.length > 0 ) {
  992. var normalMatrix = new Matrix3().getNormalMatrix( preTransform );
  993. var normalAttribute = new Float32BufferAttribute( buffers.normal, 3 );
  994. normalAttribute.applyNormalMatrix( normalMatrix );
  995. geo.setAttribute( 'normal', normalAttribute );
  996. }
  997. buffers.uvs.forEach( function ( uvBuffer, i ) {
  998. // subsequent uv buffers are called 'uv1', 'uv2', ...
  999. var name = 'uv' + ( i + 1 ).toString();
  1000. // the first uv buffer is just called 'uv'
  1001. if ( i === 0 ) {
  1002. name = 'uv';
  1003. }
  1004. geo.setAttribute( name, new Float32BufferAttribute( buffers.uvs[ i ], 2 ) );
  1005. } );
  1006. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  1007. // Convert the material indices of each vertex into rendering groups on the geometry.
  1008. var prevMaterialIndex = buffers.materialIndex[ 0 ];
  1009. var startIndex = 0;
  1010. buffers.materialIndex.forEach( function ( currentIndex, i ) {
  1011. if ( currentIndex !== prevMaterialIndex ) {
  1012. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  1013. prevMaterialIndex = currentIndex;
  1014. startIndex = i;
  1015. }
  1016. } );
  1017. // the loop above doesn't add the last group, do that here.
  1018. if ( geo.groups.length > 0 ) {
  1019. var lastGroup = geo.groups[ geo.groups.length - 1 ];
  1020. var lastIndex = lastGroup.start + lastGroup.count;
  1021. if ( lastIndex !== buffers.materialIndex.length ) {
  1022. geo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );
  1023. }
  1024. }
  1025. // case where there are multiple materials but the whole geometry is only
  1026. // using one of them
  1027. if ( geo.groups.length === 0 ) {
  1028. geo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );
  1029. }
  1030. }
  1031. this.addMorphTargets( geo, geoNode, morphTargets, preTransform );
  1032. return geo;
  1033. },
  1034. parseGeoNode: function ( geoNode, skeleton ) {
  1035. var geoInfo = {};
  1036. geoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];
  1037. geoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];
  1038. if ( geoNode.LayerElementColor ) {
  1039. geoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );
  1040. }
  1041. if ( geoNode.LayerElementMaterial ) {
  1042. geoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );
  1043. }
  1044. if ( geoNode.LayerElementNormal ) {
  1045. geoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );
  1046. }
  1047. if ( geoNode.LayerElementUV ) {
  1048. geoInfo.uv = [];
  1049. var i = 0;
  1050. while ( geoNode.LayerElementUV[ i ] ) {
  1051. geoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );
  1052. i ++;
  1053. }
  1054. }
  1055. geoInfo.weightTable = {};
  1056. if ( skeleton !== null ) {
  1057. geoInfo.skeleton = skeleton;
  1058. skeleton.rawBones.forEach( function ( rawBone, i ) {
  1059. // loop over the bone's vertex indices and weights
  1060. rawBone.indices.forEach( function ( index, j ) {
  1061. if ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];
  1062. geoInfo.weightTable[ index ].push( {
  1063. id: i,
  1064. weight: rawBone.weights[ j ],
  1065. } );
  1066. } );
  1067. } );
  1068. }
  1069. return geoInfo;
  1070. },
  1071. genBuffers: function ( geoInfo ) {
  1072. var buffers = {
  1073. vertex: [],
  1074. normal: [],
  1075. colors: [],
  1076. uvs: [],
  1077. materialIndex: [],
  1078. vertexWeights: [],
  1079. weightsIndices: [],
  1080. };
  1081. var polygonIndex = 0;
  1082. var faceLength = 0;
  1083. var displayedWeightsWarning = false;
  1084. // these will hold data for a single face
  1085. var facePositionIndexes = [];
  1086. var faceNormals = [];
  1087. var faceColors = [];
  1088. var faceUVs = [];
  1089. var faceWeights = [];
  1090. var faceWeightIndices = [];
  1091. var scope = this;
  1092. geoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {
  1093. var endOfFace = false;
  1094. // Face index and vertex index arrays are combined in a single array
  1095. // A cube with quad faces looks like this:
  1096. // PolygonVertexIndex: *24 {
  1097. // 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
  1098. // }
  1099. // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
  1100. // to find index of last vertex bit shift the index: ^ - 1
  1101. if ( vertexIndex < 0 ) {
  1102. vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
  1103. endOfFace = true;
  1104. }
  1105. var weightIndices = [];
  1106. var weights = [];
  1107. facePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
  1108. if ( geoInfo.color ) {
  1109. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );
  1110. faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  1111. }
  1112. if ( geoInfo.skeleton ) {
  1113. if ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {
  1114. geoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {
  1115. weights.push( wt.weight );
  1116. weightIndices.push( wt.id );
  1117. } );
  1118. }
  1119. if ( weights.length > 4 ) {
  1120. if ( ! displayedWeightsWarning ) {
  1121. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  1122. displayedWeightsWarning = true;
  1123. }
  1124. var wIndex = [ 0, 0, 0, 0 ];
  1125. var Weight = [ 0, 0, 0, 0 ];
  1126. weights.forEach( function ( weight, weightIndex ) {
  1127. var currentWeight = weight;
  1128. var currentIndex = weightIndices[ weightIndex ];
  1129. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  1130. if ( currentWeight > comparedWeight ) {
  1131. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  1132. currentWeight = comparedWeight;
  1133. var tmp = wIndex[ comparedWeightIndex ];
  1134. wIndex[ comparedWeightIndex ] = currentIndex;
  1135. currentIndex = tmp;
  1136. }
  1137. } );
  1138. } );
  1139. weightIndices = wIndex;
  1140. weights = Weight;
  1141. }
  1142. // if the weight array is shorter than 4 pad with 0s
  1143. while ( weights.length < 4 ) {
  1144. weights.push( 0 );
  1145. weightIndices.push( 0 );
  1146. }
  1147. for ( var i = 0; i < 4; ++ i ) {
  1148. faceWeights.push( weights[ i ] );
  1149. faceWeightIndices.push( weightIndices[ i ] );
  1150. }
  1151. }
  1152. if ( geoInfo.normal ) {
  1153. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );
  1154. faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  1155. }
  1156. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  1157. var materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];
  1158. }
  1159. if ( geoInfo.uv ) {
  1160. geoInfo.uv.forEach( function ( uv, i ) {
  1161. var data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );
  1162. if ( faceUVs[ i ] === undefined ) {
  1163. faceUVs[ i ] = [];
  1164. }
  1165. faceUVs[ i ].push( data[ 0 ] );
  1166. faceUVs[ i ].push( data[ 1 ] );
  1167. } );
  1168. }
  1169. faceLength ++;
  1170. if ( endOfFace ) {
  1171. scope.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );
  1172. polygonIndex ++;
  1173. faceLength = 0;
  1174. // reset arrays for the next face
  1175. facePositionIndexes = [];
  1176. faceNormals = [];
  1177. faceColors = [];
  1178. faceUVs = [];
  1179. faceWeights = [];
  1180. faceWeightIndices = [];
  1181. }
  1182. } );
  1183. return buffers;
  1184. },
  1185. // Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris
  1186. genFace: function ( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {
  1187. for ( var i = 2; i < faceLength; i ++ ) {
  1188. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );
  1189. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );
  1190. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );
  1191. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );
  1192. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
  1193. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
  1194. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );
  1195. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );
  1196. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );
  1197. if ( geoInfo.skeleton ) {
  1198. buffers.vertexWeights.push( faceWeights[ 0 ] );
  1199. buffers.vertexWeights.push( faceWeights[ 1 ] );
  1200. buffers.vertexWeights.push( faceWeights[ 2 ] );
  1201. buffers.vertexWeights.push( faceWeights[ 3 ] );
  1202. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );
  1203. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
  1204. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
  1205. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
  1206. buffers.vertexWeights.push( faceWeights[ i * 4 ] );
  1207. buffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );
  1208. buffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );
  1209. buffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );
  1210. buffers.weightsIndices.push( faceWeightIndices[ 0 ] );
  1211. buffers.weightsIndices.push( faceWeightIndices[ 1 ] );
  1212. buffers.weightsIndices.push( faceWeightIndices[ 2 ] );
  1213. buffers.weightsIndices.push( faceWeightIndices[ 3 ] );
  1214. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
  1215. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
  1216. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
  1217. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
  1218. buffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );
  1219. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );
  1220. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );
  1221. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );
  1222. }
  1223. if ( geoInfo.color ) {
  1224. buffers.colors.push( faceColors[ 0 ] );
  1225. buffers.colors.push( faceColors[ 1 ] );
  1226. buffers.colors.push( faceColors[ 2 ] );
  1227. buffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );
  1228. buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
  1229. buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
  1230. buffers.colors.push( faceColors[ i * 3 ] );
  1231. buffers.colors.push( faceColors[ i * 3 + 1 ] );
  1232. buffers.colors.push( faceColors[ i * 3 + 2 ] );
  1233. }
  1234. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  1235. buffers.materialIndex.push( materialIndex );
  1236. buffers.materialIndex.push( materialIndex );
  1237. buffers.materialIndex.push( materialIndex );
  1238. }
  1239. if ( geoInfo.normal ) {
  1240. buffers.normal.push( faceNormals[ 0 ] );
  1241. buffers.normal.push( faceNormals[ 1 ] );
  1242. buffers.normal.push( faceNormals[ 2 ] );
  1243. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );
  1244. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
  1245. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
  1246. buffers.normal.push( faceNormals[ i * 3 ] );
  1247. buffers.normal.push( faceNormals[ i * 3 + 1 ] );
  1248. buffers.normal.push( faceNormals[ i * 3 + 2 ] );
  1249. }
  1250. if ( geoInfo.uv ) {
  1251. geoInfo.uv.forEach( function ( uv, j ) {
  1252. if ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];
  1253. buffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );
  1254. buffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );
  1255. buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
  1256. buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
  1257. buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );
  1258. buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
  1259. } );
  1260. }
  1261. }
  1262. },
  1263. addMorphTargets: function ( parentGeo, parentGeoNode, morphTargets, preTransform ) {
  1264. if ( morphTargets.length === 0 ) return;
  1265. parentGeo.morphTargetsRelative = true;
  1266. parentGeo.morphAttributes.position = [];
  1267. // parentGeo.morphAttributes.normal = []; // not implemented
  1268. var scope = this;
  1269. morphTargets.forEach( function ( morphTarget ) {
  1270. morphTarget.rawTargets.forEach( function ( rawTarget ) {
  1271. var morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];
  1272. if ( morphGeoNode !== undefined ) {
  1273. scope.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, rawTarget.name );
  1274. }
  1275. } );
  1276. } );
  1277. },
  1278. // a morph geometry node is similar to a standard node, and the node is also contained
  1279. // in FBXTree.Objects.Geometry, however it can only have attributes for position, normal
  1280. // and a special attribute Index defining which vertices of the original geometry are affected
  1281. // Normal and position attributes only have data for the vertices that are affected by the morph
  1282. genMorphGeometry: function ( parentGeo, parentGeoNode, morphGeoNode, preTransform, name ) {
  1283. var vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];
  1284. var morphPositionsSparse = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];
  1285. var indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];
  1286. var length = parentGeo.attributes.position.count * 3;
  1287. var morphPositions = new Float32Array( length );
  1288. for ( var i = 0; i < indices.length; i ++ ) {
  1289. var morphIndex = indices[ i ] * 3;
  1290. morphPositions[ morphIndex ] = morphPositionsSparse[ i * 3 ];
  1291. morphPositions[ morphIndex + 1 ] = morphPositionsSparse[ i * 3 + 1 ];
  1292. morphPositions[ morphIndex + 2 ] = morphPositionsSparse[ i * 3 + 2 ];
  1293. }
  1294. // TODO: add morph normal support
  1295. var morphGeoInfo = {
  1296. vertexIndices: vertexIndices,
  1297. vertexPositions: morphPositions,
  1298. };
  1299. var morphBuffers = this.genBuffers( morphGeoInfo );
  1300. var positionAttribute = new Float32BufferAttribute( morphBuffers.vertex, 3 );
  1301. positionAttribute.name = name || morphGeoNode.attrName;
  1302. positionAttribute.applyMatrix4( preTransform );
  1303. parentGeo.morphAttributes.position.push( positionAttribute );
  1304. },
  1305. // Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists
  1306. parseNormals: function ( NormalNode ) {
  1307. var mappingType = NormalNode.MappingInformationType;
  1308. var referenceType = NormalNode.ReferenceInformationType;
  1309. var buffer = NormalNode.Normals.a;
  1310. var indexBuffer = [];
  1311. if ( referenceType === 'IndexToDirect' ) {
  1312. if ( 'NormalIndex' in NormalNode ) {
  1313. indexBuffer = NormalNode.NormalIndex.a;
  1314. } else if ( 'NormalsIndex' in NormalNode ) {
  1315. indexBuffer = NormalNode.NormalsIndex.a;
  1316. }
  1317. }
  1318. return {
  1319. dataSize: 3,
  1320. buffer: buffer,
  1321. indices: indexBuffer,
  1322. mappingType: mappingType,
  1323. referenceType: referenceType
  1324. };
  1325. },
  1326. // Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists
  1327. parseUVs: function ( UVNode ) {
  1328. var mappingType = UVNode.MappingInformationType;
  1329. var referenceType = UVNode.ReferenceInformationType;
  1330. var buffer = UVNode.UV.a;
  1331. var indexBuffer = [];
  1332. if ( referenceType === 'IndexToDirect' ) {
  1333. indexBuffer = UVNode.UVIndex.a;
  1334. }
  1335. return {
  1336. dataSize: 2,
  1337. buffer: buffer,
  1338. indices: indexBuffer,
  1339. mappingType: mappingType,
  1340. referenceType: referenceType
  1341. };
  1342. },
  1343. // Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists
  1344. parseVertexColors: function ( ColorNode ) {
  1345. var mappingType = ColorNode.MappingInformationType;
  1346. var referenceType = ColorNode.ReferenceInformationType;
  1347. var buffer = ColorNode.Colors.a;
  1348. var indexBuffer = [];
  1349. if ( referenceType === 'IndexToDirect' ) {
  1350. indexBuffer = ColorNode.ColorIndex.a;
  1351. }
  1352. return {
  1353. dataSize: 4,
  1354. buffer: buffer,
  1355. indices: indexBuffer,
  1356. mappingType: mappingType,
  1357. referenceType: referenceType
  1358. };
  1359. },
  1360. // Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists
  1361. parseMaterialIndices: function ( MaterialNode ) {
  1362. var mappingType = MaterialNode.MappingInformationType;
  1363. var referenceType = MaterialNode.ReferenceInformationType;
  1364. if ( mappingType === 'NoMappingInformation' ) {
  1365. return {
  1366. dataSize: 1,
  1367. buffer: [ 0 ],
  1368. indices: [ 0 ],
  1369. mappingType: 'AllSame',
  1370. referenceType: referenceType
  1371. };
  1372. }
  1373. var materialIndexBuffer = MaterialNode.Materials.a;
  1374. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  1375. // we expect.So we create an intermediate buffer that points to the index in the buffer,
  1376. // for conforming with the other functions we've written for other data.
  1377. var materialIndices = [];
  1378. for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
  1379. materialIndices.push( i );
  1380. }
  1381. return {
  1382. dataSize: 1,
  1383. buffer: materialIndexBuffer,
  1384. indices: materialIndices,
  1385. mappingType: mappingType,
  1386. referenceType: referenceType
  1387. };
  1388. },
  1389. // Generate a NurbGeometry from a node in FBXTree.Objects.Geometry
  1390. parseNurbsGeometry: function ( geoNode ) {
  1391. if ( NURBSCurve === undefined ) {
  1392. console.error( 'THREE.FBXLoader: The loader relies on NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  1393. return new BufferGeometry();
  1394. }
  1395. var order = parseInt( geoNode.Order );
  1396. if ( isNaN( order ) ) {
  1397. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );
  1398. return new BufferGeometry();
  1399. }
  1400. var degree = order - 1;
  1401. var knots = geoNode.KnotVector.a;
  1402. var controlPoints = [];
  1403. var pointsValues = geoNode.Points.a;
  1404. for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
  1405. controlPoints.push( new Vector4().fromArray( pointsValues, i ) );
  1406. }
  1407. var startKnot, endKnot;
  1408. if ( geoNode.Form === 'Closed' ) {
  1409. controlPoints.push( controlPoints[ 0 ] );
  1410. } else if ( geoNode.Form === 'Periodic' ) {
  1411. startKnot = degree;
  1412. endKnot = knots.length - 1 - startKnot;
  1413. for ( var i = 0; i < degree; ++ i ) {
  1414. controlPoints.push( controlPoints[ i ] );
  1415. }
  1416. }
  1417. var curve = new NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  1418. var vertices = curve.getPoints( controlPoints.length * 7 );
  1419. var positions = new Float32Array( vertices.length * 3 );
  1420. vertices.forEach( function ( vertex, i ) {
  1421. vertex.toArray( positions, i * 3 );
  1422. } );
  1423. var geometry = new BufferGeometry();
  1424. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  1425. return geometry;
  1426. },
  1427. };
  1428. // parse animation data from FBXTree
  1429. function AnimationParser() {}
  1430. AnimationParser.prototype = {
  1431. constructor: AnimationParser,
  1432. // take raw animation clips and turn them into three.js animation clips
  1433. parse: function () {
  1434. var animationClips = [];
  1435. var rawClips = this.parseClips();
  1436. if ( rawClips !== undefined ) {
  1437. for ( var key in rawClips ) {
  1438. var rawClip = rawClips[ key ];
  1439. var clip = this.addClip( rawClip );
  1440. animationClips.push( clip );
  1441. }
  1442. }
  1443. return animationClips;
  1444. },
  1445. parseClips: function () {
  1446. // since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,
  1447. // if this is undefined we can safely assume there are no animations
  1448. if ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;
  1449. var curveNodesMap = this.parseAnimationCurveNodes();
  1450. this.parseAnimationCurves( curveNodesMap );
  1451. var layersMap = this.parseAnimationLayers( curveNodesMap );
  1452. var rawClips = this.parseAnimStacks( layersMap );
  1453. return rawClips;
  1454. },
  1455. // parse nodes in FBXTree.Objects.AnimationCurveNode
  1456. // each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
  1457. // and is referenced by an AnimationLayer
  1458. parseAnimationCurveNodes: function () {
  1459. var rawCurveNodes = fbxTree.Objects.AnimationCurveNode;
  1460. var curveNodesMap = new Map();
  1461. for ( var nodeID in rawCurveNodes ) {
  1462. var rawCurveNode = rawCurveNodes[ nodeID ];
  1463. if ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {
  1464. var curveNode = {
  1465. id: rawCurveNode.id,
  1466. attr: rawCurveNode.attrName,
  1467. curves: {},
  1468. };
  1469. curveNodesMap.set( curveNode.id, curveNode );
  1470. }
  1471. }
  1472. return curveNodesMap;
  1473. },
  1474. // parse nodes in FBXTree.Objects.AnimationCurve and connect them up to
  1475. // previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
  1476. // axis ( e.g. times and values of x rotation)
  1477. parseAnimationCurves: function ( curveNodesMap ) {
  1478. var rawCurves = fbxTree.Objects.AnimationCurve;
  1479. // TODO: Many values are identical up to roundoff error, but won't be optimised
  1480. // e.g. position times: [0, 0.4, 0. 8]
  1481. // position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]
  1482. // clearly, this should be optimised to
  1483. // times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]
  1484. // this shows up in nearly every FBX file, and generally time array is length > 100
  1485. for ( var nodeID in rawCurves ) {
  1486. var animationCurve = {
  1487. id: rawCurves[ nodeID ].id,
  1488. times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),
  1489. values: rawCurves[ nodeID ].KeyValueFloat.a,
  1490. };
  1491. var relationships = connections.get( animationCurve.id );
  1492. if ( relationships !== undefined ) {
  1493. var animationCurveID = relationships.parents[ 0 ].ID;
  1494. var animationCurveRelationship = relationships.parents[ 0 ].relationship;
  1495. if ( animationCurveRelationship.match( /X/ ) ) {
  1496. curveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;
  1497. } else if ( animationCurveRelationship.match( /Y/ ) ) {
  1498. curveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;
  1499. } else if ( animationCurveRelationship.match( /Z/ ) ) {
  1500. curveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;
  1501. } else if ( animationCurveRelationship.match( /d|DeformPercent/ ) && curveNodesMap.has( animationCurveID ) ) {
  1502. curveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;
  1503. }
  1504. }
  1505. }
  1506. },
  1507. // parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references
  1508. // to various AnimationCurveNodes and is referenced by an AnimationStack node
  1509. // note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack
  1510. parseAnimationLayers: function ( curveNodesMap ) {
  1511. var rawLayers = fbxTree.Objects.AnimationLayer;
  1512. var layersMap = new Map();
  1513. for ( var nodeID in rawLayers ) {
  1514. var layerCurveNodes = [];
  1515. var connection = connections.get( parseInt( nodeID ) );
  1516. if ( connection !== undefined ) {
  1517. // all the animationCurveNodes used in the layer
  1518. var children = connection.children;
  1519. children.forEach( function ( child, i ) {
  1520. if ( curveNodesMap.has( child.ID ) ) {
  1521. var curveNode = curveNodesMap.get( child.ID );
  1522. // check that the curves are defined for at least one axis, otherwise ignore the curveNode
  1523. if ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {
  1524. if ( layerCurveNodes[ i ] === undefined ) {
  1525. var modelID = connections.get( child.ID ).parents.filter( function ( parent ) {
  1526. return parent.relationship !== undefined;
  1527. } )[ 0 ].ID;
  1528. if ( modelID !== undefined ) {
  1529. var rawModel = fbxTree.Objects.Model[ modelID.toString() ];
  1530. if ( rawModel === undefined ) {
  1531. console.warn( 'THREE.FBXLoader: Encountered a unused curve.', child );
  1532. return;
  1533. }
  1534. var node = {
  1535. modelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',
  1536. ID: rawModel.id,
  1537. initialPosition: [ 0, 0, 0 ],
  1538. initialRotation: [ 0, 0, 0 ],
  1539. initialScale: [ 1, 1, 1 ],
  1540. };
  1541. sceneGraph.traverse( function ( child ) {
  1542. if ( child.ID === rawModel.id ) {
  1543. node.transform = child.matrix;
  1544. if ( child.userData.transformData ) node.eulerOrder = child.userData.transformData.eulerOrder;
  1545. }
  1546. } );
  1547. if ( ! node.transform ) node.transform = new Matrix4();
  1548. // if the animated model is pre rotated, we'll have to apply the pre rotations to every
  1549. // animation value as well
  1550. if ( 'PreRotation' in rawModel ) node.preRotation = rawModel.PreRotation.value;
  1551. if ( 'PostRotation' in rawModel ) node.postRotation = rawModel.PostRotation.value;
  1552. layerCurveNodes[ i ] = node;
  1553. }
  1554. }
  1555. if ( layerCurveNodes[ i ] ) layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  1556. } else if ( curveNode.curves.morph !== undefined ) {
  1557. if ( layerCurveNodes[ i ] === undefined ) {
  1558. var deformerID = connections.get( child.ID ).parents.filter( function ( parent ) {
  1559. return parent.relationship !== undefined;
  1560. } )[ 0 ].ID;
  1561. var morpherID = connections.get( deformerID ).parents[ 0 ].ID;
  1562. var geoID = connections.get( morpherID ).parents[ 0 ].ID;
  1563. // assuming geometry is not used in more than one model
  1564. var modelID = connections.get( geoID ).parents[ 0 ].ID;
  1565. var rawModel = fbxTree.Objects.Model[ modelID ];
  1566. var node = {
  1567. modelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',
  1568. morphName: fbxTree.Objects.Deformer[ deformerID ].attrName,
  1569. };
  1570. layerCurveNodes[ i ] = node;
  1571. }
  1572. layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  1573. }
  1574. }
  1575. } );
  1576. layersMap.set( parseInt( nodeID ), layerCurveNodes );
  1577. }
  1578. }
  1579. return layersMap;
  1580. },
  1581. // parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation
  1582. // hierarchy. Each Stack node will be used to create a AnimationClip
  1583. parseAnimStacks: function ( layersMap ) {
  1584. var rawStacks = fbxTree.Objects.AnimationStack;
  1585. // connect the stacks (clips) up to the layers
  1586. var rawClips = {};
  1587. for ( var nodeID in rawStacks ) {
  1588. var children = connections.get( parseInt( nodeID ) ).children;
  1589. if ( children.length > 1 ) {
  1590. // it seems like stacks will always be associated with a single layer. But just in case there are files
  1591. // where there are multiple layers per stack, we'll display a warning
  1592. console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );
  1593. }
  1594. var layer = layersMap.get( children[ 0 ].ID );
  1595. rawClips[ nodeID ] = {
  1596. name: rawStacks[ nodeID ].attrName,
  1597. layer: layer,
  1598. };
  1599. }
  1600. return rawClips;
  1601. },
  1602. addClip: function ( rawClip ) {
  1603. var tracks = [];
  1604. var scope = this;
  1605. rawClip.layer.forEach( function ( rawTracks ) {
  1606. tracks = tracks.concat( scope.generateTracks( rawTracks ) );
  1607. } );
  1608. return new AnimationClip( rawClip.name, - 1, tracks );
  1609. },
  1610. generateTracks: function ( rawTracks ) {
  1611. var tracks = [];
  1612. var initialPosition = new Vector3();
  1613. var initialRotation = new Quaternion();
  1614. var initialScale = new Vector3();
  1615. if ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale );
  1616. initialPosition = initialPosition.toArray();
  1617. initialRotation = new Euler().setFromQuaternion( initialRotation, rawTracks.eulerOrder ).toArray();
  1618. initialScale = initialScale.toArray();
  1619. if ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {
  1620. var positionTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, initialPosition, 'position' );
  1621. if ( positionTrack !== undefined ) tracks.push( positionTrack );
  1622. }
  1623. if ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {
  1624. var rotationTrack = this.generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, initialRotation, rawTracks.preRotation, rawTracks.postRotation, rawTracks.eulerOrder );
  1625. if ( rotationTrack !== undefined ) tracks.push( rotationTrack );
  1626. }
  1627. if ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {
  1628. var scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );
  1629. if ( scaleTrack !== undefined ) tracks.push( scaleTrack );
  1630. }
  1631. if ( rawTracks.DeformPercent !== undefined ) {
  1632. var morphTrack = this.generateMorphTrack( rawTracks );
  1633. if ( morphTrack !== undefined ) tracks.push( morphTrack );
  1634. }
  1635. return tracks;
  1636. },
  1637. generateVectorTrack: function ( modelName, curves, initialValue, type ) {
  1638. var times = this.getTimesForAllAxes( curves );
  1639. var values = this.getKeyframeTrackValues( times, curves, initialValue );
  1640. return new VectorKeyframeTrack( modelName + '.' + type, times, values );
  1641. },
  1642. generateRotationTrack: function ( modelName, curves, initialValue, preRotation, postRotation, eulerOrder ) {
  1643. if ( curves.x !== undefined ) {
  1644. this.interpolateRotations( curves.x );
  1645. curves.x.values = curves.x.values.map( MathUtils.degToRad );
  1646. }
  1647. if ( curves.y !== undefined ) {
  1648. this.interpolateRotations( curves.y );
  1649. curves.y.values = curves.y.values.map( MathUtils.degToRad );
  1650. }
  1651. if ( curves.z !== undefined ) {
  1652. this.interpolateRotations( curves.z );
  1653. curves.z.values = curves.z.values.map( MathUtils.degToRad );
  1654. }
  1655. var times = this.getTimesForAllAxes( curves );
  1656. var values = this.getKeyframeTrackValues( times, curves, initialValue );
  1657. if ( preRotation !== undefined ) {
  1658. preRotation = preRotation.map( MathUtils.degToRad );
  1659. preRotation.push( eulerOrder );
  1660. preRotation = new Euler().fromArray( preRotation );
  1661. preRotation = new Quaternion().setFromEuler( preRotation );
  1662. }
  1663. if ( postRotation !== undefined ) {
  1664. postRotation = postRotation.map( MathUtils.degToRad );
  1665. postRotation.push( eulerOrder );
  1666. postRotation = new Euler().fromArray( postRotation );
  1667. postRotation = new Quaternion().setFromEuler( postRotation ).inverse();
  1668. }
  1669. var quaternion = new Quaternion();
  1670. var euler = new Euler();
  1671. var quaternionValues = [];
  1672. for ( var i = 0; i < values.length; i += 3 ) {
  1673. euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], eulerOrder );
  1674. quaternion.setFromEuler( euler );
  1675. if ( preRotation !== undefined ) quaternion.premultiply( preRotation );
  1676. if ( postRotation !== undefined ) quaternion.multiply( postRotation );
  1677. quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );
  1678. }
  1679. return new QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );
  1680. },
  1681. generateMorphTrack: function ( rawTracks ) {
  1682. var curves = rawTracks.DeformPercent.curves.morph;
  1683. var values = curves.values.map( function ( val ) {
  1684. return val / 100;
  1685. } );
  1686. var morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];
  1687. return new NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );
  1688. },
  1689. // For all animated objects, times are defined separately for each axis
  1690. // Here we'll combine the times into one sorted array without duplicates
  1691. getTimesForAllAxes: function ( curves ) {
  1692. var times = [];
  1693. // first join together the times for each axis, if defined
  1694. if ( curves.x !== undefined ) times = times.concat( curves.x.times );
  1695. if ( curves.y !== undefined ) times = times.concat( curves.y.times );
  1696. if ( curves.z !== undefined ) times = times.concat( curves.z.times );
  1697. // then sort them and remove duplicates
  1698. times = times.sort( function ( a, b ) {
  1699. return a - b;
  1700. } ).filter( function ( elem, index, array ) {
  1701. return array.indexOf( elem ) == index;
  1702. } );
  1703. return times;
  1704. },
  1705. getKeyframeTrackValues: function ( times, curves, initialValue ) {
  1706. var prevValue = initialValue;
  1707. var values = [];
  1708. var xIndex = - 1;
  1709. var yIndex = - 1;
  1710. var zIndex = - 1;
  1711. times.forEach( function ( time ) {
  1712. if ( curves.x ) xIndex = curves.x.times.indexOf( time );
  1713. if ( curves.y ) yIndex = curves.y.times.indexOf( time );
  1714. if ( curves.z ) zIndex = curves.z.times.indexOf( time );
  1715. // if there is an x value defined for this frame, use that
  1716. if ( xIndex !== - 1 ) {
  1717. var xValue = curves.x.values[ xIndex ];
  1718. values.push( xValue );
  1719. prevValue[ 0 ] = xValue;
  1720. } else {
  1721. // otherwise use the x value from the previous frame
  1722. values.push( prevValue[ 0 ] );
  1723. }
  1724. if ( yIndex !== - 1 ) {
  1725. var yValue = curves.y.values[ yIndex ];
  1726. values.push( yValue );
  1727. prevValue[ 1 ] = yValue;
  1728. } else {
  1729. values.push( prevValue[ 1 ] );
  1730. }
  1731. if ( zIndex !== - 1 ) {
  1732. var zValue = curves.z.values[ zIndex ];
  1733. values.push( zValue );
  1734. prevValue[ 2 ] = zValue;
  1735. } else {
  1736. values.push( prevValue[ 2 ] );
  1737. }
  1738. } );
  1739. return values;
  1740. },
  1741. // Rotations are defined as Euler angles which can have values of any size
  1742. // These will be converted to quaternions which don't support values greater than
  1743. // PI, so we'll interpolate large rotations
  1744. interpolateRotations: function ( curve ) {
  1745. for ( var i = 1; i < curve.values.length; i ++ ) {
  1746. var initialValue = curve.values[ i - 1 ];
  1747. var valuesSpan = curve.values[ i ] - initialValue;
  1748. var absoluteSpan = Math.abs( valuesSpan );
  1749. if ( absoluteSpan >= 180 ) {
  1750. var numSubIntervals = absoluteSpan / 180;
  1751. var step = valuesSpan / numSubIntervals;
  1752. var nextValue = initialValue + step;
  1753. var initialTime = curve.times[ i - 1 ];
  1754. var timeSpan = curve.times[ i ] - initialTime;
  1755. var interval = timeSpan / numSubIntervals;
  1756. var nextTime = initialTime + interval;
  1757. var interpolatedTimes = [];
  1758. var interpolatedValues = [];
  1759. while ( nextTime < curve.times[ i ] ) {
  1760. interpolatedTimes.push( nextTime );
  1761. nextTime += interval;
  1762. interpolatedValues.push( nextValue );
  1763. nextValue += step;
  1764. }
  1765. curve.times = inject( curve.times, i, interpolatedTimes );
  1766. curve.values = inject( curve.values, i, interpolatedValues );
  1767. }
  1768. }
  1769. },
  1770. };
  1771. // parse an FBX file in ASCII format
  1772. function TextParser() {}
  1773. TextParser.prototype = {
  1774. constructor: TextParser,
  1775. getPrevNode: function () {
  1776. return this.nodeStack[ this.currentIndent - 2 ];
  1777. },
  1778. getCurrentNode: function () {
  1779. return this.nodeStack[ this.currentIndent - 1 ];
  1780. },
  1781. getCurrentProp: function () {
  1782. return this.currentProp;
  1783. },
  1784. pushStack: function ( node ) {
  1785. this.nodeStack.push( node );
  1786. this.currentIndent += 1;
  1787. },
  1788. popStack: function () {
  1789. this.nodeStack.pop();
  1790. this.currentIndent -= 1;
  1791. },
  1792. setCurrentProp: function ( val, name ) {
  1793. this.currentProp = val;
  1794. this.currentPropName = name;
  1795. },
  1796. parse: function ( text ) {
  1797. this.currentIndent = 0;
  1798. this.allNodes = new FBXTree();
  1799. this.nodeStack = [];
  1800. this.currentProp = [];
  1801. this.currentPropName = '';
  1802. var scope = this;
  1803. var split = text.split( /[\r\n]+/ );
  1804. split.forEach( function ( line, i ) {
  1805. var matchComment = line.match( /^[\s\t]*;/ );
  1806. var matchEmpty = line.match( /^[\s\t]*$/ );
  1807. if ( matchComment || matchEmpty ) return;
  1808. var matchBeginning = line.match( '^\\t{' + scope.currentIndent + '}(\\w+):(.*){', '' );
  1809. var matchProperty = line.match( '^\\t{' + ( scope.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  1810. var matchEnd = line.match( '^\\t{' + ( scope.currentIndent - 1 ) + '}}' );
  1811. if ( matchBeginning ) {
  1812. scope.parseNodeBegin( line, matchBeginning );
  1813. } else if ( matchProperty ) {
  1814. scope.parseNodeProperty( line, matchProperty, split[ ++ i ] );
  1815. } else if ( matchEnd ) {
  1816. scope.popStack();
  1817. } else if ( line.match( /^[^\s\t}]/ ) ) {
  1818. // large arrays are split over multiple lines terminated with a ',' character
  1819. // if this is encountered the line needs to be joined to the previous line
  1820. scope.parseNodePropertyContinued( line );
  1821. }
  1822. } );
  1823. return this.allNodes;
  1824. },
  1825. parseNodeBegin: function ( line, property ) {
  1826. var nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  1827. var nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {
  1828. return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );
  1829. } );
  1830. var node = { name: nodeName };
  1831. var attrs = this.parseNodeAttr( nodeAttrs );
  1832. var currentNode = this.getCurrentNode();
  1833. // a top node
  1834. if ( this.currentIndent === 0 ) {
  1835. this.allNodes.add( nodeName, node );
  1836. } else { // a subnode
  1837. // if the subnode already exists, append it
  1838. if ( nodeName in currentNode ) {
  1839. // special case Pose needs PoseNodes as an array
  1840. if ( nodeName === 'PoseNode' ) {
  1841. currentNode.PoseNode.push( node );
  1842. } else if ( currentNode[ nodeName ].id !== undefined ) {
  1843. currentNode[ nodeName ] = {};
  1844. currentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];
  1845. }
  1846. if ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;
  1847. } else if ( typeof attrs.id === 'number' ) {
  1848. currentNode[ nodeName ] = {};
  1849. currentNode[ nodeName ][ attrs.id ] = node;
  1850. } else if ( nodeName !== 'Properties70' ) {
  1851. if ( nodeName === 'PoseNode' ) currentNode[ nodeName ] = [ node ];
  1852. else currentNode[ nodeName ] = node;
  1853. }
  1854. }
  1855. if ( typeof attrs.id === 'number' ) node.id = attrs.id;
  1856. if ( attrs.name !== '' ) node.attrName = attrs.name;
  1857. if ( attrs.type !== '' ) node.attrType = attrs.type;
  1858. this.pushStack( node );
  1859. },
  1860. parseNodeAttr: function ( attrs ) {
  1861. var id = attrs[ 0 ];
  1862. if ( attrs[ 0 ] !== '' ) {
  1863. id = parseInt( attrs[ 0 ] );
  1864. if ( isNaN( id ) ) {
  1865. id = attrs[ 0 ];
  1866. }
  1867. }
  1868. var name = '', type = '';
  1869. if ( attrs.length > 1 ) {
  1870. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  1871. type = attrs[ 2 ];
  1872. }
  1873. return { id: id, name: name, type: type };
  1874. },
  1875. parseNodeProperty: function ( line, property, contentLine ) {
  1876. var propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1877. var propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1878. // for special case: base64 image data follows "Content: ," line
  1879. // Content: ,
  1880. // "/9j/4RDaRXhpZgAATU0A..."
  1881. if ( propName === 'Content' && propValue === ',' ) {
  1882. propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();
  1883. }
  1884. var currentNode = this.getCurrentNode();
  1885. var parentName = currentNode.name;
  1886. if ( parentName === 'Properties70' ) {
  1887. this.parseNodeSpecialProperty( line, propName, propValue );
  1888. return;
  1889. }
  1890. // Connections
  1891. if ( propName === 'C' ) {
  1892. var connProps = propValue.split( ',' ).slice( 1 );
  1893. var from = parseInt( connProps[ 0 ] );
  1894. var to = parseInt( connProps[ 1 ] );
  1895. var rest = propValue.split( ',' ).slice( 3 );
  1896. rest = rest.map( function ( elem ) {
  1897. return elem.trim().replace( /^"/, '' );
  1898. } );
  1899. propName = 'connections';
  1900. propValue = [ from, to ];
  1901. append( propValue, rest );
  1902. if ( currentNode[ propName ] === undefined ) {
  1903. currentNode[ propName ] = [];
  1904. }
  1905. }
  1906. // Node
  1907. if ( propName === 'Node' ) currentNode.id = propValue;
  1908. // connections
  1909. if ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {
  1910. currentNode[ propName ].push( propValue );
  1911. } else {
  1912. if ( propName !== 'a' ) currentNode[ propName ] = propValue;
  1913. else currentNode.a = propValue;
  1914. }
  1915. this.setCurrentProp( currentNode, propName );
  1916. // convert string to array, unless it ends in ',' in which case more will be added to it
  1917. if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
  1918. currentNode.a = parseNumberArray( propValue );
  1919. }
  1920. },
  1921. parseNodePropertyContinued: function ( line ) {
  1922. var currentNode = this.getCurrentNode();
  1923. currentNode.a += line;
  1924. // if the line doesn't end in ',' we have reached the end of the property value
  1925. // so convert the string to an array
  1926. if ( line.slice( - 1 ) !== ',' ) {
  1927. currentNode.a = parseNumberArray( currentNode.a );
  1928. }
  1929. },
  1930. // parse "Property70"
  1931. parseNodeSpecialProperty: function ( line, propName, propValue ) {
  1932. // split this
  1933. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  1934. // into array like below
  1935. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  1936. var props = propValue.split( '",' ).map( function ( prop ) {
  1937. return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  1938. } );
  1939. var innerPropName = props[ 0 ];
  1940. var innerPropType1 = props[ 1 ];
  1941. var innerPropType2 = props[ 2 ];
  1942. var innerPropFlag = props[ 3 ];
  1943. var innerPropValue = props[ 4 ];
  1944. // cast values where needed, otherwise leave as strings
  1945. switch ( innerPropType1 ) {
  1946. case 'int':
  1947. case 'enum':
  1948. case 'bool':
  1949. case 'ULongLong':
  1950. case 'double':
  1951. case 'Number':
  1952. case 'FieldOfView':
  1953. innerPropValue = parseFloat( innerPropValue );
  1954. break;
  1955. case 'Color':
  1956. case 'ColorRGB':
  1957. case 'Vector3D':
  1958. case 'Lcl_Translation':
  1959. case 'Lcl_Rotation':
  1960. case 'Lcl_Scaling':
  1961. innerPropValue = parseNumberArray( innerPropValue );
  1962. break;
  1963. }
  1964. // CAUTION: these props must append to parent's parent
  1965. this.getPrevNode()[ innerPropName ] = {
  1966. 'type': innerPropType1,
  1967. 'type2': innerPropType2,
  1968. 'flag': innerPropFlag,
  1969. 'value': innerPropValue
  1970. };
  1971. this.setCurrentProp( this.getPrevNode(), innerPropName );
  1972. },
  1973. };
  1974. // Parse an FBX file in Binary format
  1975. function BinaryParser() {}
  1976. BinaryParser.prototype = {
  1977. constructor: BinaryParser,
  1978. parse: function ( buffer ) {
  1979. var reader = new BinaryReader( buffer );
  1980. reader.skip( 23 ); // skip magic 23 bytes
  1981. var version = reader.getUint32();
  1982. console.log( 'THREE.FBXLoader: FBX binary version: ' + version );
  1983. var allNodes = new FBXTree();
  1984. while ( ! this.endOfContent( reader ) ) {
  1985. var node = this.parseNode( reader, version );
  1986. if ( node !== null ) allNodes.add( node.name, node );
  1987. }
  1988. return allNodes;
  1989. },
  1990. // Check if reader has reached the end of content.
  1991. endOfContent: function ( reader ) {
  1992. // footer size: 160bytes + 16-byte alignment padding
  1993. // - 16bytes: magic
  1994. // - padding til 16-byte alignment (at least 1byte?)
  1995. // (seems like some exporters embed fixed 15 or 16bytes?)
  1996. // - 4bytes: magic
  1997. // - 4bytes: version
  1998. // - 120bytes: zero
  1999. // - 16bytes: magic
  2000. if ( reader.size() % 16 === 0 ) {
  2001. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  2002. } else {
  2003. return reader.getOffset() + 160 + 16 >= reader.size();
  2004. }
  2005. },
  2006. // recursively parse nodes until the end of the file is reached
  2007. parseNode: function ( reader, version ) {
  2008. var node = {};
  2009. // The first three data sizes depends on version.
  2010. var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  2011. var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  2012. ( version >= 7500 ) ? reader.getUint64() : reader.getUint32(); // the returned propertyListLen is not used
  2013. var nameLen = reader.getUint8();
  2014. var name = reader.getString( nameLen );
  2015. // Regards this node as NULL-record if endOffset is zero
  2016. if ( endOffset === 0 ) return null;
  2017. var propertyList = [];
  2018. for ( var i = 0; i < numProperties; i ++ ) {
  2019. propertyList.push( this.parseProperty( reader ) );
  2020. }
  2021. // Regards the first three elements in propertyList as id, attrName, and attrType
  2022. var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  2023. var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  2024. var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  2025. // check if this node represents just a single property
  2026. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  2027. node.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;
  2028. while ( endOffset > reader.getOffset() ) {
  2029. var subNode = this.parseNode( reader, version );
  2030. if ( subNode !== null ) this.parseSubNode( name, node, subNode );
  2031. }
  2032. node.propertyList = propertyList; // raw property list used by parent
  2033. if ( typeof id === 'number' ) node.id = id;
  2034. if ( attrName !== '' ) node.attrName = attrName;
  2035. if ( attrType !== '' ) node.attrType = attrType;
  2036. if ( name !== '' ) node.name = name;
  2037. return node;
  2038. },
  2039. parseSubNode: function ( name, node, subNode ) {
  2040. // special case: child node is single property
  2041. if ( subNode.singleProperty === true ) {
  2042. var value = subNode.propertyList[ 0 ];
  2043. if ( Array.isArray( value ) ) {
  2044. node[ subNode.name ] = subNode;
  2045. subNode.a = value;
  2046. } else {
  2047. node[ subNode.name ] = value;
  2048. }
  2049. } else if ( name === 'Connections' && subNode.name === 'C' ) {
  2050. var array = [];
  2051. subNode.propertyList.forEach( function ( property, i ) {
  2052. // first Connection is FBX type (OO, OP, etc.). We'll discard these
  2053. if ( i !== 0 ) array.push( property );
  2054. } );
  2055. if ( node.connections === undefined ) {
  2056. node.connections = [];
  2057. }
  2058. node.connections.push( array );
  2059. } else if ( subNode.name === 'Properties70' ) {
  2060. var keys = Object.keys( subNode );
  2061. keys.forEach( function ( key ) {
  2062. node[ key ] = subNode[ key ];
  2063. } );
  2064. } else if ( name === 'Properties70' && subNode.name === 'P' ) {
  2065. var innerPropName = subNode.propertyList[ 0 ];
  2066. var innerPropType1 = subNode.propertyList[ 1 ];
  2067. var innerPropType2 = subNode.propertyList[ 2 ];
  2068. var innerPropFlag = subNode.propertyList[ 3 ];
  2069. var innerPropValue;
  2070. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  2071. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  2072. if ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  2073. innerPropValue = [
  2074. subNode.propertyList[ 4 ],
  2075. subNode.propertyList[ 5 ],
  2076. subNode.propertyList[ 6 ]
  2077. ];
  2078. } else {
  2079. innerPropValue = subNode.propertyList[ 4 ];
  2080. }
  2081. // this will be copied to parent, see above
  2082. node[ innerPropName ] = {
  2083. 'type': innerPropType1,
  2084. 'type2': innerPropType2,
  2085. 'flag': innerPropFlag,
  2086. 'value': innerPropValue
  2087. };
  2088. } else if ( node[ subNode.name ] === undefined ) {
  2089. if ( typeof subNode.id === 'number' ) {
  2090. node[ subNode.name ] = {};
  2091. node[ subNode.name ][ subNode.id ] = subNode;
  2092. } else {
  2093. node[ subNode.name ] = subNode;
  2094. }
  2095. } else {
  2096. if ( subNode.name === 'PoseNode' ) {
  2097. if ( ! Array.isArray( node[ subNode.name ] ) ) {
  2098. node[ subNode.name ] = [ node[ subNode.name ] ];
  2099. }
  2100. node[ subNode.name ].push( subNode );
  2101. } else if ( node[ subNode.name ][ subNode.id ] === undefined ) {
  2102. node[ subNode.name ][ subNode.id ] = subNode;
  2103. }
  2104. }
  2105. },
  2106. parseProperty: function ( reader ) {
  2107. var type = reader.getString( 1 );
  2108. switch ( type ) {
  2109. case 'C':
  2110. return reader.getBoolean();
  2111. case 'D':
  2112. return reader.getFloat64();
  2113. case 'F':
  2114. return reader.getFloat32();
  2115. case 'I':
  2116. return reader.getInt32();
  2117. case 'L':
  2118. return reader.getInt64();
  2119. case 'R':
  2120. var length = reader.getUint32();
  2121. return reader.getArrayBuffer( length );
  2122. case 'S':
  2123. var length = reader.getUint32();
  2124. return reader.getString( length );
  2125. case 'Y':
  2126. return reader.getInt16();
  2127. case 'b':
  2128. case 'c':
  2129. case 'd':
  2130. case 'f':
  2131. case 'i':
  2132. case 'l':
  2133. var arrayLength = reader.getUint32();
  2134. var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  2135. var compressedLength = reader.getUint32();
  2136. if ( encoding === 0 ) {
  2137. switch ( type ) {
  2138. case 'b':
  2139. case 'c':
  2140. return reader.getBooleanArray( arrayLength );
  2141. case 'd':
  2142. return reader.getFloat64Array( arrayLength );
  2143. case 'f':
  2144. return reader.getFloat32Array( arrayLength );
  2145. case 'i':
  2146. return reader.getInt32Array( arrayLength );
  2147. case 'l':
  2148. return reader.getInt64Array( arrayLength );
  2149. }
  2150. }
  2151. if ( typeof Zlib === 'undefined' ) {
  2152. console.error( 'THREE.FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
  2153. }
  2154. var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  2155. var reader2 = new BinaryReader( inflate.decompress().buffer );
  2156. switch ( type ) {
  2157. case 'b':
  2158. case 'c':
  2159. return reader2.getBooleanArray( arrayLength );
  2160. case 'd':
  2161. return reader2.getFloat64Array( arrayLength );
  2162. case 'f':
  2163. return reader2.getFloat32Array( arrayLength );
  2164. case 'i':
  2165. return reader2.getInt32Array( arrayLength );
  2166. case 'l':
  2167. return reader2.getInt64Array( arrayLength );
  2168. }
  2169. default:
  2170. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  2171. }
  2172. }
  2173. };
  2174. function BinaryReader( buffer, littleEndian ) {
  2175. this.dv = new DataView( buffer );
  2176. this.offset = 0;
  2177. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  2178. }
  2179. BinaryReader.prototype = {
  2180. constructor: BinaryReader,
  2181. getOffset: function () {
  2182. return this.offset;
  2183. },
  2184. size: function () {
  2185. return this.dv.buffer.byteLength;
  2186. },
  2187. skip: function ( length ) {
  2188. this.offset += length;
  2189. },
  2190. // seems like true/false representation depends on exporter.
  2191. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  2192. // then sees LSB.
  2193. getBoolean: function () {
  2194. return ( this.getUint8() & 1 ) === 1;
  2195. },
  2196. getBooleanArray: function ( size ) {
  2197. var a = [];
  2198. for ( var i = 0; i < size; i ++ ) {
  2199. a.push( this.getBoolean() );
  2200. }
  2201. return a;
  2202. },
  2203. getUint8: function () {
  2204. var value = this.dv.getUint8( this.offset );
  2205. this.offset += 1;
  2206. return value;
  2207. },
  2208. getInt16: function () {
  2209. var value = this.dv.getInt16( this.offset, this.littleEndian );
  2210. this.offset += 2;
  2211. return value;
  2212. },
  2213. getInt32: function () {
  2214. var value = this.dv.getInt32( this.offset, this.littleEndian );
  2215. this.offset += 4;
  2216. return value;
  2217. },
  2218. getInt32Array: function ( size ) {
  2219. var a = [];
  2220. for ( var i = 0; i < size; i ++ ) {
  2221. a.push( this.getInt32() );
  2222. }
  2223. return a;
  2224. },
  2225. getUint32: function () {
  2226. var value = this.dv.getUint32( this.offset, this.littleEndian );
  2227. this.offset += 4;
  2228. return value;
  2229. },
  2230. // JavaScript doesn't support 64-bit integer so calculate this here
  2231. // 1 << 32 will return 1 so using multiply operation instead here.
  2232. // There's a possibility that this method returns wrong value if the value
  2233. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  2234. // TODO: safely handle 64-bit integer
  2235. getInt64: function () {
  2236. var low, high;
  2237. if ( this.littleEndian ) {
  2238. low = this.getUint32();
  2239. high = this.getUint32();
  2240. } else {
  2241. high = this.getUint32();
  2242. low = this.getUint32();
  2243. }
  2244. // calculate negative value
  2245. if ( high & 0x80000000 ) {
  2246. high = ~ high & 0xFFFFFFFF;
  2247. low = ~ low & 0xFFFFFFFF;
  2248. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  2249. low = ( low + 1 ) & 0xFFFFFFFF;
  2250. return - ( high * 0x100000000 + low );
  2251. }
  2252. return high * 0x100000000 + low;
  2253. },
  2254. getInt64Array: function ( size ) {
  2255. var a = [];
  2256. for ( var i = 0; i < size; i ++ ) {
  2257. a.push( this.getInt64() );
  2258. }
  2259. return a;
  2260. },
  2261. // Note: see getInt64() comment
  2262. getUint64: function () {
  2263. var low, high;
  2264. if ( this.littleEndian ) {
  2265. low = this.getUint32();
  2266. high = this.getUint32();
  2267. } else {
  2268. high = this.getUint32();
  2269. low = this.getUint32();
  2270. }
  2271. return high * 0x100000000 + low;
  2272. },
  2273. getFloat32: function () {
  2274. var value = this.dv.getFloat32( this.offset, this.littleEndian );
  2275. this.offset += 4;
  2276. return value;
  2277. },
  2278. getFloat32Array: function ( size ) {
  2279. var a = [];
  2280. for ( var i = 0; i < size; i ++ ) {
  2281. a.push( this.getFloat32() );
  2282. }
  2283. return a;
  2284. },
  2285. getFloat64: function () {
  2286. var value = this.dv.getFloat64( this.offset, this.littleEndian );
  2287. this.offset += 8;
  2288. return value;
  2289. },
  2290. getFloat64Array: function ( size ) {
  2291. var a = [];
  2292. for ( var i = 0; i < size; i ++ ) {
  2293. a.push( this.getFloat64() );
  2294. }
  2295. return a;
  2296. },
  2297. getArrayBuffer: function ( size ) {
  2298. var value = this.dv.buffer.slice( this.offset, this.offset + size );
  2299. this.offset += size;
  2300. return value;
  2301. },
  2302. getString: function ( size ) {
  2303. // note: safari 9 doesn't support Uint8Array.indexOf; create intermediate array instead
  2304. var a = [];
  2305. for ( var i = 0; i < size; i ++ ) {
  2306. a[ i ] = this.getUint8();
  2307. }
  2308. var nullByte = a.indexOf( 0 );
  2309. if ( nullByte >= 0 ) a = a.slice( 0, nullByte );
  2310. return LoaderUtils.decodeText( new Uint8Array( a ) );
  2311. }
  2312. };
  2313. // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
  2314. // and BinaryParser( FBX Binary format)
  2315. function FBXTree() {}
  2316. FBXTree.prototype = {
  2317. constructor: FBXTree,
  2318. add: function ( key, val ) {
  2319. this[ key ] = val;
  2320. },
  2321. };
  2322. // ************** UTILITY FUNCTIONS **************
  2323. function isFbxFormatBinary( buffer ) {
  2324. var CORRECT = 'Kaydara FBX Binary \0';
  2325. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  2326. }
  2327. function isFbxFormatASCII( text ) {
  2328. var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2329. var cursor = 0;
  2330. function read( offset ) {
  2331. var result = text[ offset - 1 ];
  2332. text = text.slice( cursor + offset );
  2333. cursor ++;
  2334. return result;
  2335. }
  2336. for ( var i = 0; i < CORRECT.length; ++ i ) {
  2337. var num = read( 1 );
  2338. if ( num === CORRECT[ i ] ) {
  2339. return false;
  2340. }
  2341. }
  2342. return true;
  2343. }
  2344. function getFbxVersion( text ) {
  2345. var versionRegExp = /FBXVersion: (\d+)/;
  2346. var match = text.match( versionRegExp );
  2347. if ( match ) {
  2348. var version = parseInt( match[ 1 ] );
  2349. return version;
  2350. }
  2351. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  2352. }
  2353. // Converts FBX ticks into real time seconds.
  2354. function convertFBXTimeToSeconds( time ) {
  2355. return time / 46186158000;
  2356. }
  2357. var dataArray = [];
  2358. // extracts the data from the correct position in the FBX array based on indexing type
  2359. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  2360. var index;
  2361. switch ( infoObject.mappingType ) {
  2362. case 'ByPolygonVertex' :
  2363. index = polygonVertexIndex;
  2364. break;
  2365. case 'ByPolygon' :
  2366. index = polygonIndex;
  2367. break;
  2368. case 'ByVertice' :
  2369. index = vertexIndex;
  2370. break;
  2371. case 'AllSame' :
  2372. index = infoObject.indices[ 0 ];
  2373. break;
  2374. default :
  2375. console.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );
  2376. }
  2377. if ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];
  2378. var from = index * infoObject.dataSize;
  2379. var to = from + infoObject.dataSize;
  2380. return slice( dataArray, infoObject.buffer, from, to );
  2381. }
  2382. var tempEuler = new Euler();
  2383. var tempVec = new Vector3();
  2384. // generate transformation from FBX transform data
  2385. // ref: https://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_10CDD63C_79C1_4F2D_BB28_AD2BE65A02ED_htm
  2386. // ref: http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/_transformations_2main_8cxx-example.html,topicNumber=cpp_ref__transformations_2main_8cxx_example_htmlfc10a1e1-b18d-4e72-9dc0-70d0f1959f5e
  2387. function generateTransform( transformData ) {
  2388. var lTranslationM = new Matrix4();
  2389. var lPreRotationM = new Matrix4();
  2390. var lRotationM = new Matrix4();
  2391. var lPostRotationM = new Matrix4();
  2392. var lScalingM = new Matrix4();
  2393. var lScalingPivotM = new Matrix4();
  2394. var lScalingOffsetM = new Matrix4();
  2395. var lRotationOffsetM = new Matrix4();
  2396. var lRotationPivotM = new Matrix4();
  2397. var lParentGX = new Matrix4();
  2398. var lGlobalT = new Matrix4();
  2399. var inheritType = ( transformData.inheritType ) ? transformData.inheritType : 0;
  2400. if ( transformData.translation ) lTranslationM.setPosition( tempVec.fromArray( transformData.translation ) );
  2401. if ( transformData.preRotation ) {
  2402. var array = transformData.preRotation.map( MathUtils.degToRad );
  2403. array.push( transformData.eulerOrder );
  2404. lPreRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2405. }
  2406. if ( transformData.rotation ) {
  2407. var array = transformData.rotation.map( MathUtils.degToRad );
  2408. array.push( transformData.eulerOrder );
  2409. lRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2410. }
  2411. if ( transformData.postRotation ) {
  2412. var array = transformData.postRotation.map( MathUtils.degToRad );
  2413. array.push( transformData.eulerOrder );
  2414. lPostRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2415. }
  2416. if ( transformData.scale ) lScalingM.scale( tempVec.fromArray( transformData.scale ) );
  2417. // Pivots and offsets
  2418. if ( transformData.scalingOffset ) lScalingOffsetM.setPosition( tempVec.fromArray( transformData.scalingOffset ) );
  2419. if ( transformData.scalingPivot ) lScalingPivotM.setPosition( tempVec.fromArray( transformData.scalingPivot ) );
  2420. if ( transformData.rotationOffset ) lRotationOffsetM.setPosition( tempVec.fromArray( transformData.rotationOffset ) );
  2421. if ( transformData.rotationPivot ) lRotationPivotM.setPosition( tempVec.fromArray( transformData.rotationPivot ) );
  2422. // parent transform
  2423. if ( transformData.parentMatrixWorld ) lParentGX = transformData.parentMatrixWorld;
  2424. // Global Rotation
  2425. var lLRM = lPreRotationM.multiply( lRotationM ).multiply( lPostRotationM );
  2426. var lParentGRM = new Matrix4();
  2427. lParentGX.extractRotation( lParentGRM );
  2428. // Global Shear*Scaling
  2429. var lParentTM = new Matrix4();
  2430. lParentTM.copyPosition( lParentGX );
  2431. var lParentGSM = new Matrix4();
  2432. lParentGSM.getInverse( lParentGRM ).multiply( lParentGX );
  2433. var lGlobalRS = new Matrix4();
  2434. if ( inheritType === 0 ) {
  2435. lGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM ).multiply( lScalingM );
  2436. } else if ( inheritType === 1 ) {
  2437. lGlobalRS.copy( lParentGRM ).multiply( lParentGSM ).multiply( lLRM ).multiply( lScalingM );
  2438. } else {
  2439. var lParentLSM_inv = new Matrix4().getInverse( lScalingM );
  2440. var lParentGSM_noLocal = new Matrix4().multiply( lParentGSM ).multiply( lParentLSM_inv );
  2441. lGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM_noLocal ).multiply( lScalingM );
  2442. }
  2443. var lRotationPivotM_inv = new Matrix4().getInverse( lRotationPivotM );
  2444. var lScalingPivotM_inv = new Matrix4().getInverse( lScalingPivotM );
  2445. // Calculate the local transform matrix
  2446. var lTransform = new Matrix4();
  2447. lTransform.copy( lTranslationM ).multiply( lRotationOffsetM ).multiply( lRotationPivotM ).multiply( lPreRotationM ).multiply( lRotationM ).multiply( lPostRotationM ).multiply( lRotationPivotM_inv ).multiply( lScalingOffsetM ).multiply( lScalingPivotM ).multiply( lScalingM ).multiply( lScalingPivotM_inv );
  2448. var lLocalTWithAllPivotAndOffsetInfo = new Matrix4().copyPosition( lTransform );
  2449. var lGlobalTranslation = new Matrix4().copy( lParentGX ).multiply( lLocalTWithAllPivotAndOffsetInfo );
  2450. lGlobalT.copyPosition( lGlobalTranslation );
  2451. lTransform = new Matrix4().multiply( lGlobalT ).multiply( lGlobalRS );
  2452. return lTransform;
  2453. }
  2454. // Returns the three.js intrinsic Euler order corresponding to FBX extrinsic Euler order
  2455. // ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
  2456. function getEulerOrder( order ) {
  2457. order = order || 0;
  2458. var enums = [
  2459. 'ZYX', // -> XYZ extrinsic
  2460. 'YZX', // -> XZY extrinsic
  2461. 'XZY', // -> YZX extrinsic
  2462. 'ZXY', // -> YXZ extrinsic
  2463. 'YXZ', // -> ZXY extrinsic
  2464. 'XYZ', // -> ZYX extrinsic
  2465. //'SphericXYZ', // not possible to support
  2466. ];
  2467. if ( order === 6 ) {
  2468. console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
  2469. return enums[ 0 ];
  2470. }
  2471. return enums[ order ];
  2472. }
  2473. // Parses comma separated list of numbers and returns them an array.
  2474. // Used internally by the TextParser
  2475. function parseNumberArray( value ) {
  2476. var array = value.split( ',' ).map( function ( val ) {
  2477. return parseFloat( val );
  2478. } );
  2479. return array;
  2480. }
  2481. function convertArrayBufferToString( buffer, from, to ) {
  2482. if ( from === undefined ) from = 0;
  2483. if ( to === undefined ) to = buffer.byteLength;
  2484. return LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );
  2485. }
  2486. function append( a, b ) {
  2487. for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  2488. a[ j ] = b[ i ];
  2489. }
  2490. }
  2491. function slice( a, b, from, to ) {
  2492. for ( var i = from, j = 0; i < to; i ++, j ++ ) {
  2493. a[ j ] = b[ i ];
  2494. }
  2495. return a;
  2496. }
  2497. // inject array a2 into array a1 at index
  2498. function inject( a1, index, a2 ) {
  2499. return a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );
  2500. }
  2501. return FBXLoader;
  2502. } )();
  2503. export { FBXLoader };