/examples/jsm/loaders/FBXLoader.js
http://github.com/mrdoob/three.js · JavaScript · 4120 lines · 2677 code · 1272 blank · 171 comment · 355 complexity · ef03a275993d99891e8257c7976f0a63 MD5 · raw file
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- import {
- AmbientLight,
- AnimationClip,
- Bone,
- BufferGeometry,
- ClampToEdgeWrapping,
- Color,
- DirectionalLight,
- EquirectangularReflectionMapping,
- Euler,
- FileLoader,
- Float32BufferAttribute,
- Group,
- Line,
- LineBasicMaterial,
- Loader,
- LoaderUtils,
- MathUtils,
- Matrix3,
- Matrix4,
- Mesh,
- MeshLambertMaterial,
- MeshPhongMaterial,
- NumberKeyframeTrack,
- Object3D,
- OrthographicCamera,
- PerspectiveCamera,
- PointLight,
- PropertyBinding,
- Quaternion,
- QuaternionKeyframeTrack,
- RepeatWrapping,
- Skeleton,
- SkinnedMesh,
- SpotLight,
- Texture,
- TextureLoader,
- Uint16BufferAttribute,
- Vector3,
- Vector4,
- VectorKeyframeTrack,
- sRGBEncoding
- } from '../../../build/three.module.js';
- import * as fflate from '../libs/fflate.module.js';
- import { NURBSCurve } from '../curves/NURBSCurve.js';
- /**
- * Loader loads FBX file and generates Group representing FBX scene.
- * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format
- * Versions lower than this may load but will probably have errors
- *
- * Needs Support:
- * Morph normals / blend shape normals
- *
- * FBX format references:
- * https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure
- * http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference)
- *
- * Binary format specification:
- * https://code.blender.org/2013/08/fbx-binary-file-format-specification/
- */
- let fbxTree;
- let connections;
- let sceneGraph;
- class FBXLoader extends Loader {
- constructor( manager ) {
- super( manager );
- }
- load( url, onLoad, onProgress, onError ) {
- const scope = this;
- const path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;
- const loader = new FileLoader( this.manager );
- loader.setPath( scope.path );
- loader.setResponseType( 'arraybuffer' );
- loader.setRequestHeader( scope.requestHeader );
- loader.setWithCredentials( scope.withCredentials );
- loader.load( url, function ( buffer ) {
- try {
- onLoad( scope.parse( buffer, path ) );
- } catch ( e ) {
- if ( onError ) {
- onError( e );
- } else {
- console.error( e );
- }
- scope.manager.itemError( url );
- }
- }, onProgress, onError );
- }
- parse( FBXBuffer, path ) {
- if ( isFbxFormatBinary( FBXBuffer ) ) {
- fbxTree = new BinaryParser().parse( FBXBuffer );
- } else {
- const FBXText = convertArrayBufferToString( FBXBuffer );
- if ( ! isFbxFormatASCII( FBXText ) ) {
- throw new Error( 'THREE.FBXLoader: Unknown format.' );
- }
- if ( getFbxVersion( FBXText ) < 7000 ) {
- throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
- }
- fbxTree = new TextParser().parse( FBXText );
- }
- // console.log( fbxTree );
- const textureLoader = new TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );
- return new FBXTreeParser( textureLoader, this.manager ).parse( fbxTree );
- }
- }
- // Parse the FBXTree object returned by the BinaryParser or TextParser and return a Group
- class FBXTreeParser {
- constructor( textureLoader, manager ) {
- this.textureLoader = textureLoader;
- this.manager = manager;
- }
- parse() {
- connections = this.parseConnections();
- const images = this.parseImages();
- const textures = this.parseTextures( images );
- const materials = this.parseMaterials( textures );
- const deformers = this.parseDeformers();
- const geometryMap = new GeometryParser().parse( deformers );
- this.parseScene( deformers, geometryMap, materials );
- return sceneGraph;
- }
- // Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )
- // and details the connection type
- parseConnections() {
- const connectionMap = new Map();
- if ( 'Connections' in fbxTree ) {
- const rawConnections = fbxTree.Connections.connections;
- rawConnections.forEach( function ( rawConnection ) {
- const fromID = rawConnection[ 0 ];
- const toID = rawConnection[ 1 ];
- const relationship = rawConnection[ 2 ];
- if ( ! connectionMap.has( fromID ) ) {
- connectionMap.set( fromID, {
- parents: [],
- children: []
- } );
- }
- const parentRelationship = { ID: toID, relationship: relationship };
- connectionMap.get( fromID ).parents.push( parentRelationship );
- if ( ! connectionMap.has( toID ) ) {
- connectionMap.set( toID, {
- parents: [],
- children: []
- } );
- }
- const childRelationship = { ID: fromID, relationship: relationship };
- connectionMap.get( toID ).children.push( childRelationship );
- } );
- }
- return connectionMap;
- }
- // Parse FBXTree.Objects.Video for embedded image data
- // These images are connected to textures in FBXTree.Objects.Textures
- // via FBXTree.Connections.
- parseImages() {
- const images = {};
- const blobs = {};
- if ( 'Video' in fbxTree.Objects ) {
- const videoNodes = fbxTree.Objects.Video;
- for ( const nodeID in videoNodes ) {
- const videoNode = videoNodes[ nodeID ];
- const id = parseInt( nodeID );
- images[ id ] = videoNode.RelativeFilename || videoNode.Filename;
- // raw image data is in videoNode.Content
- if ( 'Content' in videoNode ) {
- const arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );
- const base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );
- if ( arrayBufferContent || base64Content ) {
- const image = this.parseImage( videoNodes[ nodeID ] );
- blobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;
- }
- }
- }
- }
- for ( const id in images ) {
- const filename = images[ id ];
- if ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];
- else images[ id ] = images[ id ].split( '\\' ).pop();
- }
- return images;
- }
- // Parse embedded image data in FBXTree.Video.Content
- parseImage( videoNode ) {
- const content = videoNode.Content;
- const fileName = videoNode.RelativeFilename || videoNode.Filename;
- const extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
- let type;
- switch ( extension ) {
- case 'bmp':
- type = 'image/bmp';
- break;
- case 'jpg':
- case 'jpeg':
- type = 'image/jpeg';
- break;
- case 'png':
- type = 'image/png';
- break;
- case 'tif':
- type = 'image/tiff';
- break;
- case 'tga':
- if ( this.manager.getHandler( '.tga' ) === null ) {
- console.warn( 'FBXLoader: TGA loader not found, skipping ', fileName );
- }
- type = 'image/tga';
- break;
- default:
- console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );
- return;
- }
- if ( typeof content === 'string' ) { // ASCII format
- return 'data:' + type + ';base64,' + content;
- } else { // Binary Format
- const array = new Uint8Array( content );
- return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
- }
- }
- // Parse nodes in FBXTree.Objects.Texture
- // These contain details such as UV scaling, cropping, rotation etc and are connected
- // to images in FBXTree.Objects.Video
- parseTextures( images ) {
- const textureMap = new Map();
- if ( 'Texture' in fbxTree.Objects ) {
- const textureNodes = fbxTree.Objects.Texture;
- for ( const nodeID in textureNodes ) {
- const texture = this.parseTexture( textureNodes[ nodeID ], images );
- textureMap.set( parseInt( nodeID ), texture );
- }
- }
- return textureMap;
- }
- // Parse individual node in FBXTree.Objects.Texture
- parseTexture( textureNode, images ) {
- const texture = this.loadTexture( textureNode, images );
- texture.ID = textureNode.id;
- texture.name = textureNode.attrName;
- const wrapModeU = textureNode.WrapModeU;
- const wrapModeV = textureNode.WrapModeV;
- const valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
- const valueV = wrapModeV !== undefined ? wrapModeV.value : 0;
- // http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a
- // 0: repeat(default), 1: clamp
- texture.wrapS = valueU === 0 ? RepeatWrapping : ClampToEdgeWrapping;
- texture.wrapT = valueV === 0 ? RepeatWrapping : ClampToEdgeWrapping;
- if ( 'Scaling' in textureNode ) {
- const values = textureNode.Scaling.value;
- texture.repeat.x = values[ 0 ];
- texture.repeat.y = values[ 1 ];
- }
- return texture;
- }
- // load a texture specified as a blob or data URI, or via an external URL using TextureLoader
- loadTexture( textureNode, images ) {
- let fileName;
- const currentPath = this.textureLoader.path;
- const children = connections.get( textureNode.id ).children;
- if ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {
- fileName = images[ children[ 0 ].ID ];
- if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
- this.textureLoader.setPath( undefined );
- }
- }
- let texture;
- const extension = textureNode.FileName.slice( - 3 ).toLowerCase();
- if ( extension === 'tga' ) {
- const loader = this.manager.getHandler( '.tga' );
- if ( loader === null ) {
- console.warn( 'FBXLoader: TGA loader not found, creating placeholder texture for', textureNode.RelativeFilename );
- texture = new Texture();
- } else {
- loader.setPath( this.textureLoader.path );
- texture = loader.load( fileName );
- }
- } else if ( extension === 'psd' ) {
- console.warn( 'FBXLoader: PSD textures are not supported, creating placeholder texture for', textureNode.RelativeFilename );
- texture = new Texture();
- } else {
- texture = this.textureLoader.load( fileName );
- }
- this.textureLoader.setPath( currentPath );
- return texture;
- }
- // Parse nodes in FBXTree.Objects.Material
- parseMaterials( textureMap ) {
- const materialMap = new Map();
- if ( 'Material' in fbxTree.Objects ) {
- const materialNodes = fbxTree.Objects.Material;
- for ( const nodeID in materialNodes ) {
- const material = this.parseMaterial( materialNodes[ nodeID ], textureMap );
- if ( material !== null ) materialMap.set( parseInt( nodeID ), material );
- }
- }
- return materialMap;
- }
- // Parse single node in FBXTree.Objects.Material
- // Materials are connected to texture maps in FBXTree.Objects.Textures
- // FBX format currently only supports Lambert and Phong shading models
- parseMaterial( materialNode, textureMap ) {
- const ID = materialNode.id;
- const name = materialNode.attrName;
- let type = materialNode.ShadingModel;
- // Case where FBX wraps shading model in property object.
- if ( typeof type === 'object' ) {
- type = type.value;
- }
- // Ignore unused materials which don't have any connections.
- if ( ! connections.has( ID ) ) return null;
- const parameters = this.parseParameters( materialNode, textureMap, ID );
- let material;
- switch ( type.toLowerCase() ) {
- case 'phong':
- material = new MeshPhongMaterial();
- break;
- case 'lambert':
- material = new MeshLambertMaterial();
- break;
- default:
- console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
- material = new MeshPhongMaterial();
- break;
- }
- material.setValues( parameters );
- material.name = name;
- return material;
- }
- // Parse FBX material and return parameters suitable for a three.js material
- // Also parse the texture map and return any textures associated with the material
- parseParameters( materialNode, textureMap, ID ) {
- const parameters = {};
- if ( materialNode.BumpFactor ) {
- parameters.bumpScale = materialNode.BumpFactor.value;
- }
- if ( materialNode.Diffuse ) {
- parameters.color = new Color().fromArray( materialNode.Diffuse.value );
- } else if ( materialNode.DiffuseColor && ( materialNode.DiffuseColor.type === 'Color' || materialNode.DiffuseColor.type === 'ColorRGB' ) ) {
- // The blender exporter exports diffuse here instead of in materialNode.Diffuse
- parameters.color = new Color().fromArray( materialNode.DiffuseColor.value );
- }
- if ( materialNode.DisplacementFactor ) {
- parameters.displacementScale = materialNode.DisplacementFactor.value;
- }
- if ( materialNode.Emissive ) {
- parameters.emissive = new Color().fromArray( materialNode.Emissive.value );
- } else if ( materialNode.EmissiveColor && ( materialNode.EmissiveColor.type === 'Color' || materialNode.EmissiveColor.type === 'ColorRGB' ) ) {
- // The blender exporter exports emissive color here instead of in materialNode.Emissive
- parameters.emissive = new Color().fromArray( materialNode.EmissiveColor.value );
- }
- if ( materialNode.EmissiveFactor ) {
- parameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );
- }
- if ( materialNode.Opacity ) {
- parameters.opacity = parseFloat( materialNode.Opacity.value );
- }
- if ( parameters.opacity < 1.0 ) {
- parameters.transparent = true;
- }
- if ( materialNode.ReflectionFactor ) {
- parameters.reflectivity = materialNode.ReflectionFactor.value;
- }
- if ( materialNode.Shininess ) {
- parameters.shininess = materialNode.Shininess.value;
- }
- if ( materialNode.Specular ) {
- parameters.specular = new Color().fromArray( materialNode.Specular.value );
- } else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {
- // The blender exporter exports specular color here instead of in materialNode.Specular
- parameters.specular = new Color().fromArray( materialNode.SpecularColor.value );
- }
- const scope = this;
- connections.get( ID ).children.forEach( function ( child ) {
- const type = child.relationship;
- switch ( type ) {
- case 'Bump':
- parameters.bumpMap = scope.getTexture( textureMap, child.ID );
- break;
- case 'Maya|TEX_ao_map':
- parameters.aoMap = scope.getTexture( textureMap, child.ID );
- break;
- case 'DiffuseColor':
- case 'Maya|TEX_color_map':
- parameters.map = scope.getTexture( textureMap, child.ID );
- if ( parameters.map !== undefined ) {
- parameters.map.encoding = sRGBEncoding;
- }
- break;
- case 'DisplacementColor':
- parameters.displacementMap = scope.getTexture( textureMap, child.ID );
- break;
- case 'EmissiveColor':
- parameters.emissiveMap = scope.getTexture( textureMap, child.ID );
- if ( parameters.emissiveMap !== undefined ) {
- parameters.emissiveMap.encoding = sRGBEncoding;
- }
- break;
- case 'NormalMap':
- case 'Maya|TEX_normal_map':
- parameters.normalMap = scope.getTexture( textureMap, child.ID );
- break;
- case 'ReflectionColor':
- parameters.envMap = scope.getTexture( textureMap, child.ID );
- if ( parameters.envMap !== undefined ) {
- parameters.envMap.mapping = EquirectangularReflectionMapping;
- parameters.envMap.encoding = sRGBEncoding;
- }
- break;
- case 'SpecularColor':
- parameters.specularMap = scope.getTexture( textureMap, child.ID );
- if ( parameters.specularMap !== undefined ) {
- parameters.specularMap.encoding = sRGBEncoding;
- }
- break;
- case 'TransparentColor':
- case 'TransparencyFactor':
- parameters.alphaMap = scope.getTexture( textureMap, child.ID );
- parameters.transparent = true;
- break;
- case 'AmbientColor':
- case 'ShininessExponent': // AKA glossiness map
- case 'SpecularFactor': // AKA specularLevel
- case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor
- default:
- console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );
- break;
- }
- } );
- return parameters;
- }
- // get a texture from the textureMap for use by a material.
- getTexture( textureMap, id ) {
- // if the texture is a layered texture, just use the first layer and issue a warning
- if ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {
- console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );
- id = connections.get( id ).children[ 0 ].ID;
- }
- return textureMap.get( id );
- }
- // Parse nodes in FBXTree.Objects.Deformer
- // Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here
- // Generates map of Skeleton-like objects for use later when generating and binding skeletons.
- parseDeformers() {
- const skeletons = {};
- const morphTargets = {};
- if ( 'Deformer' in fbxTree.Objects ) {
- const DeformerNodes = fbxTree.Objects.Deformer;
- for ( const nodeID in DeformerNodes ) {
- const deformerNode = DeformerNodes[ nodeID ];
- const relationships = connections.get( parseInt( nodeID ) );
- if ( deformerNode.attrType === 'Skin' ) {
- const skeleton = this.parseSkeleton( relationships, DeformerNodes );
- skeleton.ID = nodeID;
- if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );
- skeleton.geometryID = relationships.parents[ 0 ].ID;
- skeletons[ nodeID ] = skeleton;
- } else if ( deformerNode.attrType === 'BlendShape' ) {
- const morphTarget = {
- id: nodeID,
- };
- morphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );
- morphTarget.id = nodeID;
- if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );
- morphTargets[ nodeID ] = morphTarget;
- }
- }
- }
- return {
- skeletons: skeletons,
- morphTargets: morphTargets,
- };
- }
- // Parse single nodes in FBXTree.Objects.Deformer
- // The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'
- // Each skin node represents a skeleton and each cluster node represents a bone
- parseSkeleton( relationships, deformerNodes ) {
- const rawBones = [];
- relationships.children.forEach( function ( child ) {
- const boneNode = deformerNodes[ child.ID ];
- if ( boneNode.attrType !== 'Cluster' ) return;
- const rawBone = {
- ID: child.ID,
- indices: [],
- weights: [],
- transformLink: new Matrix4().fromArray( boneNode.TransformLink.a ),
- // transform: new Matrix4().fromArray( boneNode.Transform.a ),
- // linkMode: boneNode.Mode,
- };
- if ( 'Indexes' in boneNode ) {
- rawBone.indices = boneNode.Indexes.a;
- rawBone.weights = boneNode.Weights.a;
- }
- rawBones.push( rawBone );
- } );
- return {
- rawBones: rawBones,
- bones: []
- };
- }
- // The top level morph deformer node has type "BlendShape" and sub nodes have type "BlendShapeChannel"
- parseMorphTargets( relationships, deformerNodes ) {
- const rawMorphTargets = [];
- for ( let i = 0; i < relationships.children.length; i ++ ) {
- const child = relationships.children[ i ];
- const morphTargetNode = deformerNodes[ child.ID ];
- const rawMorphTarget = {
- name: morphTargetNode.attrName,
- initialWeight: morphTargetNode.DeformPercent,
- id: morphTargetNode.id,
- fullWeights: morphTargetNode.FullWeights.a
- };
- if ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;
- rawMorphTarget.geoID = connections.get( parseInt( child.ID ) ).children.filter( function ( child ) {
- return child.relationship === undefined;
- } )[ 0 ].ID;
- rawMorphTargets.push( rawMorphTarget );
- }
- return rawMorphTargets;
- }
- // create the main Group() to be returned by the loader
- parseScene( deformers, geometryMap, materialMap ) {
- sceneGraph = new Group();
- const modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );
- const modelNodes = fbxTree.Objects.Model;
- const scope = this;
- modelMap.forEach( function ( model ) {
- const modelNode = modelNodes[ model.ID ];
- scope.setLookAtProperties( model, modelNode );
- const parentConnections = connections.get( model.ID ).parents;
- parentConnections.forEach( function ( connection ) {
- const parent = modelMap.get( connection.ID );
- if ( parent !== undefined ) parent.add( model );
- } );
- if ( model.parent === null ) {
- sceneGraph.add( model );
- }
- } );
- this.bindSkeleton( deformers.skeletons, geometryMap, modelMap );
- this.createAmbientLight();
- sceneGraph.traverse( function ( node ) {
- if ( node.userData.transformData ) {
- if ( node.parent ) {
- node.userData.transformData.parentMatrix = node.parent.matrix;
- node.userData.transformData.parentMatrixWorld = node.parent.matrixWorld;
- }
- const transform = generateTransform( node.userData.transformData );
- node.applyMatrix4( transform );
- node.updateWorldMatrix();
- }
- } );
- const animations = new AnimationParser().parse();
- // if all the models where already combined in a single group, just return that
- if ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {
- sceneGraph.children[ 0 ].animations = animations;
- sceneGraph = sceneGraph.children[ 0 ];
- }
- sceneGraph.animations = animations;
- }
- // parse nodes in FBXTree.Objects.Model
- parseModels( skeletons, geometryMap, materialMap ) {
- const modelMap = new Map();
- const modelNodes = fbxTree.Objects.Model;
- for ( const nodeID in modelNodes ) {
- const id = parseInt( nodeID );
- const node = modelNodes[ nodeID ];
- const relationships = connections.get( id );
- let model = this.buildSkeleton( relationships, skeletons, id, node.attrName );
- if ( ! model ) {
- switch ( node.attrType ) {
- case 'Camera':
- model = this.createCamera( relationships );
- break;
- case 'Light':
- model = this.createLight( relationships );
- break;
- case 'Mesh':
- model = this.createMesh( relationships, geometryMap, materialMap );
- break;
- case 'NurbsCurve':
- model = this.createCurve( relationships, geometryMap );
- break;
- case 'LimbNode':
- case 'Root':
- model = new Bone();
- break;
- case 'Null':
- default:
- model = new Group();
- break;
- }
- model.name = node.attrName ? PropertyBinding.sanitizeNodeName( node.attrName ) : '';
- model.ID = id;
- }
- this.getTransformData( model, node );
- modelMap.set( id, model );
- }
- return modelMap;
- }
- buildSkeleton( relationships, skeletons, id, name ) {
- let bone = null;
- relationships.parents.forEach( function ( parent ) {
- for ( const ID in skeletons ) {
- const skeleton = skeletons[ ID ];
- skeleton.rawBones.forEach( function ( rawBone, i ) {
- if ( rawBone.ID === parent.ID ) {
- const subBone = bone;
- bone = new Bone();
- bone.matrixWorld.copy( rawBone.transformLink );
- // set name and id here - otherwise in cases where "subBone" is created it will not have a name / id
- bone.name = name ? PropertyBinding.sanitizeNodeName( name ) : '';
- bone.ID = id;
- skeleton.bones[ i ] = bone;
- // In cases where a bone is shared between multiple meshes
- // duplicate the bone here and and it as a child of the first bone
- if ( subBone !== null ) {
- bone.add( subBone );
- }
- }
- } );
- }
- } );
- return bone;
- }
- // create a PerspectiveCamera or OrthographicCamera
- createCamera( relationships ) {
- let model;
- let cameraAttribute;
- relationships.children.forEach( function ( child ) {
- const attr = fbxTree.Objects.NodeAttribute[ child.ID ];
- if ( attr !== undefined ) {
- cameraAttribute = attr;
- }
- } );
- if ( cameraAttribute === undefined ) {
- model = new Object3D();
- } else {
- let type = 0;
- if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {
- type = 1;
- }
- let nearClippingPlane = 1;
- if ( cameraAttribute.NearPlane !== undefined ) {
- nearClippingPlane = cameraAttribute.NearPlane.value / 1000;
- }
- let farClippingPlane = 1000;
- if ( cameraAttribute.FarPlane !== undefined ) {
- farClippingPlane = cameraAttribute.FarPlane.value / 1000;
- }
- let width = window.innerWidth;
- let height = window.innerHeight;
- if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {
- width = cameraAttribute.AspectWidth.value;
- height = cameraAttribute.AspectHeight.value;
- }
- const aspect = width / height;
- let fov = 45;
- if ( cameraAttribute.FieldOfView !== undefined ) {
- fov = cameraAttribute.FieldOfView.value;
- }
- const focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;
- switch ( type ) {
- case 0: // Perspective
- model = new PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );
- if ( focalLength !== null ) model.setFocalLength( focalLength );
- break;
- case 1: // Orthographic
- model = new OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );
- break;
- default:
- console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );
- model = new Object3D();
- break;
- }
- }
- return model;
- }
- // Create a DirectionalLight, PointLight or SpotLight
- createLight( relationships ) {
- let model;
- let lightAttribute;
- relationships.children.forEach( function ( child ) {
- const attr = fbxTree.Objects.NodeAttribute[ child.ID ];
- if ( attr !== undefined ) {
- lightAttribute = attr;
- }
- } );
- if ( lightAttribute === undefined ) {
- model = new Object3D();
- } else {
- let type;
- // LightType can be undefined for Point lights
- if ( lightAttribute.LightType === undefined ) {
- type = 0;
- } else {
- type = lightAttribute.LightType.value;
- }
- let color = 0xffffff;
- if ( lightAttribute.Color !== undefined ) {
- color = new Color().fromArray( lightAttribute.Color.value );
- }
- let intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;
- // light disabled
- if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {
- intensity = 0;
- }
- let distance = 0;
- if ( lightAttribute.FarAttenuationEnd !== undefined ) {
- if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {
- distance = 0;
- } else {
- distance = lightAttribute.FarAttenuationEnd.value;
- }
- }
- // TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?
- const decay = 1;
- switch ( type ) {
- case 0: // Point
- model = new PointLight( color, intensity, distance, decay );
- break;
- case 1: // Directional
- model = new DirectionalLight( color, intensity );
- break;
- case 2: // Spot
- let angle = Math.PI / 3;
- if ( lightAttribute.InnerAngle !== undefined ) {
- angle = MathUtils.degToRad( lightAttribute.InnerAngle.value );
- }
- let penumbra = 0;
- if ( lightAttribute.OuterAngle !== undefined ) {
- // TODO: this is not correct - FBX calculates outer and inner angle in degrees
- // with OuterAngle > InnerAngle && OuterAngle <= Math.PI
- // while three.js uses a penumbra between (0, 1) to attenuate the inner angle
- penumbra = MathUtils.degToRad( lightAttribute.OuterAngle.value );
- penumbra = Math.max( penumbra, 1 );
- }
- model = new SpotLight( color, intensity, distance, angle, penumbra, decay );
- break;
- default:
- console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a PointLight.' );
- model = new PointLight( color, intensity );
- break;
- }
- if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {
- model.castShadow = true;
- }
- }
- return model;
- }
- createMesh( relationships, geometryMap, materialMap ) {
- let model;
- let geometry = null;
- let material = null;
- const materials = [];
- // get geometry and materials(s) from connections
- relationships.children.forEach( function ( child ) {
- if ( geometryMap.has( child.ID ) ) {
- geometry = geometryMap.get( child.ID );
- }
- if ( materialMap.has( child.ID ) ) {
- materials.push( materialMap.get( child.ID ) );
- }
- } );
- if ( materials.length > 1 ) {
- material = materials;
- } else if ( materials.length > 0 ) {
- material = materials[ 0 ];
- } else {
- material = new MeshPhongMaterial( { color: 0xcccccc } );
- materials.push( material );
- }
- if ( 'color' in geometry.attributes ) {
- materials.forEach( function ( material ) {
- material.vertexColors = true;
- } );
- }
- if ( geometry.FBX_Deformer ) {
- model = new SkinnedMesh( geometry, material );
- model.normalizeSkinWeights();
- } else {
- model = new Mesh( geometry, material );
- }
- return model;
- }
- createCurve( relationships, geometryMap ) {
- const geometry = relationships.children.reduce( function ( geo, child ) {
- if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );
- return geo;
- }, null );
- // FBX does not list materials for Nurbs lines, so we'll just put our own in here.
- const material = new LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );
- return new Line( geometry, material );
- }
- // parse the model node for transform data
- getTransformData( model, modelNode ) {
- const transformData = {};
- if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );
- if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
- else transformData.eulerOrder = 'ZYX';
- if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;
- if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;
- if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;
- if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;
- if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;
- if ( 'ScalingOffset' in modelNode ) transformData.scalingOffset = modelNode.ScalingOffset.value;
- if ( 'ScalingPivot' in modelNode ) transformData.scalingPivot = modelNode.ScalingPivot.value;
- if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;
- if ( 'RotationPivot' in modelNode ) transformData.rotationPivot = modelNode.RotationPivot.value;
- model.userData.transformData = transformData;
- }
- setLookAtProperties( model, modelNode ) {
- if ( 'LookAtProperty' in modelNode ) {
- const children = connections.get( model.ID ).children;
- children.forEach( function ( child ) {
- if ( child.relationship === 'LookAtProperty' ) {
- const lookAtTarget = fbxTree.Objects.Model[ child.ID ];
- if ( 'Lcl_Translation' in lookAtTarget ) {
- const pos = lookAtTarget.Lcl_Translation.value;
- // DirectionalLight, SpotLight
- if ( model.target !== undefined ) {
- model.target.position.fromArray( pos );
- sceneGraph.add( model.target );
- } else { // Cameras and other Object3Ds
- model.lookAt( new Vector3().fromArray( pos ) );
- }
- }
- }
- } );
- }
- }
- bindSkeleton( skeletons, geometryMap, modelMap ) {
- const bindMatrices = this.parsePoseNodes();
- for ( const ID in skeletons ) {
- const skeleton = skeletons[ ID ];
- const parents = connections.get( parseInt( skeleton.ID ) ).parents;
- parents.forEach( function ( parent ) {
- if ( geometryMap.has( parent.ID ) ) {
- const geoID = parent.ID;
- const geoRelationships = connections.get( geoID );
- geoRelationships.parents.forEach( function ( geoConnParent ) {
- if ( modelMap.has( geoConnParent.ID ) ) {
- const model = modelMap.get( geoConnParent.ID );
- model.bind( new Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );
- }
- } );
- }
- } );
- }
- }
- parsePoseNodes() {
- const bindMatrices = {};
- if ( 'Pose' in fbxTree.Objects ) {
- const BindPoseNode = fbxTree.Objects.Pose;
- for ( const nodeID in BindPoseNode ) {
- if ( BindPoseNode[ nodeID ].attrType === 'BindPose' && BindPoseNode[ nodeID ].NbPoseNodes > 0 ) {
- const poseNodes = BindPoseNode[ nodeID ].PoseNode;
- if ( Array.isArray( poseNodes ) ) {
- poseNodes.forEach( function ( poseNode ) {
- bindMatrices[ poseNode.Node ] = new Matrix4().fromArray( poseNode.Matrix.a );
- } );
- } else {
- bindMatrices[ poseNodes.Node ] = new Matrix4().fromArray( poseNodes.Matrix.a );
- }
- }
- }
- }
- return bindMatrices;
- }
- // Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
- createAmbientLight() {
- if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {
- const ambientColor = fbxTree.GlobalSettings.AmbientColor.value;
- const r = ambientColor[ 0 ];
- const g = ambientColor[ 1 ];
- const b = ambientColor[ 2 ];
- if ( r !== 0 || g !== 0 || b !== 0 ) {
- const color = new Color( r, g, b );
- sceneGraph.add( new AmbientLight( color, 1 ) );
- }
- }
- }
- }
- // parse Geometry data from FBXTree and return map of BufferGeometries
- class GeometryParser {
- // Parse nodes in FBXTree.Objects.Geometry
- parse( deformers ) {
- const geometryMap = new Map();
- if ( 'Geometry' in fbxTree.Objects ) {
- const geoNodes = fbxTree.Objects.Geometry;
- for ( const nodeID in geoNodes ) {
- const relationships = connections.get( parseInt( nodeID ) );
- const geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );
- geometryMap.set( parseInt( nodeID ), geo );
- }
- }
- return geometryMap;
- }
- // Parse single node in FBXTree.Objects.Geometry
- parseGeometry( relationships, geoNode, deformers ) {
- switch ( geoNode.attrType ) {
- case 'Mesh':
- return this.parseMeshGeometry( relationships, geoNode, deformers );
- break;
- case 'NurbsCurve':
- return this.parseNurbsGeometry( geoNode );
- break;
- }
- }
- // Parse single node mesh geometry in FBXTree.Objects.Geometry
- parseMeshGeometry( relationships, geoNode, deformers ) {
- const skeletons = deformers.skeletons;
- const morphTargets = [];
- const modelNodes = relationships.parents.map( function ( parent ) {
- return fbxTree.Objects.Model[ parent.ID ];
- } );
- // don't create geometry if it is not associated with any models
- if ( modelNodes.length === 0 ) return;
- const skeleton = relationships.children.reduce( function ( skeleton, child ) {
- if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];
- return skeleton;
- }, null );
- relationships.children.forEach( function ( child ) {
- if ( deformers.morphTargets[ child.ID ] !== undefined ) {
- morphTargets.push( deformers.morphTargets[ child.ID ] );
- }
- } );
- // Assume one model and get the preRotation from that
- // if there is more than one model associated with the geometry this may cause problems
- const modelNode = modelNodes[ 0 ];
- const transformData = {};
- if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );
- if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );
- if ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;
- if ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;
- if ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;
- const transform = generateTransform( transformData );
- return this.genGeometry( geoNode, skeleton, morphTargets, transform );
- }
- // Generate a BufferGeometry from a node in FBXTree.Objects.Geometry
- genGeometry( geoNode, skeleton, morphTargets, preTransform ) {
- const geo = new BufferGeometry();
- if ( geoNode.attrName ) geo.name = geoNode.attrName;
- const geoInfo = this.parseGeoNode( geoNode, skeleton );
- const buffers = this.genBuffers( geoInfo );
- const positionAttribute = new Float32BufferAttribute( buffers.vertex, 3 );
- positionAttribute.applyMatrix4( preTransform );
- geo.setAttribute( 'position', positionAttribute );
- if ( buffers.colors.length > 0 ) {
- geo.setAttribute( 'color', new Float32BufferAttribute( buffers.colors, 3 ) );
- }
- if ( skeleton ) {
- geo.setAttribute( 'skinIndex', new Uint16BufferAttribute( buffers.weightsIndices, 4 ) );
- geo.setAttribute( 'skinWeight', new Float32BufferAttribute( buffers.vertexWeights, 4 ) );
- // used later to bind the skeleton to the model
- geo.FBX_Deformer = skeleton;
- }
- if ( buffers.normal.length > 0 ) {
- const normalMatrix = new Matrix3().getNormalMatrix( preTransform );
- const normalAttribute = new Float32BufferAttribute( buffers.normal, 3 );
- normalAttribute.applyNormalMatrix( normalMatrix );
- geo.setAttribute( 'normal', normalAttribute );
- }
- buffers.uvs.forEach( function ( uvBuffer, i ) {
- // subsequent uv buffers are called 'uv1', 'uv2', ...
- let name = 'uv' + ( i + 1 ).toString();
- // the first uv buffer is just called 'uv'
- if ( i === 0 ) {
- name = 'uv';
- }
- geo.setAttribute( name, new Float32BufferAttribute( buffers.uvs[ i ], 2 ) );
- } );
- if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
- // Convert the material indices of each vertex into rendering groups on the geometry.
- let prevMaterialIndex = buffers.materialIndex[ 0 ];
- let startIndex = 0;
- buffers.materialIndex.forEach( function ( currentIndex, i ) {
- if ( currentIndex !== prevMaterialIndex ) {
- geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
- prevMaterialIndex = currentIndex;
- startIndex = i;
- }
- } );
- // the loop above doesn't add the last group, do that here.
- if ( geo.groups.length > 0 ) {
- const lastGroup = geo.groups[ geo.groups.length - 1 ];
- const lastIndex = lastGroup.start + lastGroup.count;
- if ( lastIndex !== buffers.materialIndex.length ) {
- geo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );
- }
- }
- // case where there are multiple materials but the whole geometry is only
- // using one of them
- if ( geo.groups.length === 0 ) {
- geo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );
- }
- }
- this.addMorphTargets( geo, geoNode, morphTargets, preTransform );
- return geo;
- }
- parseGeoNode( geoNode, skeleton ) {
- const geoInfo = {};
- geoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];
- geoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];
- if ( geoNode.LayerElementColor ) {
- geoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );
- }
- if ( geoNode.LayerElementMaterial ) {
- geoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );
- }
- if ( geoNode.LayerElementNormal ) {
- geoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );
- }
- if ( geoNode.LayerElementUV ) {
- geoInfo.uv = [];
- let i = 0;
- while ( geoNode.LayerElementUV[ i ] ) {
- if ( geoNode.LayerElementUV[ i ].UV ) {
- geoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );
- }
- i ++;
- }
- }
- geoInfo.weightTable = {};
- if ( skeleton !== null ) {
- geoInfo.skeleton = skeleton;
- skeleton.rawBones.forEach( function ( rawBone, i ) {
- // loop over the bone's vertex indices and weights
- rawBone.indices.forEach( function ( index, j ) {
- if ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];
- geoInfo.weightTable[ index ].push( {
- id: i,
- weight: rawBone.weights[ j ],
- } );
- } );
- } );
- }
- return geoInfo;
- }
- genBuffers( geoInfo ) {
- const buffers = {
- vertex: [],
- normal: [],
- colors: [],
- uvs: [],
- materialIndex: [],
- vertexWeights: [],
- weightsIndices: [],
- };
- let polygonIndex = 0;
- let faceLength = 0;
- let displayedWeightsWarning = false;
- // these will hold data for a single face
- let facePositionIndexes = [];
- let faceNormals = [];
- let faceColors = [];
- let faceUVs = [];
- let faceWeights = [];
- let faceWeightIndices = [];
- const scope = this;
- geoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {
- let materialIndex;
- let endOfFace = false;
- // Face index and vertex index arrays are combined in a single array
- // A cube with quad faces looks like this:
- // PolygonVertexIndex: *24 {
- // 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
- // }
- // Negative numbers mark the end of a face - first face here is 0, 1, 3, -3
- // to find index of last vertex bit shift the index: ^ - 1
- if ( vertexIndex < 0 ) {
- vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1
- endOfFace = true;
- }
- let weightIndices = [];
- let weights = [];
- facePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );
- if ( geoInfo.color ) {
- const data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );
- faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );
- }
- if ( geoInfo.skeleton ) {
- if ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {
- geoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {
- weights.push( wt.weight );
- weightIndices.push( wt.id );
- } );
- }
- if ( weights.length > 4 ) {
- if ( ! displayedWeightsWarning ) {
- console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
- displayedWeightsWarning = true;
- }
- const wIndex = [ 0, 0, 0, 0 ];
- const Weight = [ 0, 0, 0, 0 ];
- weights.forEach( function ( weight, weightIndex ) {
- let currentWeight = weight;
- let currentIndex = weightIndices[ weightIndex ];
- Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
- if ( currentWeight > comparedWeight ) {
- comparedWeightArray[ comparedWeightIndex ] = currentWeight;
- currentWeight = comparedWeight;
- const tmp = wIndex[ comparedWeightIndex ];
- wIndex[ comparedWeightIndex ] = currentIndex;
- currentIndex = tmp;
- }
- } );
- } );
- weightIndices = wIndex;
- weights = Weight;
- }
- // if the weight array is shorter than 4 pad with 0s
- while ( weights.length < 4 ) {
- weights.push( 0 );
- weightIndices.push( 0 );
- }
- for ( let i = 0; i < 4; ++ i ) {
- faceWeights.push( weights[ i ] );
- faceWeightIndices.push( weightIndices[ i ] );
- }
- }
- if ( geoInfo.normal ) {
- const data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );
- faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );
- }
- if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
- materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];
- }
- if ( geoInfo.uv ) {
- geoInfo.uv.forEach( function ( uv, i ) {
- const data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );
- if ( faceUVs[ i ] === undefined ) {
- faceUVs[ i ] = [];
- }
- faceUVs[ i ].push( data[ 0 ] );
- faceUVs[ i ].push( data[ 1 ] );
- } );
- }
- faceLength ++;
- if ( endOfFace ) {
- scope.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );
- polygonIndex ++;
- faceLength = 0;
- // reset arrays for the next face
- facePositionIndexes = [];
- faceNormals = [];
- faceColors = [];
- faceUVs = [];
- faceWeights = [];
- faceWeightIndices = [];
- }
- } );
- return buffers;
- }
- // Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris
- genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {
- for ( let i = 2; i < faceLength; i ++ ) {
- buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );
- buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );
- buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );
- buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );
- buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );
- buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );
- buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );
- buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );
- buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );
- if ( geoInfo.skeleton ) {
- buffers.vertexWeights.push( faceWeights[ 0 ] );
- buffers.vertexWeights.push( faceWeights[ 1 ] );
- buffers.vertexWeights.push( faceWeights[ 2 ] );
- buffers.vertexWeights.push( faceWeights[ 3 ] );
- buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );
- buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );
- buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );
- buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );
- buffers.vertexWeights.push( faceWeights[ i * 4 ] );
- buffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );
- buffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );
- buffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );
- buffers.weightsIndices.push( faceWeightIndices[ 0 ] );
- buffers.weightsIndices.push( faceWeightIndices[ 1 ] );
- buffers.weightsIndices.push( faceWeightIndices[ 2 ] );
- buffers.weightsIndices.push( faceWeightIndices[ 3 ] );
- buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );
- buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );
- buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );
- buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );
- buffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );
- buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );
- buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );
- buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );
- }
- if ( geoInfo.color ) {
- buffers.colors.push( faceColors[ 0 ] );
- buffers.colors.push( faceColors[ 1 ] );
- buffers.colors.push( faceColors[ 2 ] );
- buffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );
- buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );
- buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );
- buffers.colors.push( faceColors[ i * 3 ] );
- buffers.colors.push( faceColors[ i * 3 + 1 ] );
- buffers.colors.push( faceColors[ i * 3 + 2 ] );
- }
- if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {
- buffers.materialIndex.push( materialIndex );
- buffers.materialIndex.push( materialIndex );
- buffers.materialIndex.push( materialIndex );
- }
- if ( geoInfo.normal ) {
- buffers.normal.push( faceNormals[ 0 ] );
- buffers.normal.push( faceNormals[ 1 ] );
- buffers.normal.push( faceNormals[ 2 ] );
- buffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );
- buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );
- buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );
- buffers.normal.push( faceNormals[ i * 3 ] );
- buffers.normal.push( faceNormals[ i * 3 + 1 ] );
- buffers.normal.push( faceNormals[ i * 3 + 2 ] );
- }
- if ( geoInfo.uv ) {
- geoInfo.uv.forEach( function ( uv, j ) {
- if ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];
- buffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );
- buffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );
- buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );
- buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );
- buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );
- buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );
- } );
- }
- }
- }
- addMorphTargets( parentGeo, parentGeoNode, morphTargets, preTransform ) {
- if ( morphTargets.length === 0 ) return;
- parentGeo.morphTargetsRelative = true;
- parentGeo.morphAttributes.position = [];
- // parentGeo.morphAttributes.normal = []; // not implemented
- const scope = this;
- morphTargets.forEach( function ( morphTarget ) {
- morphTarget.rawTargets.forEach( function ( rawTarget ) {
- const morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];
- if ( morphGeoNode !== undefined ) {
- scope.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, rawTarget.name );
- }
- } );
- } );
- }
- // a morph geometry node is similar to a standard node, and the node is also contained
- // in FBXTree.Objects.Geometry, however it can only have attributes for position, normal
- // and a special attribute Index defining which vertices of the original geometry are affected
- // Normal and position attributes only have data for the vertices that are affected by the morph
- genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, name ) {
- const vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];
- const morphPositionsSparse = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];
- const indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];
- const length = parentGeo.attributes.position.count * 3;
- const morphPositions = new Float32Array( le…