FBXLoader.js 95 KB

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