FBXLoader.js 96 KB

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  1. import {
  2. AmbientLight,
  3. AnimationClip,
  4. Bone,
  5. BufferAttribute,
  6. BufferGeometry,
  7. ClampToEdgeWrapping,
  8. Color,
  9. DirectionalLight,
  10. EquirectangularReflectionMapping,
  11. Euler,
  12. FileLoader,
  13. Float32BufferAttribute,
  14. Group,
  15. Line,
  16. LineBasicMaterial,
  17. Loader,
  18. LoaderUtils,
  19. MathUtils,
  20. Matrix3,
  21. Matrix4,
  22. Mesh,
  23. MeshLambertMaterial,
  24. MeshPhongMaterial,
  25. NumberKeyframeTrack,
  26. Object3D,
  27. OrthographicCamera,
  28. PerspectiveCamera,
  29. PointLight,
  30. PropertyBinding,
  31. Quaternion,
  32. QuaternionKeyframeTrack,
  33. RepeatWrapping,
  34. Skeleton,
  35. SkinnedMesh,
  36. SpotLight,
  37. Texture,
  38. TextureLoader,
  39. Uint16BufferAttribute,
  40. Vector3,
  41. Vector4,
  42. VectorKeyframeTrack,
  43. sRGBEncoding
  44. } from '../../../build/three.module.js';
  45. import * as fflate from '../libs/fflate.module.js';
  46. import { NURBSCurve } from '../curves/NURBSCurve.js';
  47. /**
  48. * Loader loads FBX file and generates Group representing FBX scene.
  49. * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format
  50. * Versions lower than this may load but will probably have errors
  51. *
  52. * Needs Support:
  53. * Morph normals / blend shape normals
  54. *
  55. * FBX format references:
  56. * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
  57. * http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
  58. *
  59. * Binary format specification:
  60. * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
  61. */
  62. let fbxTree;
  63. let connections;
  64. let sceneGraph;
  65. class FBXLoader extends Loader {
  66. constructor( manager ) {
  67. super( manager );
  68. }
  69. load( url, onLoad, onProgress, onError ) {
  70. const scope = this;
  71. const path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
  72. const loader = new FileLoader( this.manager );
  73. loader.setPath( scope.path );
  74. loader.setResponseType( 'arraybuffer' );
  75. loader.setRequestHeader( scope.requestHeader );
  76. loader.setWithCredentials( scope.withCredentials );
  77. loader.load( url, function ( buffer ) {
  78. try {
  79. onLoad( scope.parse( buffer, path ) );
  80. } catch ( e ) {
  81. if ( onError ) {
  82. onError( e );
  83. } else {
  84. console.error( e );
  85. }
  86. scope.manager.itemError( url );
  87. }
  88. }, onProgress, onError );
  89. }
  90. parse( FBXBuffer, path ) {
  91. if ( isFbxFormatBinary( FBXBuffer ) ) {
  92. fbxTree = new BinaryParser().parse( FBXBuffer );
  93. } else {
  94. const FBXText = convertArrayBufferToString( FBXBuffer );
  95. if ( ! isFbxFormatASCII( FBXText ) ) {
  96. throw new Error( 'THREE.FBXLoader: Unknown format.' );
  97. }
  98. if ( getFbxVersion( FBXText ) < 7000 ) {
  99. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
  100. }
  101. fbxTree = new TextParser().parse( FBXText );
  102. }
  103. // console.log( fbxTree );
  104. const textureLoader = new TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
  105. return new FBXTreeParser( textureLoader, this.manager ).parse( fbxTree );
  106. }
  107. }
  108. // Parse the FBXTree object returned by the BinaryParser or TextParser and return a Group
  109. class FBXTreeParser {
  110. constructor( textureLoader, manager ) {
  111. this.textureLoader = textureLoader;
  112. this.manager = manager;
  113. }
  114. parse() {
  115. connections = this.parseConnections();
  116. const images = this.parseImages();
  117. const textures = this.parseTextures( images );
  118. const materials = this.parseMaterials( textures );
  119. const deformers = this.parseDeformers();
  120. const geometryMap = new GeometryParser().parse( deformers );
  121. this.parseScene( deformers, geometryMap, materials );
  122. return sceneGraph;
  123. }
  124. // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
  125. // and details the connection type
  126. parseConnections() {
  127. const connectionMap = new Map();
  128. if ( 'Connections' in fbxTree ) {
  129. const rawConnections = fbxTree.Connections.connections;
  130. rawConnections.forEach( function ( rawConnection ) {
  131. const fromID = rawConnection[ 0 ];
  132. const toID = rawConnection[ 1 ];
  133. const relationship = rawConnection[ 2 ];
  134. if ( ! connectionMap.has( fromID ) ) {
  135. connectionMap.set( fromID, {
  136. parents: [],
  137. children: []
  138. } );
  139. }
  140. const parentRelationship = { ID: toID, relationship: relationship };
  141. connectionMap.get( fromID ).parents.push( parentRelationship );
  142. if ( ! connectionMap.has( toID ) ) {
  143. connectionMap.set( toID, {
  144. parents: [],
  145. children: []
  146. } );
  147. }
  148. const childRelationship = { ID: fromID, relationship: relationship };
  149. connectionMap.get( toID ).children.push( childRelationship );
  150. } );
  151. }
  152. return connectionMap;
  153. }
  154. // Parse FBXTree.Objects.Video for embedded image data
  155. // These images are connected to textures in FBXTree.Objects.Textures
  156. // via FBXTree.Connections.
  157. parseImages() {
  158. const images = {};
  159. const blobs = {};
  160. if ( 'Video' in fbxTree.Objects ) {
  161. const videoNodes = fbxTree.Objects.Video;
  162. for ( const nodeID in videoNodes ) {
  163. const videoNode = videoNodes[ nodeID ];
  164. const id = parseInt( nodeID );
  165. images[ id ] = videoNode.RelativeFilename || videoNode.Filename;
  166. // raw image data is in videoNode.Content
  167. if ( 'Content' in videoNode ) {
  168. const arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );
  169. const base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );
  170. if ( arrayBufferContent || base64Content ) {
  171. const image = this.parseImage( videoNodes[ nodeID ] );
  172. blobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;
  173. }
  174. }
  175. }
  176. }
  177. for ( const id in images ) {
  178. const filename = images[ id ];
  179. if ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];
  180. else images[ id ] = images[ id ].split( '\\' ).pop();
  181. }
  182. return images;
  183. }
  184. // Parse embedded image data in FBXTree.Video.Content
  185. parseImage( videoNode ) {
  186. const content = videoNode.Content;
  187. const fileName = videoNode.RelativeFilename || videoNode.Filename;
  188. const extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
  189. let type;
  190. switch ( extension ) {
  191. case 'bmp':
  192. type = 'image/bmp';
  193. break;
  194. case 'jpg':
  195. case 'jpeg':
  196. type = 'image/jpeg';
  197. break;
  198. case 'png':
  199. type = 'image/png';
  200. break;
  201. case 'tif':
  202. type = 'image/tiff';
  203. break;
  204. case 'tga':
  205. if ( this.manager.getHandler( '.tga' ) === null ) {
  206. console.warn( 'FBXLoader: TGA loader not found, skipping ', fileName );
  207. }
  208. type = 'image/tga';
  209. break;
  210. default:
  211. console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
  212. return;
  213. }
  214. if ( typeof content === 'string' ) { // ASCII format
  215. return 'data:' + type + ';base64,' + content;
  216. } else { // Binary Format
  217. const array = new Uint8Array( content );
  218. return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
  219. }
  220. }
  221. // Parse nodes in FBXTree.Objects.Texture
  222. // These contain details such as UV scaling, cropping, rotation etc and are connected
  223. // to images in FBXTree.Objects.Video
  224. parseTextures( images ) {
  225. const textureMap = new Map();
  226. if ( 'Texture' in fbxTree.Objects ) {
  227. const textureNodes = fbxTree.Objects.Texture;
  228. for ( const nodeID in textureNodes ) {
  229. const texture = this.parseTexture( textureNodes[ nodeID ], images );
  230. textureMap.set( parseInt( nodeID ), texture );
  231. }
  232. }
  233. return textureMap;
  234. }
  235. // Parse individual node in FBXTree.Objects.Texture
  236. parseTexture( textureNode, images ) {
  237. const texture = this.loadTexture( textureNode, images );
  238. texture.ID = textureNode.id;
  239. texture.name = textureNode.attrName;
  240. const wrapModeU = textureNode.WrapModeU;
  241. const wrapModeV = textureNode.WrapModeV;
  242. const valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
  243. const valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
  244. // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
  245. // 0: repeat(default), 1: clamp
  246. texture.wrapS = valueU === 0 ? RepeatWrapping : ClampToEdgeWrapping;
  247. texture.wrapT = valueV === 0 ? RepeatWrapping : ClampToEdgeWrapping;
  248. if ( 'Scaling' in textureNode ) {
  249. const values = textureNode.Scaling.value;
  250. texture.repeat.x = values[ 0 ];
  251. texture.repeat.y = values[ 1 ];
  252. }
  253. return texture;
  254. }
  255. // load a texture specified as a blob or data URI, or via an external URL using TextureLoader
  256. loadTexture( textureNode, images ) {
  257. let fileName;
  258. const currentPath = this.textureLoader.path;
  259. const children = connections.get( textureNode.id ).children;
  260. if ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {
  261. fileName = images[ children[ 0 ].ID ];
  262. if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
  263. this.textureLoader.setPath( undefined );
  264. }
  265. }
  266. let texture;
  267. const extension = textureNode.FileName.slice( - 3 ).toLowerCase();
  268. if ( extension === 'tga' ) {
  269. const loader = this.manager.getHandler( '.tga' );
  270. if ( loader === null ) {
  271. console.warn( 'FBXLoader: TGA loader not found, creating placeholder texture for', textureNode.RelativeFilename );
  272. texture = new Texture();
  273. } else {
  274. loader.setPath( this.textureLoader.path );
  275. texture = loader.load( fileName );
  276. }
  277. } else if ( extension === 'psd' ) {
  278. console.warn( 'FBXLoader: PSD textures are not supported, creating placeholder texture for', textureNode.RelativeFilename );
  279. texture = new Texture();
  280. } else {
  281. texture = this.textureLoader.load( fileName );
  282. }
  283. this.textureLoader.setPath( currentPath );
  284. return texture;
  285. }
  286. // Parse nodes in FBXTree.Objects.Material
  287. parseMaterials( textureMap ) {
  288. const materialMap = new Map();
  289. if ( 'Material' in fbxTree.Objects ) {
  290. const materialNodes = fbxTree.Objects.Material;
  291. for ( const nodeID in materialNodes ) {
  292. const material = this.parseMaterial( materialNodes[ nodeID ], textureMap );
  293. if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
  294. }
  295. }
  296. return materialMap;
  297. }
  298. // Parse single node in FBXTree.Objects.Material
  299. // Materials are connected to texture maps in FBXTree.Objects.Textures
  300. // FBX format currently only supports Lambert and Phong shading models
  301. parseMaterial( materialNode, textureMap ) {
  302. const ID = materialNode.id;
  303. const name = materialNode.attrName;
  304. let type = materialNode.ShadingModel;
  305. // Case where FBX wraps shading model in property object.
  306. if ( typeof type === 'object' ) {
  307. type = type.value;
  308. }
  309. // Ignore unused materials which don't have any connections.
  310. if ( ! connections.has( ID ) ) return null;
  311. const parameters = this.parseParameters( materialNode, textureMap, ID );
  312. let material;
  313. switch ( type.toLowerCase() ) {
  314. case 'phong':
  315. material = new MeshPhongMaterial();
  316. break;
  317. case 'lambert':
  318. material = new MeshLambertMaterial();
  319. break;
  320. default:
  321. console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
  322. material = new MeshPhongMaterial();
  323. break;
  324. }
  325. material.setValues( parameters );
  326. material.name = name;
  327. return material;
  328. }
  329. // Parse FBX material and return parameters suitable for a three.js material
  330. // Also parse the texture map and return any textures associated with the material
  331. parseParameters( materialNode, textureMap, ID ) {
  332. const parameters = {};
  333. if ( materialNode.BumpFactor ) {
  334. parameters.bumpScale = materialNode.BumpFactor.value;
  335. }
  336. if ( materialNode.Diffuse ) {
  337. parameters.color = new Color().fromArray( materialNode.Diffuse.value );
  338. } else if ( materialNode.DiffuseColor && ( materialNode.DiffuseColor.type === 'Color' || materialNode.DiffuseColor.type === 'ColorRGB' ) ) {
  339. // The blender exporter exports diffuse here instead of in materialNode.Diffuse
  340. parameters.color = new Color().fromArray( materialNode.DiffuseColor.value );
  341. }
  342. if ( materialNode.DisplacementFactor ) {
  343. parameters.displacementScale = materialNode.DisplacementFactor.value;
  344. }
  345. if ( materialNode.Emissive ) {
  346. parameters.emissive = new Color().fromArray( materialNode.Emissive.value );
  347. } else if ( materialNode.EmissiveColor && ( materialNode.EmissiveColor.type === 'Color' || materialNode.EmissiveColor.type === 'ColorRGB' ) ) {
  348. // The blender exporter exports emissive color here instead of in materialNode.Emissive
  349. parameters.emissive = new Color().fromArray( materialNode.EmissiveColor.value );
  350. }
  351. if ( materialNode.EmissiveFactor ) {
  352. parameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );
  353. }
  354. if ( materialNode.Opacity ) {
  355. parameters.opacity = parseFloat( materialNode.Opacity.value );
  356. }
  357. if ( parameters.opacity < 1.0 ) {
  358. parameters.transparent = true;
  359. }
  360. if ( materialNode.ReflectionFactor ) {
  361. parameters.reflectivity = materialNode.ReflectionFactor.value;
  362. }
  363. if ( materialNode.Shininess ) {
  364. parameters.shininess = materialNode.Shininess.value;
  365. }
  366. if ( materialNode.Specular ) {
  367. parameters.specular = new Color().fromArray( materialNode.Specular.value );
  368. } else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {
  369. // The blender exporter exports specular color here instead of in materialNode.Specular
  370. parameters.specular = new Color().fromArray( materialNode.SpecularColor.value );
  371. }
  372. const scope = this;
  373. connections.get( ID ).children.forEach( function ( child ) {
  374. const type = child.relationship;
  375. switch ( type ) {
  376. case 'Bump':
  377. parameters.bumpMap = scope.getTexture( textureMap, child.ID );
  378. break;
  379. case 'Maya|TEX_ao_map':
  380. parameters.aoMap = scope.getTexture( textureMap, child.ID );
  381. break;
  382. case 'DiffuseColor':
  383. case 'Maya|TEX_color_map':
  384. parameters.map = scope.getTexture( textureMap, child.ID );
  385. parameters.map.encoding = sRGBEncoding;
  386. break;
  387. case 'DisplacementColor':
  388. parameters.displacementMap = scope.getTexture( textureMap, child.ID );
  389. break;
  390. case 'EmissiveColor':
  391. parameters.emissiveMap = scope.getTexture( textureMap, child.ID );
  392. parameters.emissiveMap.encoding = sRGBEncoding;
  393. break;
  394. case 'NormalMap':
  395. case 'Maya|TEX_normal_map':
  396. parameters.normalMap = scope.getTexture( textureMap, child.ID );
  397. break;
  398. case 'ReflectionColor':
  399. parameters.envMap = scope.getTexture( textureMap, child.ID );
  400. parameters.envMap.mapping = EquirectangularReflectionMapping;
  401. parameters.envMap.encoding = sRGBEncoding;
  402. break;
  403. case 'SpecularColor':
  404. parameters.specularMap = scope.getTexture( textureMap, child.ID );
  405. parameters.specularMap.encoding = sRGBEncoding;
  406. break;
  407. case 'TransparentColor':
  408. case 'TransparencyFactor':
  409. parameters.alphaMap = scope.getTexture( textureMap, child.ID );
  410. parameters.transparent = true;
  411. break;
  412. case 'AmbientColor':
  413. case 'ShininessExponent': // AKA glossiness map
  414. case 'SpecularFactor': // AKA specularLevel
  415. case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
  416. default:
  417. console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
  418. break;
  419. }
  420. } );
  421. return parameters;
  422. }
  423. // get a texture from the textureMap for use by a material.
  424. getTexture( textureMap, id ) {
  425. // if the texture is a layered texture, just use the first layer and issue a warning
  426. if ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {
  427. console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
  428. id = connections.get( id ).children[ 0 ].ID;
  429. }
  430. return textureMap.get( id );
  431. }
  432. // Parse nodes in FBXTree.Objects.Deformer
  433. // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
  434. // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
  435. parseDeformers() {
  436. const skeletons = {};
  437. const morphTargets = {};
  438. if ( 'Deformer' in fbxTree.Objects ) {
  439. const DeformerNodes = fbxTree.Objects.Deformer;
  440. for ( const nodeID in DeformerNodes ) {
  441. const deformerNode = DeformerNodes[ nodeID ];
  442. const relationships = connections.get( parseInt( nodeID ) );
  443. if ( deformerNode.attrType === 'Skin' ) {
  444. const skeleton = this.parseSkeleton( relationships, DeformerNodes );
  445. skeleton.ID = nodeID;
  446. if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
  447. skeleton.geometryID = relationships.parents[ 0 ].ID;
  448. skeletons[ nodeID ] = skeleton;
  449. } else if ( deformerNode.attrType === 'BlendShape' ) {
  450. const morphTarget = {
  451. id: nodeID,
  452. };
  453. morphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );
  454. morphTarget.id = nodeID;
  455. if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );
  456. morphTargets[ nodeID ] = morphTarget;
  457. }
  458. }
  459. }
  460. return {
  461. skeletons: skeletons,
  462. morphTargets: morphTargets,
  463. };
  464. }
  465. // Parse single nodes in FBXTree.Objects.Deformer
  466. // The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'
  467. // Each skin node represents a skeleton and each cluster node represents a bone
  468. parseSkeleton( relationships, deformerNodes ) {
  469. const rawBones = [];
  470. relationships.children.forEach( function ( child ) {
  471. const boneNode = deformerNodes[ child.ID ];
  472. if ( boneNode.attrType !== 'Cluster' ) return;
  473. const rawBone = {
  474. ID: child.ID,
  475. indices: [],
  476. weights: [],
  477. transformLink: new Matrix4().fromArray( boneNode.TransformLink.a ),
  478. // transform: new Matrix4().fromArray( boneNode.Transform.a ),
  479. // linkMode: boneNode.Mode,
  480. };
  481. if ( 'Indexes' in boneNode ) {
  482. rawBone.indices = boneNode.Indexes.a;
  483. rawBone.weights = boneNode.Weights.a;
  484. }
  485. rawBones.push( rawBone );
  486. } );
  487. return {
  488. rawBones: rawBones,
  489. bones: []
  490. };
  491. }
  492. // The top level morph deformer node has type "BlendShape" and sub nodes have type "BlendShapeChannel"
  493. parseMorphTargets( relationships, deformerNodes ) {
  494. const rawMorphTargets = [];
  495. for ( let i = 0; i < relationships.children.length; i ++ ) {
  496. const child = relationships.children[ i ];
  497. const morphTargetNode = deformerNodes[ child.ID ];
  498. const rawMorphTarget = {
  499. name: morphTargetNode.attrName,
  500. initialWeight: morphTargetNode.DeformPercent,
  501. id: morphTargetNode.id,
  502. fullWeights: morphTargetNode.FullWeights.a
  503. };
  504. if ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;
  505. rawMorphTarget.geoID = connections.get( parseInt( child.ID ) ).children.filter( function ( child ) {
  506. return child.relationship === undefined;
  507. } )[ 0 ].ID;
  508. rawMorphTargets.push( rawMorphTarget );
  509. }
  510. return rawMorphTargets;
  511. }
  512. // create the main Group() to be returned by the loader
  513. parseScene( deformers, geometryMap, materialMap ) {
  514. sceneGraph = new Group();
  515. const modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );
  516. const modelNodes = fbxTree.Objects.Model;
  517. const scope = this;
  518. modelMap.forEach( function ( model ) {
  519. const modelNode = modelNodes[ model.ID ];
  520. scope.setLookAtProperties( model, modelNode );
  521. const parentConnections = connections.get( model.ID ).parents;
  522. parentConnections.forEach( function ( connection ) {
  523. const parent = modelMap.get( connection.ID );
  524. if ( parent !== undefined ) parent.add( model );
  525. } );
  526. if ( model.parent === null ) {
  527. sceneGraph.add( model );
  528. }
  529. } );
  530. this.bindSkeleton( deformers.skeletons, geometryMap, modelMap );
  531. this.createAmbientLight();
  532. this.setupMorphMaterials();
  533. sceneGraph.traverse( function ( node ) {
  534. if ( node.userData.transformData ) {
  535. if ( node.parent ) {
  536. node.userData.transformData.parentMatrix = node.parent.matrix;
  537. node.userData.transformData.parentMatrixWorld = node.parent.matrixWorld;
  538. }
  539. const transform = generateTransform( node.userData.transformData );
  540. node.applyMatrix4( transform );
  541. node.updateWorldMatrix();
  542. }
  543. } );
  544. const 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( skeletons, geometryMap, materialMap ) {
  554. const modelMap = new Map();
  555. const modelNodes = fbxTree.Objects.Model;
  556. for ( const nodeID in modelNodes ) {
  557. const id = parseInt( nodeID );
  558. const node = modelNodes[ nodeID ];
  559. const relationships = connections.get( id );
  560. let 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( relationships, skeletons, id, name ) {
  593. let bone = null;
  594. relationships.parents.forEach( function ( parent ) {
  595. for ( const ID in skeletons ) {
  596. const skeleton = skeletons[ ID ];
  597. skeleton.rawBones.forEach( function ( rawBone, i ) {
  598. if ( rawBone.ID === parent.ID ) {
  599. const 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( relationships ) {
  619. let model;
  620. let cameraAttribute;
  621. relationships.children.forEach( function ( child ) {
  622. const 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. let type = 0;
  631. if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
  632. type = 1;
  633. }
  634. let nearClippingPlane = 1;
  635. if ( cameraAttribute.NearPlane !== undefined ) {
  636. nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
  637. }
  638. let farClippingPlane = 1000;
  639. if ( cameraAttribute.FarPlane !== undefined ) {
  640. farClippingPlane = cameraAttribute.FarPlane.value / 1000;
  641. }
  642. let width = window.innerWidth;
  643. let height = window.innerHeight;
  644. if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
  645. width = cameraAttribute.AspectWidth.value;
  646. height = cameraAttribute.AspectHeight.value;
  647. }
  648. const aspect = width / height;
  649. let fov = 45;
  650. if ( cameraAttribute.FieldOfView !== undefined ) {
  651. fov = cameraAttribute.FieldOfView.value;
  652. }
  653. const 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( relationships ) {
  672. let model;
  673. let lightAttribute;
  674. relationships.children.forEach( function ( child ) {
  675. const 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. let 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. let color = 0xffffff;
  691. if ( lightAttribute.Color !== undefined ) {
  692. color = new Color().fromArray( lightAttribute.Color.value );
  693. }
  694. let 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. let 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. const 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. let angle = Math.PI / 3;
  718. if ( lightAttribute.InnerAngle !== undefined ) {
  719. angle = MathUtils.degToRad( lightAttribute.InnerAngle.value );
  720. }
  721. let 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( relationships, geometryMap, materialMap ) {
  743. let model;
  744. let geometry = null;
  745. let material = null;
  746. const 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. model = new SkinnedMesh( geometry, material );
  771. model.normalizeSkinWeights();
  772. } else {
  773. model = new Mesh( geometry, material );
  774. }
  775. return model;
  776. }
  777. createCurve( relationships, geometryMap ) {
  778. const geometry = relationships.children.reduce( function ( geo, child ) {
  779. if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );
  780. return geo;
  781. }, null );
  782. // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
  783. const material = new LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
  784. return new Line( geometry, material );
  785. }
  786. // parse the model node for transform data
  787. getTransformData( model, modelNode ) {
  788. const transformData = {};
  789. if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );
  790. if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
  791. else transformData.eulerOrder = 'ZYX';
  792. if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;
  793. if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;
  794. if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;
  795. if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;
  796. if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;
  797. if ( 'ScalingOffset' in modelNode ) transformData.scalingOffset = modelNode.ScalingOffset.value;
  798. if ( 'ScalingPivot' in modelNode ) transformData.scalingPivot = modelNode.ScalingPivot.value;
  799. if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;
  800. if ( 'RotationPivot' in modelNode ) transformData.rotationPivot = modelNode.RotationPivot.value;
  801. model.userData.transformData = transformData;
  802. }
  803. setLookAtProperties( model, modelNode ) {
  804. if ( 'LookAtProperty' in modelNode ) {
  805. const children = connections.get( model.ID ).children;
  806. children.forEach( function ( child ) {
  807. if ( child.relationship === 'LookAtProperty' ) {
  808. const lookAtTarget = fbxTree.Objects.Model[ child.ID ];
  809. if ( 'Lcl_Translation' in lookAtTarget ) {
  810. const pos = lookAtTarget.Lcl_Translation.value;
  811. // DirectionalLight, SpotLight
  812. if ( model.target !== undefined ) {
  813. model.target.position.fromArray( pos );
  814. sceneGraph.add( model.target );
  815. } else { // Cameras and other Object3Ds
  816. model.lookAt( new Vector3().fromArray( pos ) );
  817. }
  818. }
  819. }
  820. } );
  821. }
  822. }
  823. bindSkeleton( skeletons, geometryMap, modelMap ) {
  824. const bindMatrices = this.parsePoseNodes();
  825. for ( const ID in skeletons ) {
  826. const skeleton = skeletons[ ID ];
  827. const parents = connections.get( parseInt( skeleton.ID ) ).parents;
  828. parents.forEach( function ( parent ) {
  829. if ( geometryMap.has( parent.ID ) ) {
  830. const geoID = parent.ID;
  831. const geoRelationships = connections.get( geoID );
  832. geoRelationships.parents.forEach( function ( geoConnParent ) {
  833. if ( modelMap.has( geoConnParent.ID ) ) {
  834. const model = modelMap.get( geoConnParent.ID );
  835. model.bind( new Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );
  836. }
  837. } );
  838. }
  839. } );
  840. }
  841. }
  842. parsePoseNodes() {
  843. const bindMatrices = {};
  844. if ( 'Pose' in fbxTree.Objects ) {
  845. const BindPoseNode = fbxTree.Objects.Pose;
  846. for ( const nodeID in BindPoseNode ) {
  847. if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
  848. const poseNodes = BindPoseNode[ nodeID ].PoseNode;
  849. if ( Array.isArray( poseNodes ) ) {
  850. poseNodes.forEach( function ( poseNode ) {
  851. bindMatrices[ poseNode.Node ] = new Matrix4().fromArray( poseNode.Matrix.a );
  852. } );
  853. } else {
  854. bindMatrices[ poseNodes.Node ] = new Matrix4().fromArray( poseNodes.Matrix.a );
  855. }
  856. }
  857. }
  858. }
  859. return bindMatrices;
  860. }
  861. // Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
  862. createAmbientLight() {
  863. if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {
  864. const ambientColor = fbxTree.GlobalSettings.AmbientColor.value;
  865. const r = ambientColor[ 0 ];
  866. const g = ambientColor[ 1 ];
  867. const b = ambientColor[ 2 ];
  868. if ( r !== 0 || g !== 0 || b !== 0 ) {
  869. const color = new Color( r, g, b );
  870. sceneGraph.add( new AmbientLight( color, 1 ) );
  871. }
  872. }
  873. }
  874. setupMorphMaterials() {
  875. const scope = this;
  876. sceneGraph.traverse( function ( child ) {
  877. if ( child.isMesh ) {
  878. if ( child.geometry.morphAttributes.position && child.geometry.morphAttributes.position.length ) {
  879. if ( Array.isArray( child.material ) ) {
  880. child.material.forEach( function ( material, i ) {
  881. scope.setupMorphMaterial( child, material, i );
  882. } );
  883. } else {
  884. scope.setupMorphMaterial( child, child.material );
  885. }
  886. }
  887. }
  888. } );
  889. }
  890. setupMorphMaterial( child, material, index ) {
  891. const uuid = child.uuid;
  892. const matUuid = material.uuid;
  893. // if a geometry has morph targets, it cannot share the material with other geometries
  894. let sharedMat = false;
  895. sceneGraph.traverse( function ( node ) {
  896. if ( node.isMesh ) {
  897. if ( Array.isArray( node.material ) ) {
  898. node.material.forEach( function ( mat ) {
  899. if ( mat.uuid === matUuid && node.uuid !== uuid ) sharedMat = true;
  900. } );
  901. } else if ( node.material.uuid === matUuid && node.uuid !== uuid ) sharedMat = true;
  902. }
  903. } );
  904. if ( sharedMat === true ) {
  905. const clonedMat = material.clone();
  906. clonedMat.morphTargets = true;
  907. if ( index === undefined ) child.material = clonedMat;
  908. else child.material[ index ] = clonedMat;
  909. } else material.morphTargets = true;
  910. }
  911. }
  912. // parse Geometry data from FBXTree and return map of BufferGeometries
  913. class GeometryParser {
  914. // Parse nodes in FBXTree.Objects.Geometry
  915. parse( deformers ) {
  916. const geometryMap = new Map();
  917. if ( 'Geometry' in fbxTree.Objects ) {
  918. const geoNodes = fbxTree.Objects.Geometry;
  919. for ( const nodeID in geoNodes ) {
  920. const relationships = connections.get( parseInt( nodeID ) );
  921. const geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );
  922. geometryMap.set( parseInt( nodeID ), geo );
  923. }
  924. }
  925. return geometryMap;
  926. }
  927. // Parse single node in FBXTree.Objects.Geometry
  928. parseGeometry( relationships, geoNode, deformers ) {
  929. switch ( geoNode.attrType ) {
  930. case 'Mesh':
  931. return this.parseMeshGeometry( relationships, geoNode, deformers );
  932. break;
  933. case 'NurbsCurve':
  934. return this.parseNurbsGeometry( geoNode );
  935. break;
  936. }
  937. }
  938. // Parse single node mesh geometry in FBXTree.Objects.Geometry
  939. parseMeshGeometry( relationships, geoNode, deformers ) {
  940. const skeletons = deformers.skeletons;
  941. const morphTargets = [];
  942. const modelNodes = relationships.parents.map( function ( parent ) {
  943. return fbxTree.Objects.Model[ parent.ID ];
  944. } );
  945. // don't create geometry if it is not associated with any models
  946. if ( modelNodes.length === 0 ) return;
  947. const skeleton = relationships.children.reduce( function ( skeleton, child ) {
  948. if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];
  949. return skeleton;
  950. }, null );
  951. relationships.children.forEach( function ( child ) {
  952. if ( deformers.morphTargets[ child.ID ] !== undefined ) {
  953. morphTargets.push( deformers.morphTargets[ child.ID ] );
  954. }
  955. } );
  956. // Assume one model and get the preRotation from that
  957. // if there is more than one model associated with the geometry this may cause problems
  958. const modelNode = modelNodes[ 0 ];
  959. const transformData = {};
  960. if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
  961. if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );
  962. if ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;
  963. if ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;
  964. if ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;
  965. const transform = generateTransform( transformData );
  966. return this.genGeometry( geoNode, skeleton, morphTargets, transform );
  967. }
  968. // Generate a BufferGeometry from a node in FBXTree.Objects.Geometry
  969. genGeometry( geoNode, skeleton, morphTargets, preTransform ) {
  970. const geo = new BufferGeometry();
  971. if ( geoNode.attrName ) geo.name = geoNode.attrName;
  972. const geoInfo = this.parseGeoNode( geoNode, skeleton );
  973. const buffers = this.genBuffers( geoInfo );
  974. const positionAttribute = new Float32BufferAttribute( buffers.vertex, 3 );
  975. positionAttribute.applyMatrix4( preTransform );
  976. geo.setAttribute( 'position', positionAttribute );
  977. if ( buffers.colors.length > 0 ) {
  978. geo.setAttribute( 'color', new Float32BufferAttribute( buffers.colors, 3 ) );
  979. }
  980. if ( skeleton ) {
  981. geo.setAttribute( 'skinIndex', new Uint16BufferAttribute( buffers.weightsIndices, 4 ) );
  982. geo.setAttribute( 'skinWeight', new Float32BufferAttribute( buffers.vertexWeights, 4 ) );
  983. // used later to bind the skeleton to the model
  984. geo.FBX_Deformer = skeleton;
  985. }
  986. if ( buffers.normal.length > 0 ) {
  987. const normalMatrix = new Matrix3().getNormalMatrix( preTransform );
  988. const normalAttribute = new Float32BufferAttribute( buffers.normal, 3 );
  989. normalAttribute.applyNormalMatrix( normalMatrix );
  990. geo.setAttribute( 'normal', normalAttribute );
  991. }
  992. buffers.uvs.forEach( function ( uvBuffer, i ) {
  993. // subsequent uv buffers are called 'uv1', 'uv2', ...
  994. let name = 'uv' + ( i + 1 ).toString();
  995. // the first uv buffer is just called 'uv'
  996. if ( i === 0 ) {
  997. name = 'uv';
  998. }
  999. geo.setAttribute( name, new Float32BufferAttribute( buffers.uvs[ i ], 2 ) );
  1000. } );
  1001. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  1002. // Convert the material indices of each vertex into rendering groups on the geometry.
  1003. let prevMaterialIndex = buffers.materialIndex[ 0 ];
  1004. let startIndex = 0;
  1005. buffers.materialIndex.forEach( function ( currentIndex, i ) {
  1006. if ( currentIndex !== prevMaterialIndex ) {
  1007. geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
  1008. prevMaterialIndex = currentIndex;
  1009. startIndex = i;
  1010. }
  1011. } );
  1012. // the loop above doesn't add the last group, do that here.
  1013. if ( geo.groups.length > 0 ) {
  1014. const lastGroup = geo.groups[ geo.groups.length - 1 ];
  1015. const lastIndex = lastGroup.start + lastGroup.count;
  1016. if ( lastIndex !== buffers.materialIndex.length ) {
  1017. geo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );
  1018. }
  1019. }
  1020. // case where there are multiple materials but the whole geometry is only
  1021. // using one of them
  1022. if ( geo.groups.length === 0 ) {
  1023. geo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );
  1024. }
  1025. }
  1026. this.addMorphTargets( geo, geoNode, morphTargets, preTransform );
  1027. return geo;
  1028. }
  1029. parseGeoNode( geoNode, skeleton ) {
  1030. const geoInfo = {};
  1031. geoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];
  1032. geoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];
  1033. if ( geoNode.LayerElementColor ) {
  1034. geoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );
  1035. }
  1036. if ( geoNode.LayerElementMaterial ) {
  1037. geoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );
  1038. }
  1039. if ( geoNode.LayerElementNormal ) {
  1040. geoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );
  1041. }
  1042. if ( geoNode.LayerElementUV ) {
  1043. geoInfo.uv = [];
  1044. let i = 0;
  1045. while ( geoNode.LayerElementUV[ i ] ) {
  1046. if ( geoNode.LayerElementUV[ i ].UV ) {
  1047. geoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );
  1048. }
  1049. i ++;
  1050. }
  1051. }
  1052. geoInfo.weightTable = {};
  1053. if ( skeleton !== null ) {
  1054. geoInfo.skeleton = skeleton;
  1055. skeleton.rawBones.forEach( function ( rawBone, i ) {
  1056. // loop over the bone's vertex indices and weights
  1057. rawBone.indices.forEach( function ( index, j ) {
  1058. if ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];
  1059. geoInfo.weightTable[ index ].push( {
  1060. id: i,
  1061. weight: rawBone.weights[ j ],
  1062. } );
  1063. } );
  1064. } );
  1065. }
  1066. return geoInfo;
  1067. }
  1068. genBuffers( geoInfo ) {
  1069. const buffers = {
  1070. vertex: [],
  1071. normal: [],
  1072. colors: [],
  1073. uvs: [],
  1074. materialIndex: [],
  1075. vertexWeights: [],
  1076. weightsIndices: [],
  1077. };
  1078. let polygonIndex = 0;
  1079. let faceLength = 0;
  1080. let displayedWeightsWarning = false;
  1081. // these will hold data for a single face
  1082. let facePositionIndexes = [];
  1083. let faceNormals = [];
  1084. let faceColors = [];
  1085. let faceUVs = [];
  1086. let faceWeights = [];
  1087. let faceWeightIndices = [];
  1088. const scope = this;
  1089. geoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {
  1090. let materialIndex;
  1091. let endOfFace = false;
  1092. // Face index and vertex index arrays are combined in a single array
  1093. // A cube with quad faces looks like this:
  1094. // PolygonVertexIndex: *24 {
  1095. // 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
  1096. // }
  1097. // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
  1098. // to find index of last vertex bit shift the index: ^ - 1
  1099. if ( vertexIndex < 0 ) {
  1100. vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
  1101. endOfFace = true;
  1102. }
  1103. let weightIndices = [];
  1104. let weights = [];
  1105. facePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
  1106. if ( geoInfo.color ) {
  1107. const data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );
  1108. faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  1109. }
  1110. if ( geoInfo.skeleton ) {
  1111. if ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {
  1112. geoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {
  1113. weights.push( wt.weight );
  1114. weightIndices.push( wt.id );
  1115. } );
  1116. }
  1117. if ( weights.length > 4 ) {
  1118. if ( ! displayedWeightsWarning ) {
  1119. console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
  1120. displayedWeightsWarning = true;
  1121. }
  1122. const wIndex = [ 0, 0, 0, 0 ];
  1123. const Weight = [ 0, 0, 0, 0 ];
  1124. weights.forEach( function ( weight, weightIndex ) {
  1125. let currentWeight = weight;
  1126. let currentIndex = weightIndices[ weightIndex ];
  1127. Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
  1128. if ( currentWeight > comparedWeight ) {
  1129. comparedWeightArray[ comparedWeightIndex ] = currentWeight;
  1130. currentWeight = comparedWeight;
  1131. const tmp = wIndex[ comparedWeightIndex ];
  1132. wIndex[ comparedWeightIndex ] = currentIndex;
  1133. currentIndex = tmp;
  1134. }
  1135. } );
  1136. } );
  1137. weightIndices = wIndex;
  1138. weights = Weight;
  1139. }
  1140. // if the weight array is shorter than 4 pad with 0s
  1141. while ( weights.length < 4 ) {
  1142. weights.push( 0 );
  1143. weightIndices.push( 0 );
  1144. }
  1145. for ( let i = 0; i < 4; ++ i ) {
  1146. faceWeights.push( weights[ i ] );
  1147. faceWeightIndices.push( weightIndices[ i ] );
  1148. }
  1149. }
  1150. if ( geoInfo.normal ) {
  1151. const data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );
  1152. faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
  1153. }
  1154. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  1155. materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];
  1156. }
  1157. if ( geoInfo.uv ) {
  1158. geoInfo.uv.forEach( function ( uv, i ) {
  1159. const data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );
  1160. if ( faceUVs[ i ] === undefined ) {
  1161. faceUVs[ i ] = [];
  1162. }
  1163. faceUVs[ i ].push( data[ 0 ] );
  1164. faceUVs[ i ].push( data[ 1 ] );
  1165. } );
  1166. }
  1167. faceLength ++;
  1168. if ( endOfFace ) {
  1169. scope.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );
  1170. polygonIndex ++;
  1171. faceLength = 0;
  1172. // reset arrays for the next face
  1173. facePositionIndexes = [];
  1174. faceNormals = [];
  1175. faceColors = [];
  1176. faceUVs = [];
  1177. faceWeights = [];
  1178. faceWeightIndices = [];
  1179. }
  1180. } );
  1181. return buffers;
  1182. }
  1183. // Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris
  1184. genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {
  1185. for ( let i = 2; i < faceLength; i ++ ) {
  1186. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );
  1187. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );
  1188. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );
  1189. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );
  1190. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
  1191. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
  1192. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );
  1193. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );
  1194. buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );
  1195. if ( geoInfo.skeleton ) {
  1196. buffers.vertexWeights.push( faceWeights[ 0 ] );
  1197. buffers.vertexWeights.push( faceWeights[ 1 ] );
  1198. buffers.vertexWeights.push( faceWeights[ 2 ] );
  1199. buffers.vertexWeights.push( faceWeights[ 3 ] );
  1200. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );
  1201. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
  1202. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
  1203. buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
  1204. buffers.vertexWeights.push( faceWeights[ i * 4 ] );
  1205. buffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );
  1206. buffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );
  1207. buffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );
  1208. buffers.weightsIndices.push( faceWeightIndices[ 0 ] );
  1209. buffers.weightsIndices.push( faceWeightIndices[ 1 ] );
  1210. buffers.weightsIndices.push( faceWeightIndices[ 2 ] );
  1211. buffers.weightsIndices.push( faceWeightIndices[ 3 ] );
  1212. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
  1213. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
  1214. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
  1215. buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
  1216. buffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );
  1217. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );
  1218. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );
  1219. buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );
  1220. }
  1221. if ( geoInfo.color ) {
  1222. buffers.colors.push( faceColors[ 0 ] );
  1223. buffers.colors.push( faceColors[ 1 ] );
  1224. buffers.colors.push( faceColors[ 2 ] );
  1225. buffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );
  1226. buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
  1227. buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
  1228. buffers.colors.push( faceColors[ i * 3 ] );
  1229. buffers.colors.push( faceColors[ i * 3 + 1 ] );
  1230. buffers.colors.push( faceColors[ i * 3 + 2 ] );
  1231. }
  1232. if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
  1233. buffers.materialIndex.push( materialIndex );
  1234. buffers.materialIndex.push( materialIndex );
  1235. buffers.materialIndex.push( materialIndex );
  1236. }
  1237. if ( geoInfo.normal ) {
  1238. buffers.normal.push( faceNormals[ 0 ] );
  1239. buffers.normal.push( faceNormals[ 1 ] );
  1240. buffers.normal.push( faceNormals[ 2 ] );
  1241. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );
  1242. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
  1243. buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
  1244. buffers.normal.push( faceNormals[ i * 3 ] );
  1245. buffers.normal.push( faceNormals[ i * 3 + 1 ] );
  1246. buffers.normal.push( faceNormals[ i * 3 + 2 ] );
  1247. }
  1248. if ( geoInfo.uv ) {
  1249. geoInfo.uv.forEach( function ( uv, j ) {
  1250. if ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];
  1251. buffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );
  1252. buffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );
  1253. buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
  1254. buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
  1255. buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );
  1256. buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
  1257. } );
  1258. }
  1259. }
  1260. }
  1261. addMorphTargets( parentGeo, parentGeoNode, morphTargets, preTransform ) {
  1262. if ( morphTargets.length === 0 ) return;
  1263. parentGeo.morphTargetsRelative = true;
  1264. parentGeo.morphAttributes.position = [];
  1265. // parentGeo.morphAttributes.normal = []; // not implemented
  1266. const scope = this;
  1267. morphTargets.forEach( function ( morphTarget ) {
  1268. morphTarget.rawTargets.forEach( function ( rawTarget ) {
  1269. const morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];
  1270. if ( morphGeoNode !== undefined ) {
  1271. scope.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, rawTarget.name );
  1272. }
  1273. } );
  1274. } );
  1275. }
  1276. // a morph geometry node is similar to a standard node, and the node is also contained
  1277. // in FBXTree.Objects.Geometry, however it can only have attributes for position, normal
  1278. // and a special attribute Index defining which vertices of the original geometry are affected
  1279. // Normal and position attributes only have data for the vertices that are affected by the morph
  1280. genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, name ) {
  1281. const vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];
  1282. const morphPositionsSparse = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];
  1283. const indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];
  1284. const length = parentGeo.attributes.position.count * 3;
  1285. const morphPositions = new Float32Array( length );
  1286. for ( let i = 0; i < indices.length; i ++ ) {
  1287. const morphIndex = indices[ i ] * 3;
  1288. morphPositions[ morphIndex ] = morphPositionsSparse[ i * 3 ];
  1289. morphPositions[ morphIndex + 1 ] = morphPositionsSparse[ i * 3 + 1 ];
  1290. morphPositions[ morphIndex + 2 ] = morphPositionsSparse[ i * 3 + 2 ];
  1291. }
  1292. // TODO: add morph normal support
  1293. const morphGeoInfo = {
  1294. vertexIndices: vertexIndices,
  1295. vertexPositions: morphPositions,
  1296. };
  1297. const morphBuffers = this.genBuffers( morphGeoInfo );
  1298. const positionAttribute = new Float32BufferAttribute( morphBuffers.vertex, 3 );
  1299. positionAttribute.name = name || morphGeoNode.attrName;
  1300. positionAttribute.applyMatrix4( preTransform );
  1301. parentGeo.morphAttributes.position.push( positionAttribute );
  1302. }
  1303. // Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists
  1304. parseNormals( NormalNode ) {
  1305. const mappingType = NormalNode.MappingInformationType;
  1306. const referenceType = NormalNode.ReferenceInformationType;
  1307. const buffer = NormalNode.Normals.a;
  1308. let indexBuffer = [];
  1309. if ( referenceType === 'IndexToDirect' ) {
  1310. if ( 'NormalIndex' in NormalNode ) {
  1311. indexBuffer = NormalNode.NormalIndex.a;
  1312. } else if ( 'NormalsIndex' in NormalNode ) {
  1313. indexBuffer = NormalNode.NormalsIndex.a;
  1314. }
  1315. }
  1316. return {
  1317. dataSize: 3,
  1318. buffer: buffer,
  1319. indices: indexBuffer,
  1320. mappingType: mappingType,
  1321. referenceType: referenceType
  1322. };
  1323. }
  1324. // Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists
  1325. parseUVs( UVNode ) {
  1326. const mappingType = UVNode.MappingInformationType;
  1327. const referenceType = UVNode.ReferenceInformationType;
  1328. const buffer = UVNode.UV.a;
  1329. let indexBuffer = [];
  1330. if ( referenceType === 'IndexToDirect' ) {
  1331. indexBuffer = UVNode.UVIndex.a;
  1332. }
  1333. return {
  1334. dataSize: 2,
  1335. buffer: buffer,
  1336. indices: indexBuffer,
  1337. mappingType: mappingType,
  1338. referenceType: referenceType
  1339. };
  1340. }
  1341. // Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists
  1342. parseVertexColors( ColorNode ) {
  1343. const mappingType = ColorNode.MappingInformationType;
  1344. const referenceType = ColorNode.ReferenceInformationType;
  1345. const buffer = ColorNode.Colors.a;
  1346. let indexBuffer = [];
  1347. if ( referenceType === 'IndexToDirect' ) {
  1348. indexBuffer = ColorNode.ColorIndex.a;
  1349. }
  1350. return {
  1351. dataSize: 4,
  1352. buffer: buffer,
  1353. indices: indexBuffer,
  1354. mappingType: mappingType,
  1355. referenceType: referenceType
  1356. };
  1357. }
  1358. // Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists
  1359. parseMaterialIndices( MaterialNode ) {
  1360. const mappingType = MaterialNode.MappingInformationType;
  1361. const referenceType = MaterialNode.ReferenceInformationType;
  1362. if ( mappingType === 'NoMappingInformation' ) {
  1363. return {
  1364. dataSize: 1,
  1365. buffer: [ 0 ],
  1366. indices: [ 0 ],
  1367. mappingType: 'AllSame',
  1368. referenceType: referenceType
  1369. };
  1370. }
  1371. const materialIndexBuffer = MaterialNode.Materials.a;
  1372. // Since materials are stored as indices, there's a bit of a mismatch between FBX and what
  1373. // we expect.So we create an intermediate buffer that points to the index in the buffer,
  1374. // for conforming with the other functions we've written for other data.
  1375. const materialIndices = [];
  1376. for ( let i = 0; i < materialIndexBuffer.length; ++ i ) {
  1377. materialIndices.push( i );
  1378. }
  1379. return {
  1380. dataSize: 1,
  1381. buffer: materialIndexBuffer,
  1382. indices: materialIndices,
  1383. mappingType: mappingType,
  1384. referenceType: referenceType
  1385. };
  1386. }
  1387. // Generate a NurbGeometry from a node in FBXTree.Objects.Geometry
  1388. parseNurbsGeometry( geoNode ) {
  1389. if ( NURBSCurve === undefined ) {
  1390. console.error( 'THREE.FBXLoader: The loader relies on NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
  1391. return new BufferGeometry();
  1392. }
  1393. const order = parseInt( geoNode.Order );
  1394. if ( isNaN( order ) ) {
  1395. console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );
  1396. return new BufferGeometry();
  1397. }
  1398. const degree = order - 1;
  1399. const knots = geoNode.KnotVector.a;
  1400. const controlPoints = [];
  1401. const pointsValues = geoNode.Points.a;
  1402. for ( let i = 0, l = pointsValues.length; i < l; i += 4 ) {
  1403. controlPoints.push( new Vector4().fromArray( pointsValues, i ) );
  1404. }
  1405. let startKnot, endKnot;
  1406. if ( geoNode.Form === 'Closed' ) {
  1407. controlPoints.push( controlPoints[ 0 ] );
  1408. } else if ( geoNode.Form === 'Periodic' ) {
  1409. startKnot = degree;
  1410. endKnot = knots.length - 1 - startKnot;
  1411. for ( let i = 0; i < degree; ++ i ) {
  1412. controlPoints.push( controlPoints[ i ] );
  1413. }
  1414. }
  1415. const curve = new NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
  1416. const vertices = curve.getPoints( controlPoints.length * 7 );
  1417. const positions = new Float32Array( vertices.length * 3 );
  1418. vertices.forEach( function ( vertex, i ) {
  1419. vertex.toArray( positions, i * 3 );
  1420. } );
  1421. const geometry = new BufferGeometry();
  1422. geometry.setAttribute( 'position', new BufferAttribute( positions, 3 ) );
  1423. return geometry;
  1424. }
  1425. }
  1426. // parse animation data from FBXTree
  1427. class AnimationParser {
  1428. // take raw animation clips and turn them into three.js animation clips
  1429. parse() {
  1430. const animationClips = [];
  1431. const rawClips = this.parseClips();
  1432. if ( rawClips !== undefined ) {
  1433. for ( const key in rawClips ) {
  1434. const rawClip = rawClips[ key ];
  1435. const clip = this.addClip( rawClip );
  1436. animationClips.push( clip );
  1437. }
  1438. }
  1439. return animationClips;
  1440. }
  1441. parseClips() {
  1442. // since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,
  1443. // if this is undefined we can safely assume there are no animations
  1444. if ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;
  1445. const curveNodesMap = this.parseAnimationCurveNodes();
  1446. this.parseAnimationCurves( curveNodesMap );
  1447. const layersMap = this.parseAnimationLayers( curveNodesMap );
  1448. const rawClips = this.parseAnimStacks( layersMap );
  1449. return rawClips;
  1450. }
  1451. // parse nodes in FBXTree.Objects.AnimationCurveNode
  1452. // each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )
  1453. // and is referenced by an AnimationLayer
  1454. parseAnimationCurveNodes() {
  1455. const rawCurveNodes = fbxTree.Objects.AnimationCurveNode;
  1456. const curveNodesMap = new Map();
  1457. for ( const nodeID in rawCurveNodes ) {
  1458. const rawCurveNode = rawCurveNodes[ nodeID ];
  1459. if ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {
  1460. const curveNode = {
  1461. id: rawCurveNode.id,
  1462. attr: rawCurveNode.attrName,
  1463. curves: {},
  1464. };
  1465. curveNodesMap.set( curveNode.id, curveNode );
  1466. }
  1467. }
  1468. return curveNodesMap;
  1469. }
  1470. // parse nodes in FBXTree.Objects.AnimationCurve and connect them up to
  1471. // previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated
  1472. // axis ( e.g. times and values of x rotation)
  1473. parseAnimationCurves( curveNodesMap ) {
  1474. const rawCurves = fbxTree.Objects.AnimationCurve;
  1475. // TODO: Many values are identical up to roundoff error, but won't be optimised
  1476. // e.g. position times: [0, 0.4, 0. 8]
  1477. // position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]
  1478. // clearly, this should be optimised to
  1479. // times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]
  1480. // this shows up in nearly every FBX file, and generally time array is length > 100
  1481. for ( const nodeID in rawCurves ) {
  1482. const animationCurve = {
  1483. id: rawCurves[ nodeID ].id,
  1484. times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),
  1485. values: rawCurves[ nodeID ].KeyValueFloat.a,
  1486. };
  1487. const relationships = connections.get( animationCurve.id );
  1488. if ( relationships !== undefined ) {
  1489. const animationCurveID = relationships.parents[ 0 ].ID;
  1490. const animationCurveRelationship = relationships.parents[ 0 ].relationship;
  1491. if ( animationCurveRelationship.match( /X/ ) ) {
  1492. curveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;
  1493. } else if ( animationCurveRelationship.match( /Y/ ) ) {
  1494. curveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;
  1495. } else if ( animationCurveRelationship.match( /Z/ ) ) {
  1496. curveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;
  1497. } else if ( animationCurveRelationship.match( /d|DeformPercent/ ) && curveNodesMap.has( animationCurveID ) ) {
  1498. curveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;
  1499. }
  1500. }
  1501. }
  1502. }
  1503. // parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references
  1504. // to various AnimationCurveNodes and is referenced by an AnimationStack node
  1505. // note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack
  1506. parseAnimationLayers( curveNodesMap ) {
  1507. const rawLayers = fbxTree.Objects.AnimationLayer;
  1508. const layersMap = new Map();
  1509. for ( const nodeID in rawLayers ) {
  1510. const layerCurveNodes = [];
  1511. const connection = connections.get( parseInt( nodeID ) );
  1512. if ( connection !== undefined ) {
  1513. // all the animationCurveNodes used in the layer
  1514. const children = connection.children;
  1515. children.forEach( function ( child, i ) {
  1516. if ( curveNodesMap.has( child.ID ) ) {
  1517. const curveNode = curveNodesMap.get( child.ID );
  1518. // check that the curves are defined for at least one axis, otherwise ignore the curveNode
  1519. if ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {
  1520. if ( layerCurveNodes[ i ] === undefined ) {
  1521. const modelID = connections.get( child.ID ).parents.filter( function ( parent ) {
  1522. return parent.relationship !== undefined;
  1523. } )[ 0 ].ID;
  1524. if ( modelID !== undefined ) {
  1525. const rawModel = fbxTree.Objects.Model[ modelID.toString() ];
  1526. if ( rawModel === undefined ) {
  1527. console.warn( 'THREE.FBXLoader: Encountered a unused curve.', child );
  1528. return;
  1529. }
  1530. const node = {
  1531. modelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',
  1532. ID: rawModel.id,
  1533. initialPosition: [ 0, 0, 0 ],
  1534. initialRotation: [ 0, 0, 0 ],
  1535. initialScale: [ 1, 1, 1 ],
  1536. };
  1537. sceneGraph.traverse( function ( child ) {
  1538. if ( child.ID === rawModel.id ) {
  1539. node.transform = child.matrix;
  1540. if ( child.userData.transformData ) node.eulerOrder = child.userData.transformData.eulerOrder;
  1541. }
  1542. } );
  1543. if ( ! node.transform ) node.transform = new Matrix4();
  1544. // if the animated model is pre rotated, we'll have to apply the pre rotations to every
  1545. // animation value as well
  1546. if ( 'PreRotation' in rawModel ) node.preRotation = rawModel.PreRotation.value;
  1547. if ( 'PostRotation' in rawModel ) node.postRotation = rawModel.PostRotation.value;
  1548. layerCurveNodes[ i ] = node;
  1549. }
  1550. }
  1551. if ( layerCurveNodes[ i ] ) layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  1552. } else if ( curveNode.curves.morph !== undefined ) {
  1553. if ( layerCurveNodes[ i ] === undefined ) {
  1554. const deformerID = connections.get( child.ID ).parents.filter( function ( parent ) {
  1555. return parent.relationship !== undefined;
  1556. } )[ 0 ].ID;
  1557. const morpherID = connections.get( deformerID ).parents[ 0 ].ID;
  1558. const geoID = connections.get( morpherID ).parents[ 0 ].ID;
  1559. // assuming geometry is not used in more than one model
  1560. const modelID = connections.get( geoID ).parents[ 0 ].ID;
  1561. const rawModel = fbxTree.Objects.Model[ modelID ];
  1562. const node = {
  1563. modelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',
  1564. morphName: fbxTree.Objects.Deformer[ deformerID ].attrName,
  1565. };
  1566. layerCurveNodes[ i ] = node;
  1567. }
  1568. layerCurveNodes[ i ][ curveNode.attr ] = curveNode;
  1569. }
  1570. }
  1571. } );
  1572. layersMap.set( parseInt( nodeID ), layerCurveNodes );
  1573. }
  1574. }
  1575. return layersMap;
  1576. }
  1577. // parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation
  1578. // hierarchy. Each Stack node will be used to create a AnimationClip
  1579. parseAnimStacks( layersMap ) {
  1580. const rawStacks = fbxTree.Objects.AnimationStack;
  1581. // connect the stacks (clips) up to the layers
  1582. const rawClips = {};
  1583. for ( const nodeID in rawStacks ) {
  1584. const children = connections.get( parseInt( nodeID ) ).children;
  1585. if ( children.length > 1 ) {
  1586. // it seems like stacks will always be associated with a single layer. But just in case there are files
  1587. // where there are multiple layers per stack, we'll display a warning
  1588. console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );
  1589. }
  1590. const layer = layersMap.get( children[ 0 ].ID );
  1591. rawClips[ nodeID ] = {
  1592. name: rawStacks[ nodeID ].attrName,
  1593. layer: layer,
  1594. };
  1595. }
  1596. return rawClips;
  1597. }
  1598. addClip( rawClip ) {
  1599. let tracks = [];
  1600. const scope = this;
  1601. rawClip.layer.forEach( function ( rawTracks ) {
  1602. tracks = tracks.concat( scope.generateTracks( rawTracks ) );
  1603. } );
  1604. return new AnimationClip( rawClip.name, - 1, tracks );
  1605. }
  1606. generateTracks( rawTracks ) {
  1607. const tracks = [];
  1608. let initialPosition = new Vector3();
  1609. let initialRotation = new Quaternion();
  1610. let initialScale = new Vector3();
  1611. if ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale );
  1612. initialPosition = initialPosition.toArray();
  1613. initialRotation = new Euler().setFromQuaternion( initialRotation, rawTracks.eulerOrder ).toArray();
  1614. initialScale = initialScale.toArray();
  1615. if ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {
  1616. const positionTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, initialPosition, 'position' );
  1617. if ( positionTrack !== undefined ) tracks.push( positionTrack );
  1618. }
  1619. if ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {
  1620. const rotationTrack = this.generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, initialRotation, rawTracks.preRotation, rawTracks.postRotation, rawTracks.eulerOrder );
  1621. if ( rotationTrack !== undefined ) tracks.push( rotationTrack );
  1622. }
  1623. if ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {
  1624. const scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );
  1625. if ( scaleTrack !== undefined ) tracks.push( scaleTrack );
  1626. }
  1627. if ( rawTracks.DeformPercent !== undefined ) {
  1628. const morphTrack = this.generateMorphTrack( rawTracks );
  1629. if ( morphTrack !== undefined ) tracks.push( morphTrack );
  1630. }
  1631. return tracks;
  1632. }
  1633. generateVectorTrack( modelName, curves, initialValue, type ) {
  1634. const times = this.getTimesForAllAxes( curves );
  1635. const values = this.getKeyframeTrackValues( times, curves, initialValue );
  1636. return new VectorKeyframeTrack( modelName + '.' + type, times, values );
  1637. }
  1638. generateRotationTrack( modelName, curves, initialValue, preRotation, postRotation, eulerOrder ) {
  1639. if ( curves.x !== undefined ) {
  1640. this.interpolateRotations( curves.x );
  1641. curves.x.values = curves.x.values.map( MathUtils.degToRad );
  1642. }
  1643. if ( curves.y !== undefined ) {
  1644. this.interpolateRotations( curves.y );
  1645. curves.y.values = curves.y.values.map( MathUtils.degToRad );
  1646. }
  1647. if ( curves.z !== undefined ) {
  1648. this.interpolateRotations( curves.z );
  1649. curves.z.values = curves.z.values.map( MathUtils.degToRad );
  1650. }
  1651. const times = this.getTimesForAllAxes( curves );
  1652. const values = this.getKeyframeTrackValues( times, curves, initialValue );
  1653. if ( preRotation !== undefined ) {
  1654. preRotation = preRotation.map( MathUtils.degToRad );
  1655. preRotation.push( eulerOrder );
  1656. preRotation = new Euler().fromArray( preRotation );
  1657. preRotation = new Quaternion().setFromEuler( preRotation );
  1658. }
  1659. if ( postRotation !== undefined ) {
  1660. postRotation = postRotation.map( MathUtils.degToRad );
  1661. postRotation.push( eulerOrder );
  1662. postRotation = new Euler().fromArray( postRotation );
  1663. postRotation = new Quaternion().setFromEuler( postRotation ).invert();
  1664. }
  1665. const quaternion = new Quaternion();
  1666. const euler = new Euler();
  1667. const quaternionValues = [];
  1668. for ( let i = 0; i < values.length; i += 3 ) {
  1669. euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], eulerOrder );
  1670. quaternion.setFromEuler( euler );
  1671. if ( preRotation !== undefined ) quaternion.premultiply( preRotation );
  1672. if ( postRotation !== undefined ) quaternion.multiply( postRotation );
  1673. quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );
  1674. }
  1675. return new QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );
  1676. }
  1677. generateMorphTrack( rawTracks ) {
  1678. const curves = rawTracks.DeformPercent.curves.morph;
  1679. const values = curves.values.map( function ( val ) {
  1680. return val / 100;
  1681. } );
  1682. const morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];
  1683. return new NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );
  1684. }
  1685. // For all animated objects, times are defined separately for each axis
  1686. // Here we'll combine the times into one sorted array without duplicates
  1687. getTimesForAllAxes( curves ) {
  1688. let times = [];
  1689. // first join together the times for each axis, if defined
  1690. if ( curves.x !== undefined ) times = times.concat( curves.x.times );
  1691. if ( curves.y !== undefined ) times = times.concat( curves.y.times );
  1692. if ( curves.z !== undefined ) times = times.concat( curves.z.times );
  1693. // then sort them
  1694. times = times.sort( function ( a, b ) {
  1695. return a - b;
  1696. } );
  1697. // and remove duplicates
  1698. if ( times.length > 1 ) {
  1699. let targetIndex = 1;
  1700. let lastValue = times[ 0 ];
  1701. for ( let i = 1; i < times.length; i ++ ) {
  1702. const currentValue = times[ i ];
  1703. if ( currentValue !== lastValue ) {
  1704. times[ targetIndex ] = currentValue;
  1705. lastValue = currentValue;
  1706. targetIndex ++;
  1707. }
  1708. }
  1709. times = times.slice( 0, targetIndex );
  1710. }
  1711. return times;
  1712. }
  1713. getKeyframeTrackValues( times, curves, initialValue ) {
  1714. const prevValue = initialValue;
  1715. const values = [];
  1716. let xIndex = - 1;
  1717. let yIndex = - 1;
  1718. let zIndex = - 1;
  1719. times.forEach( function ( time ) {
  1720. if ( curves.x ) xIndex = curves.x.times.indexOf( time );
  1721. if ( curves.y ) yIndex = curves.y.times.indexOf( time );
  1722. if ( curves.z ) zIndex = curves.z.times.indexOf( time );
  1723. // if there is an x value defined for this frame, use that
  1724. if ( xIndex !== - 1 ) {
  1725. const xValue = curves.x.values[ xIndex ];
  1726. values.push( xValue );
  1727. prevValue[ 0 ] = xValue;
  1728. } else {
  1729. // otherwise use the x value from the previous frame
  1730. values.push( prevValue[ 0 ] );
  1731. }
  1732. if ( yIndex !== - 1 ) {
  1733. const yValue = curves.y.values[ yIndex ];
  1734. values.push( yValue );
  1735. prevValue[ 1 ] = yValue;
  1736. } else {
  1737. values.push( prevValue[ 1 ] );
  1738. }
  1739. if ( zIndex !== - 1 ) {
  1740. const zValue = curves.z.values[ zIndex ];
  1741. values.push( zValue );
  1742. prevValue[ 2 ] = zValue;
  1743. } else {
  1744. values.push( prevValue[ 2 ] );
  1745. }
  1746. } );
  1747. return values;
  1748. }
  1749. // Rotations are defined as Euler angles which can have values of any size
  1750. // These will be converted to quaternions which don't support values greater than
  1751. // PI, so we'll interpolate large rotations
  1752. interpolateRotations( curve ) {
  1753. for ( let i = 1; i < curve.values.length; i ++ ) {
  1754. const initialValue = curve.values[ i - 1 ];
  1755. const valuesSpan = curve.values[ i ] - initialValue;
  1756. const absoluteSpan = Math.abs( valuesSpan );
  1757. if ( absoluteSpan >= 180 ) {
  1758. const numSubIntervals = absoluteSpan / 180;
  1759. const step = valuesSpan / numSubIntervals;
  1760. let nextValue = initialValue + step;
  1761. const initialTime = curve.times[ i - 1 ];
  1762. const timeSpan = curve.times[ i ] - initialTime;
  1763. const interval = timeSpan / numSubIntervals;
  1764. let nextTime = initialTime + interval;
  1765. const interpolatedTimes = [];
  1766. const interpolatedValues = [];
  1767. while ( nextTime < curve.times[ i ] ) {
  1768. interpolatedTimes.push( nextTime );
  1769. nextTime += interval;
  1770. interpolatedValues.push( nextValue );
  1771. nextValue += step;
  1772. }
  1773. curve.times = inject( curve.times, i, interpolatedTimes );
  1774. curve.values = inject( curve.values, i, interpolatedValues );
  1775. }
  1776. }
  1777. }
  1778. }
  1779. // parse an FBX file in ASCII format
  1780. class TextParser {
  1781. getPrevNode() {
  1782. return this.nodeStack[ this.currentIndent - 2 ];
  1783. }
  1784. getCurrentNode() {
  1785. return this.nodeStack[ this.currentIndent - 1 ];
  1786. }
  1787. getCurrentProp() {
  1788. return this.currentProp;
  1789. }
  1790. pushStack( node ) {
  1791. this.nodeStack.push( node );
  1792. this.currentIndent += 1;
  1793. }
  1794. popStack() {
  1795. this.nodeStack.pop();
  1796. this.currentIndent -= 1;
  1797. }
  1798. setCurrentProp( val, name ) {
  1799. this.currentProp = val;
  1800. this.currentPropName = name;
  1801. }
  1802. parse( text ) {
  1803. this.currentIndent = 0;
  1804. this.allNodes = new FBXTree();
  1805. this.nodeStack = [];
  1806. this.currentProp = [];
  1807. this.currentPropName = '';
  1808. const scope = this;
  1809. const split = text.split( /[\r\n]+/ );
  1810. split.forEach( function ( line, i ) {
  1811. const matchComment = line.match( /^[\s\t]*;/ );
  1812. const matchEmpty = line.match( /^[\s\t]*$/ );
  1813. if ( matchComment || matchEmpty ) return;
  1814. const matchBeginning = line.match( '^\\t{' + scope.currentIndent + '}(\\w+):(.*){', '' );
  1815. const matchProperty = line.match( '^\\t{' + ( scope.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
  1816. const matchEnd = line.match( '^\\t{' + ( scope.currentIndent - 1 ) + '}}' );
  1817. if ( matchBeginning ) {
  1818. scope.parseNodeBegin( line, matchBeginning );
  1819. } else if ( matchProperty ) {
  1820. scope.parseNodeProperty( line, matchProperty, split[ ++ i ] );
  1821. } else if ( matchEnd ) {
  1822. scope.popStack();
  1823. } else if ( line.match( /^[^\s\t}]/ ) ) {
  1824. // large arrays are split over multiple lines terminated with a ',' character
  1825. // if this is encountered the line needs to be joined to the previous line
  1826. scope.parseNodePropertyContinued( line );
  1827. }
  1828. } );
  1829. return this.allNodes;
  1830. }
  1831. parseNodeBegin( line, property ) {
  1832. const nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
  1833. const nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {
  1834. return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );
  1835. } );
  1836. const node = { name: nodeName };
  1837. const attrs = this.parseNodeAttr( nodeAttrs );
  1838. const currentNode = this.getCurrentNode();
  1839. // a top node
  1840. if ( this.currentIndent === 0 ) {
  1841. this.allNodes.add( nodeName, node );
  1842. } else { // a subnode
  1843. // if the subnode already exists, append it
  1844. if ( nodeName in currentNode ) {
  1845. // special case Pose needs PoseNodes as an array
  1846. if ( nodeName === 'PoseNode' ) {
  1847. currentNode.PoseNode.push( node );
  1848. } else if ( currentNode[ nodeName ].id !== undefined ) {
  1849. currentNode[ nodeName ] = {};
  1850. currentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];
  1851. }
  1852. if ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;
  1853. } else if ( typeof attrs.id === 'number' ) {
  1854. currentNode[ nodeName ] = {};
  1855. currentNode[ nodeName ][ attrs.id ] = node;
  1856. } else if ( nodeName !== 'Properties70' ) {
  1857. if ( nodeName === 'PoseNode' ) currentNode[ nodeName ] = [ node ];
  1858. else currentNode[ nodeName ] = node;
  1859. }
  1860. }
  1861. if ( typeof attrs.id === 'number' ) node.id = attrs.id;
  1862. if ( attrs.name !== '' ) node.attrName = attrs.name;
  1863. if ( attrs.type !== '' ) node.attrType = attrs.type;
  1864. this.pushStack( node );
  1865. }
  1866. parseNodeAttr( attrs ) {
  1867. let id = attrs[ 0 ];
  1868. if ( attrs[ 0 ] !== '' ) {
  1869. id = parseInt( attrs[ 0 ] );
  1870. if ( isNaN( id ) ) {
  1871. id = attrs[ 0 ];
  1872. }
  1873. }
  1874. let name = '', type = '';
  1875. if ( attrs.length > 1 ) {
  1876. name = attrs[ 1 ].replace( /^(\w+)::/, '' );
  1877. type = attrs[ 2 ];
  1878. }
  1879. return { id: id, name: name, type: type };
  1880. }
  1881. parseNodeProperty( line, property, contentLine ) {
  1882. let propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1883. let propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
  1884. // for special case: base64 image data follows "Content: ," line
  1885. // Content: ,
  1886. // "/9j/4RDaRXhpZgAATU0A..."
  1887. if ( propName === 'Content' && propValue === ',' ) {
  1888. propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();
  1889. }
  1890. const currentNode = this.getCurrentNode();
  1891. const parentName = currentNode.name;
  1892. if ( parentName === 'Properties70' ) {
  1893. this.parseNodeSpecialProperty( line, propName, propValue );
  1894. return;
  1895. }
  1896. // Connections
  1897. if ( propName === 'C' ) {
  1898. const connProps = propValue.split( ',' ).slice( 1 );
  1899. const from = parseInt( connProps[ 0 ] );
  1900. const to = parseInt( connProps[ 1 ] );
  1901. let rest = propValue.split( ',' ).slice( 3 );
  1902. rest = rest.map( function ( elem ) {
  1903. return elem.trim().replace( /^"/, '' );
  1904. } );
  1905. propName = 'connections';
  1906. propValue = [ from, to ];
  1907. append( propValue, rest );
  1908. if ( currentNode[ propName ] === undefined ) {
  1909. currentNode[ propName ] = [];
  1910. }
  1911. }
  1912. // Node
  1913. if ( propName === 'Node' ) currentNode.id = propValue;
  1914. // connections
  1915. if ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {
  1916. currentNode[ propName ].push( propValue );
  1917. } else {
  1918. if ( propName !== 'a' ) currentNode[ propName ] = propValue;
  1919. else currentNode.a = propValue;
  1920. }
  1921. this.setCurrentProp( currentNode, propName );
  1922. // convert string to array, unless it ends in ',' in which case more will be added to it
  1923. if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {
  1924. currentNode.a = parseNumberArray( propValue );
  1925. }
  1926. }
  1927. parseNodePropertyContinued( line ) {
  1928. const currentNode = this.getCurrentNode();
  1929. currentNode.a += line;
  1930. // if the line doesn't end in ',' we have reached the end of the property value
  1931. // so convert the string to an array
  1932. if ( line.slice( - 1 ) !== ',' ) {
  1933. currentNode.a = parseNumberArray( currentNode.a );
  1934. }
  1935. }
  1936. // parse "Property70"
  1937. parseNodeSpecialProperty( line, propName, propValue ) {
  1938. // split this
  1939. // P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
  1940. // into array like below
  1941. // ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
  1942. const props = propValue.split( '",' ).map( function ( prop ) {
  1943. return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );
  1944. } );
  1945. const innerPropName = props[ 0 ];
  1946. const innerPropType1 = props[ 1 ];
  1947. const innerPropType2 = props[ 2 ];
  1948. const innerPropFlag = props[ 3 ];
  1949. let innerPropValue = props[ 4 ];
  1950. // cast values where needed, otherwise leave as strings
  1951. switch ( innerPropType1 ) {
  1952. case 'int':
  1953. case 'enum':
  1954. case 'bool':
  1955. case 'ULongLong':
  1956. case 'double':
  1957. case 'Number':
  1958. case 'FieldOfView':
  1959. innerPropValue = parseFloat( innerPropValue );
  1960. break;
  1961. case 'Color':
  1962. case 'ColorRGB':
  1963. case 'Vector3D':
  1964. case 'Lcl_Translation':
  1965. case 'Lcl_Rotation':
  1966. case 'Lcl_Scaling':
  1967. innerPropValue = parseNumberArray( innerPropValue );
  1968. break;
  1969. }
  1970. // CAUTION: these props must append to parent's parent
  1971. this.getPrevNode()[ innerPropName ] = {
  1972. 'type': innerPropType1,
  1973. 'type2': innerPropType2,
  1974. 'flag': innerPropFlag,
  1975. 'value': innerPropValue
  1976. };
  1977. this.setCurrentProp( this.getPrevNode(), innerPropName );
  1978. }
  1979. }
  1980. // Parse an FBX file in Binary format
  1981. class BinaryParser {
  1982. parse( buffer ) {
  1983. const reader = new BinaryReader( buffer );
  1984. reader.skip( 23 ); // skip magic 23 bytes
  1985. const version = reader.getUint32();
  1986. if ( version < 6400 ) {
  1987. throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + version );
  1988. }
  1989. const allNodes = new FBXTree();
  1990. while ( ! this.endOfContent( reader ) ) {
  1991. const node = this.parseNode( reader, version );
  1992. if ( node !== null ) allNodes.add( node.name, node );
  1993. }
  1994. return allNodes;
  1995. }
  1996. // Check if reader has reached the end of content.
  1997. endOfContent( reader ) {
  1998. // footer size: 160bytes + 16-byte alignment padding
  1999. // - 16bytes: magic
  2000. // - padding til 16-byte alignment (at least 1byte?)
  2001. // (seems like some exporters embed fixed 15 or 16bytes?)
  2002. // - 4bytes: magic
  2003. // - 4bytes: version
  2004. // - 120bytes: zero
  2005. // - 16bytes: magic
  2006. if ( reader.size() % 16 === 0 ) {
  2007. return ( ( reader.getOffset() + 160 + 16 ) & ~ 0xf ) >= reader.size();
  2008. } else {
  2009. return reader.getOffset() + 160 + 16 >= reader.size();
  2010. }
  2011. }
  2012. // recursively parse nodes until the end of the file is reached
  2013. parseNode( reader, version ) {
  2014. const node = {};
  2015. // The first three data sizes depends on version.
  2016. const endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  2017. const numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
  2018. ( version >= 7500 ) ? reader.getUint64() : reader.getUint32(); // the returned propertyListLen is not used
  2019. const nameLen = reader.getUint8();
  2020. const name = reader.getString( nameLen );
  2021. // Regards this node as NULL-record if endOffset is zero
  2022. if ( endOffset === 0 ) return null;
  2023. const propertyList = [];
  2024. for ( let i = 0; i < numProperties; i ++ ) {
  2025. propertyList.push( this.parseProperty( reader ) );
  2026. }
  2027. // Regards the first three elements in propertyList as id, attrName, and attrType
  2028. const id = propertyList.length > 0 ? propertyList[ 0 ] : '';
  2029. const attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
  2030. const attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
  2031. // check if this node represents just a single property
  2032. // like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
  2033. node.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;
  2034. while ( endOffset > reader.getOffset() ) {
  2035. const subNode = this.parseNode( reader, version );
  2036. if ( subNode !== null ) this.parseSubNode( name, node, subNode );
  2037. }
  2038. node.propertyList = propertyList; // raw property list used by parent
  2039. if ( typeof id === 'number' ) node.id = id;
  2040. if ( attrName !== '' ) node.attrName = attrName;
  2041. if ( attrType !== '' ) node.attrType = attrType;
  2042. if ( name !== '' ) node.name = name;
  2043. return node;
  2044. }
  2045. parseSubNode( name, node, subNode ) {
  2046. // special case: child node is single property
  2047. if ( subNode.singleProperty === true ) {
  2048. const value = subNode.propertyList[ 0 ];
  2049. if ( Array.isArray( value ) ) {
  2050. node[ subNode.name ] = subNode;
  2051. subNode.a = value;
  2052. } else {
  2053. node[ subNode.name ] = value;
  2054. }
  2055. } else if ( name === 'Connections' && subNode.name === 'C' ) {
  2056. const array = [];
  2057. subNode.propertyList.forEach( function ( property, i ) {
  2058. // first Connection is FBX type (OO, OP, etc.). We'll discard these
  2059. if ( i !== 0 ) array.push( property );
  2060. } );
  2061. if ( node.connections === undefined ) {
  2062. node.connections = [];
  2063. }
  2064. node.connections.push( array );
  2065. } else if ( subNode.name === 'Properties70' ) {
  2066. const keys = Object.keys( subNode );
  2067. keys.forEach( function ( key ) {
  2068. node[ key ] = subNode[ key ];
  2069. } );
  2070. } else if ( name === 'Properties70' && subNode.name === 'P' ) {
  2071. let innerPropName = subNode.propertyList[ 0 ];
  2072. let innerPropType1 = subNode.propertyList[ 1 ];
  2073. const innerPropType2 = subNode.propertyList[ 2 ];
  2074. const innerPropFlag = subNode.propertyList[ 3 ];
  2075. let innerPropValue;
  2076. if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
  2077. if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
  2078. if ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
  2079. innerPropValue = [
  2080. subNode.propertyList[ 4 ],
  2081. subNode.propertyList[ 5 ],
  2082. subNode.propertyList[ 6 ]
  2083. ];
  2084. } else {
  2085. innerPropValue = subNode.propertyList[ 4 ];
  2086. }
  2087. // this will be copied to parent, see above
  2088. node[ innerPropName ] = {
  2089. 'type': innerPropType1,
  2090. 'type2': innerPropType2,
  2091. 'flag': innerPropFlag,
  2092. 'value': innerPropValue
  2093. };
  2094. } else if ( node[ subNode.name ] === undefined ) {
  2095. if ( typeof subNode.id === 'number' ) {
  2096. node[ subNode.name ] = {};
  2097. node[ subNode.name ][ subNode.id ] = subNode;
  2098. } else {
  2099. node[ subNode.name ] = subNode;
  2100. }
  2101. } else {
  2102. if ( subNode.name === 'PoseNode' ) {
  2103. if ( ! Array.isArray( node[ subNode.name ] ) ) {
  2104. node[ subNode.name ] = [ node[ subNode.name ] ];
  2105. }
  2106. node[ subNode.name ].push( subNode );
  2107. } else if ( node[ subNode.name ][ subNode.id ] === undefined ) {
  2108. node[ subNode.name ][ subNode.id ] = subNode;
  2109. }
  2110. }
  2111. }
  2112. parseProperty( reader ) {
  2113. const type = reader.getString( 1 );
  2114. let length;
  2115. switch ( type ) {
  2116. case 'C':
  2117. return reader.getBoolean();
  2118. case 'D':
  2119. return reader.getFloat64();
  2120. case 'F':
  2121. return reader.getFloat32();
  2122. case 'I':
  2123. return reader.getInt32();
  2124. case 'L':
  2125. return reader.getInt64();
  2126. case 'R':
  2127. length = reader.getUint32();
  2128. return reader.getArrayBuffer( length );
  2129. case 'S':
  2130. length = reader.getUint32();
  2131. return reader.getString( length );
  2132. case 'Y':
  2133. return reader.getInt16();
  2134. case 'b':
  2135. case 'c':
  2136. case 'd':
  2137. case 'f':
  2138. case 'i':
  2139. case 'l':
  2140. const arrayLength = reader.getUint32();
  2141. const encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
  2142. const compressedLength = reader.getUint32();
  2143. if ( encoding === 0 ) {
  2144. switch ( type ) {
  2145. case 'b':
  2146. case 'c':
  2147. return reader.getBooleanArray( arrayLength );
  2148. case 'd':
  2149. return reader.getFloat64Array( arrayLength );
  2150. case 'f':
  2151. return reader.getFloat32Array( arrayLength );
  2152. case 'i':
  2153. return reader.getInt32Array( arrayLength );
  2154. case 'l':
  2155. return reader.getInt64Array( arrayLength );
  2156. }
  2157. }
  2158. if ( typeof fflate === 'undefined' ) {
  2159. console.error( 'THREE.FBXLoader: External library fflate.min.js required.' );
  2160. }
  2161. const data = fflate.unzlibSync( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef
  2162. const reader2 = new BinaryReader( data.buffer );
  2163. switch ( type ) {
  2164. case 'b':
  2165. case 'c':
  2166. return reader2.getBooleanArray( arrayLength );
  2167. case 'd':
  2168. return reader2.getFloat64Array( arrayLength );
  2169. case 'f':
  2170. return reader2.getFloat32Array( arrayLength );
  2171. case 'i':
  2172. return reader2.getInt32Array( arrayLength );
  2173. case 'l':
  2174. return reader2.getInt64Array( arrayLength );
  2175. }
  2176. default:
  2177. throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );
  2178. }
  2179. }
  2180. }
  2181. class BinaryReader {
  2182. constructor( buffer, littleEndian ) {
  2183. this.dv = new DataView( buffer );
  2184. this.offset = 0;
  2185. this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
  2186. }
  2187. getOffset() {
  2188. return this.offset;
  2189. }
  2190. size() {
  2191. return this.dv.buffer.byteLength;
  2192. }
  2193. skip( length ) {
  2194. this.offset += length;
  2195. }
  2196. // seems like true/false representation depends on exporter.
  2197. // true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
  2198. // then sees LSB.
  2199. getBoolean() {
  2200. return ( this.getUint8() & 1 ) === 1;
  2201. }
  2202. getBooleanArray( size ) {
  2203. const a = [];
  2204. for ( let i = 0; i < size; i ++ ) {
  2205. a.push( this.getBoolean() );
  2206. }
  2207. return a;
  2208. }
  2209. getUint8() {
  2210. const value = this.dv.getUint8( this.offset );
  2211. this.offset += 1;
  2212. return value;
  2213. }
  2214. getInt16() {
  2215. const value = this.dv.getInt16( this.offset, this.littleEndian );
  2216. this.offset += 2;
  2217. return value;
  2218. }
  2219. getInt32() {
  2220. const value = this.dv.getInt32( this.offset, this.littleEndian );
  2221. this.offset += 4;
  2222. return value;
  2223. }
  2224. getInt32Array( size ) {
  2225. const a = [];
  2226. for ( let i = 0; i < size; i ++ ) {
  2227. a.push( this.getInt32() );
  2228. }
  2229. return a;
  2230. }
  2231. getUint32() {
  2232. const value = this.dv.getUint32( this.offset, this.littleEndian );
  2233. this.offset += 4;
  2234. return value;
  2235. }
  2236. // JavaScript doesn't support 64-bit integer so calculate this here
  2237. // 1 << 32 will return 1 so using multiply operation instead here.
  2238. // There's a possibility that this method returns wrong value if the value
  2239. // is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
  2240. // TODO: safely handle 64-bit integer
  2241. getInt64() {
  2242. let low, high;
  2243. if ( this.littleEndian ) {
  2244. low = this.getUint32();
  2245. high = this.getUint32();
  2246. } else {
  2247. high = this.getUint32();
  2248. low = this.getUint32();
  2249. }
  2250. // calculate negative value
  2251. if ( high & 0x80000000 ) {
  2252. high = ~ high & 0xFFFFFFFF;
  2253. low = ~ low & 0xFFFFFFFF;
  2254. if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
  2255. low = ( low + 1 ) & 0xFFFFFFFF;
  2256. return - ( high * 0x100000000 + low );
  2257. }
  2258. return high * 0x100000000 + low;
  2259. }
  2260. getInt64Array( size ) {
  2261. const a = [];
  2262. for ( let i = 0; i < size; i ++ ) {
  2263. a.push( this.getInt64() );
  2264. }
  2265. return a;
  2266. }
  2267. // Note: see getInt64() comment
  2268. getUint64() {
  2269. let low, high;
  2270. if ( this.littleEndian ) {
  2271. low = this.getUint32();
  2272. high = this.getUint32();
  2273. } else {
  2274. high = this.getUint32();
  2275. low = this.getUint32();
  2276. }
  2277. return high * 0x100000000 + low;
  2278. }
  2279. getFloat32() {
  2280. const value = this.dv.getFloat32( this.offset, this.littleEndian );
  2281. this.offset += 4;
  2282. return value;
  2283. }
  2284. getFloat32Array( size ) {
  2285. const a = [];
  2286. for ( let i = 0; i < size; i ++ ) {
  2287. a.push( this.getFloat32() );
  2288. }
  2289. return a;
  2290. }
  2291. getFloat64() {
  2292. const value = this.dv.getFloat64( this.offset, this.littleEndian );
  2293. this.offset += 8;
  2294. return value;
  2295. }
  2296. getFloat64Array( size ) {
  2297. const a = [];
  2298. for ( let i = 0; i < size; i ++ ) {
  2299. a.push( this.getFloat64() );
  2300. }
  2301. return a;
  2302. }
  2303. getArrayBuffer( size ) {
  2304. const value = this.dv.buffer.slice( this.offset, this.offset + size );
  2305. this.offset += size;
  2306. return value;
  2307. }
  2308. getString( size ) {
  2309. // note: safari 9 doesn't support Uint8Array.indexOf; create intermediate array instead
  2310. let a = [];
  2311. for ( let i = 0; i < size; i ++ ) {
  2312. a[ i ] = this.getUint8();
  2313. }
  2314. const nullByte = a.indexOf( 0 );
  2315. if ( nullByte >= 0 ) a = a.slice( 0, nullByte );
  2316. return LoaderUtils.decodeText( new Uint8Array( a ) );
  2317. }
  2318. }
  2319. // FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)
  2320. // and BinaryParser( FBX Binary format)
  2321. class FBXTree {
  2322. add( key, val ) {
  2323. this[ key ] = val;
  2324. }
  2325. }
  2326. // ************** UTILITY FUNCTIONS **************
  2327. function isFbxFormatBinary( buffer ) {
  2328. const CORRECT = 'Kaydara\u0020FBX\u0020Binary\u0020\u0020\0';
  2329. return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
  2330. }
  2331. function isFbxFormatASCII( text ) {
  2332. const CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
  2333. let cursor = 0;
  2334. function read( offset ) {
  2335. const result = text[ offset - 1 ];
  2336. text = text.slice( cursor + offset );
  2337. cursor ++;
  2338. return result;
  2339. }
  2340. for ( let i = 0; i < CORRECT.length; ++ i ) {
  2341. const num = read( 1 );
  2342. if ( num === CORRECT[ i ] ) {
  2343. return false;
  2344. }
  2345. }
  2346. return true;
  2347. }
  2348. function getFbxVersion( text ) {
  2349. const versionRegExp = /FBXVersion: (\d+)/;
  2350. const match = text.match( versionRegExp );
  2351. if ( match ) {
  2352. const version = parseInt( match[ 1 ] );
  2353. return version;
  2354. }
  2355. throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );
  2356. }
  2357. // Converts FBX ticks into real time seconds.
  2358. function convertFBXTimeToSeconds( time ) {
  2359. return time / 46186158000;
  2360. }
  2361. const dataArray = [];
  2362. // extracts the data from the correct position in the FBX array based on indexing type
  2363. function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
  2364. let index;
  2365. switch ( infoObject.mappingType ) {
  2366. case 'ByPolygonVertex' :
  2367. index = polygonVertexIndex;
  2368. break;
  2369. case 'ByPolygon' :
  2370. index = polygonIndex;
  2371. break;
  2372. case 'ByVertice' :
  2373. index = vertexIndex;
  2374. break;
  2375. case 'AllSame' :
  2376. index = infoObject.indices[ 0 ];
  2377. break;
  2378. default :
  2379. console.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );
  2380. }
  2381. if ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];
  2382. const from = index * infoObject.dataSize;
  2383. const to = from + infoObject.dataSize;
  2384. return slice( dataArray, infoObject.buffer, from, to );
  2385. }
  2386. const tempEuler = new Euler();
  2387. const tempVec = new Vector3();
  2388. // generate transformation from FBX transform data
  2389. // ref: https://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_10CDD63C_79C1_4F2D_BB28_AD2BE65A02ED_htm
  2390. // 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
  2391. function generateTransform( transformData ) {
  2392. const lTranslationM = new Matrix4();
  2393. const lPreRotationM = new Matrix4();
  2394. const lRotationM = new Matrix4();
  2395. const lPostRotationM = new Matrix4();
  2396. const lScalingM = new Matrix4();
  2397. const lScalingPivotM = new Matrix4();
  2398. const lScalingOffsetM = new Matrix4();
  2399. const lRotationOffsetM = new Matrix4();
  2400. const lRotationPivotM = new Matrix4();
  2401. const lParentGX = new Matrix4();
  2402. const lParentLX = new Matrix4();
  2403. const lGlobalT = new Matrix4();
  2404. const inheritType = ( transformData.inheritType ) ? transformData.inheritType : 0;
  2405. if ( transformData.translation ) lTranslationM.setPosition( tempVec.fromArray( transformData.translation ) );
  2406. if ( transformData.preRotation ) {
  2407. const array = transformData.preRotation.map( MathUtils.degToRad );
  2408. array.push( transformData.eulerOrder );
  2409. lPreRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2410. }
  2411. if ( transformData.rotation ) {
  2412. const array = transformData.rotation.map( MathUtils.degToRad );
  2413. array.push( transformData.eulerOrder );
  2414. lRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2415. }
  2416. if ( transformData.postRotation ) {
  2417. const array = transformData.postRotation.map( MathUtils.degToRad );
  2418. array.push( transformData.eulerOrder );
  2419. lPostRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );
  2420. lPostRotationM.invert();
  2421. }
  2422. if ( transformData.scale ) lScalingM.scale( tempVec.fromArray( transformData.scale ) );
  2423. // Pivots and offsets
  2424. if ( transformData.scalingOffset ) lScalingOffsetM.setPosition( tempVec.fromArray( transformData.scalingOffset ) );
  2425. if ( transformData.scalingPivot ) lScalingPivotM.setPosition( tempVec.fromArray( transformData.scalingPivot ) );
  2426. if ( transformData.rotationOffset ) lRotationOffsetM.setPosition( tempVec.fromArray( transformData.rotationOffset ) );
  2427. if ( transformData.rotationPivot ) lRotationPivotM.setPosition( tempVec.fromArray( transformData.rotationPivot ) );
  2428. // parent transform
  2429. if ( transformData.parentMatrixWorld ) {
  2430. lParentLX.copy( transformData.parentMatrix );
  2431. lParentGX.copy( transformData.parentMatrixWorld );
  2432. }
  2433. const lLRM = new Matrix4().copy( lPreRotationM ).multiply( lRotationM ).multiply( lPostRotationM );
  2434. // Global Rotation
  2435. const lParentGRM = new Matrix4();
  2436. lParentGRM.extractRotation( lParentGX );
  2437. // Global Shear*Scaling
  2438. const lParentTM = new Matrix4();
  2439. lParentTM.copyPosition( lParentGX );
  2440. const lParentGSM = new Matrix4();
  2441. const lParentGRSM = new Matrix4().copy( lParentTM ).invert().multiply( lParentGX );
  2442. lParentGSM.copy( lParentGRM ).invert().multiply( lParentGRSM );
  2443. const lLSM = lScalingM;
  2444. const lGlobalRS = new Matrix4();
  2445. if ( inheritType === 0 ) {
  2446. lGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM ).multiply( lLSM );
  2447. } else if ( inheritType === 1 ) {
  2448. lGlobalRS.copy( lParentGRM ).multiply( lParentGSM ).multiply( lLRM ).multiply( lLSM );
  2449. } else {
  2450. const lParentLSM = new Matrix4().scale( new Vector3().setFromMatrixScale( lParentLX ) );
  2451. const lParentLSM_inv = new Matrix4().copy( lParentLSM ).invert();
  2452. const lParentGSM_noLocal = new Matrix4().copy( lParentGSM ).multiply( lParentLSM_inv );
  2453. lGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM_noLocal ).multiply( lLSM );
  2454. }
  2455. const lRotationPivotM_inv = new Matrix4();
  2456. lRotationPivotM_inv.copy( lRotationPivotM ).invert();
  2457. const lScalingPivotM_inv = new Matrix4();
  2458. lScalingPivotM_inv.copy( lScalingPivotM ).invert();
  2459. // Calculate the local transform matrix
  2460. let lTransform = new Matrix4();
  2461. 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 );
  2462. const lLocalTWithAllPivotAndOffsetInfo = new Matrix4().copyPosition( lTransform );
  2463. const lGlobalTranslation = new Matrix4().copy( lParentGX ).multiply( lLocalTWithAllPivotAndOffsetInfo );
  2464. lGlobalT.copyPosition( lGlobalTranslation );
  2465. lTransform = new Matrix4().copy( lGlobalT ).multiply( lGlobalRS );
  2466. // from global to local
  2467. lTransform.premultiply( lParentGX.invert() );
  2468. return lTransform;
  2469. }
  2470. // Returns the three.js intrinsic Euler order corresponding to FBX extrinsic Euler order
  2471. // ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_html
  2472. function getEulerOrder( order ) {
  2473. order = order || 0;
  2474. const enums = [
  2475. 'ZYX', // -> XYZ extrinsic
  2476. 'YZX', // -> XZY extrinsic
  2477. 'XZY', // -> YZX extrinsic
  2478. 'ZXY', // -> YXZ extrinsic
  2479. 'YXZ', // -> ZXY extrinsic
  2480. 'XYZ', // -> ZYX extrinsic
  2481. //'SphericXYZ', // not possible to support
  2482. ];
  2483. if ( order === 6 ) {
  2484. console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );
  2485. return enums[ 0 ];
  2486. }
  2487. return enums[ order ];
  2488. }
  2489. // Parses comma separated list of numbers and returns them an array.
  2490. // Used internally by the TextParser
  2491. function parseNumberArray( value ) {
  2492. const array = value.split( ',' ).map( function ( val ) {
  2493. return parseFloat( val );
  2494. } );
  2495. return array;
  2496. }
  2497. function convertArrayBufferToString( buffer, from, to ) {
  2498. if ( from === undefined ) from = 0;
  2499. if ( to === undefined ) to = buffer.byteLength;
  2500. return LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );
  2501. }
  2502. function append( a, b ) {
  2503. for ( let i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
  2504. a[ j ] = b[ i ];
  2505. }
  2506. }
  2507. function slice( a, b, from, to ) {
  2508. for ( let i = from, j = 0; i < to; i ++, j ++ ) {
  2509. a[ j ] = b[ i ];
  2510. }
  2511. return a;
  2512. }
  2513. // inject array a2 into array a1 at index
  2514. function inject( a1, index, a2 ) {
  2515. return a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );
  2516. }
  2517. export { FBXLoader };