FBXLoader.js 99 KB

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