/* eslint-disable */
import * as THREE from 'three'
/**
* @author Kyle-Larson https://github.com/Kyle-Larson
* @author Takahiro https://github.com/takahirox
*
* Loader loads FBX file and generates Group representing FBX scene.
* Requires FBX file to be >= 7.0 and in ASCII or to be any version in Binary format.
*
* Supports:
* Mesh Generation (Positional Data)
* Normal Data (Per Vertex Drawing Instance)
* UV Data (Per Vertex Drawing Instance)
* Skinning
* Animation
* - Separated Animations based on stacks.
* - Skeletal & Non-Skeletal Animations
* NURBS (Open, Closed and Periodic forms)
*
* Needs Support:
* Indexed Buffers
* PreRotation support.
*/
/**
* Generates a loader for loading FBX files from URL and parsing into
* a THREE.Group.
* @param {THREE.LoadingManager} manager - Loading Manager for loader to use.
*/
const FBXLoader = function ( manager ) {
this.manager = ( manager !== undefined ) ? manager : THREE.DefaultLoadingManager;
};
Object.assign( FBXLoader.prototype, {
/**
* Loads an ASCII/Binary FBX file from URL and parses into a THREE.Group.
* THREE.Group will have an animations property of AnimationClips
* of the different animations exported with the FBX.
* @param {string} url - URL of the FBX file.
* @param {function(THREE.Group):void} onLoad - Callback for when FBX file is loaded and parsed.
* @param {function(ProgressEvent):void} onProgress - Callback fired periodically when file is being retrieved from server.
* @param {function(Event):void} onError - Callback fired when error occurs (Currently only with retrieving file, not with parsing errors).
*/
load: function ( url, onLoad, onProgress, onError ) {
var self = this;
var resourceDirectory = THREE.Loader.prototype.extractUrlBase( url );
var loader = new THREE.FileLoader( this.manager );
loader.setResponseType( 'arraybuffer' );
loader.load( url, function ( buffer ) {
try {
var scene = self.parse( buffer, resourceDirectory );
onLoad( scene );
} catch ( error ) {
window.setTimeout( function () {
if ( onError ) onError( error );
self.manager.itemError( url );
}, 0 );
}
}, onProgress, onError );
},
/**
* Parses an ASCII/Binary FBX file and returns a THREE.Group.
* THREE.Group will have an animations property of AnimationClips
* of the different animations within the FBX file.
* @param {ArrayBuffer} FBXBuffer - Contents of FBX file to parse.
* @param {string} resourceDirectory - Directory to load external assets (e.g. textures ) from.
* @returns {THREE.Group}
*/
parse: function ( FBXBuffer, resourceDirectory ) {
var FBXTree;
if ( isFbxFormatBinary( FBXBuffer ) ) {
FBXTree = new BinaryParser().parse( FBXBuffer );
} else {
var FBXText = convertArrayBufferToString( FBXBuffer );
if ( ! isFbxFormatASCII( FBXText ) ) {
throw new Error( 'FBXLoader: Unknown format.' );
}
if ( getFbxVersion( FBXText ) < 7000 ) {
throw new Error( 'FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );
}
FBXTree = new TextParser().parse( FBXText );
}
// console.log( FBXTree );
var connections = parseConnections( FBXTree );
var images = parseImages( FBXTree );
var textures = parseTextures( FBXTree, new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ), images, connections );
var materials = parseMaterials( FBXTree, textures, connections );
var deformers = parseDeformers( FBXTree, connections );
var geometryMap = parseGeometries( FBXTree, connections, deformers );
var sceneGraph = parseScene( FBXTree, connections, deformers, geometryMap, materials );
return sceneGraph;
}
} );
/**
* Parses map of relationships between objects.
* @param {{Connections: { properties: { connections: [number, number, string][]}}}} FBXTree
* @returns {Map}
*/
function parseConnections( FBXTree ) {
/**
* @type {Map}
*/
var connectionMap = new Map();
if ( 'Connections' in FBXTree ) {
/**
* @type {[number, number, string][]}
*/
var connectionArray = FBXTree.Connections.properties.connections;
for ( var connectionArrayIndex = 0, connectionArrayLength = connectionArray.length; connectionArrayIndex < connectionArrayLength; ++ connectionArrayIndex ) {
var connection = connectionArray[ connectionArrayIndex ];
if ( ! connectionMap.has( connection[ 0 ] ) ) {
connectionMap.set( connection[ 0 ], {
parents: [],
children: []
} );
}
var parentRelationship = { ID: connection[ 1 ], relationship: connection[ 2 ] };
connectionMap.get( connection[ 0 ] ).parents.push( parentRelationship );
if ( ! connectionMap.has( connection[ 1 ] ) ) {
connectionMap.set( connection[ 1 ], {
parents: [],
children: []
} );
}
var childRelationship = { ID: connection[ 0 ], relationship: connection[ 2 ] };
connectionMap.get( connection[ 1 ] ).children.push( childRelationship );
}
}
return connectionMap;
}
/**
* Parses map of images referenced in FBXTree.
* @param {{Objects: {subNodes: {Texture: Object.}}}} FBXTree
* @returns {Map}
*/
function parseImages( FBXTree ) {
/**
* @type {Map}
*/
var imageMap = new Map();
if ( 'Video' in FBXTree.Objects.subNodes ) {
var videoNodes = FBXTree.Objects.subNodes.Video;
for ( var nodeID in videoNodes ) {
var videoNode = videoNodes[ nodeID ];
// raw image data is in videoNode.properties.Content
if ( 'Content' in videoNode.properties ) {
var image = parseImage( videoNodes[ nodeID ] );
imageMap.set( parseInt( nodeID ), image );
}
}
}
return imageMap;
}
/**
* @param {videoNode} videoNode - Node to get texture image information from.
* @returns {string} - image blob/data URL
*/
function parseImage( videoNode ) {
var content = videoNode.properties.Content;
var fileName = videoNode.properties.RelativeFilename || videoNode.properties.Filename;
var extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();
var type;
switch ( extension ) {
case 'bmp':
type = 'image/bmp';
break;
case 'jpg':
type = 'image/jpeg';
break;
case 'png':
type = 'image/png';
break;
case 'tif':
type = 'image/tiff';
break;
default:
console.warn( 'FBXLoader: No support image type ' + extension );
return;
}
if ( typeof content === 'string' ) {
return 'data:' + type + ';base64,' + content;
} else {
var array = new Uint8Array( content );
return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );
}
}
/**
* Parses map of textures referenced in FBXTree.
* @param {{Objects: {subNodes: {Texture: Object.}}}} FBXTree
* @param {THREE.TextureLoader} loader
* @param {Map} imageMap
* @param {Map} connections
* @returns {Map}
*/
function parseTextures( FBXTree, loader, imageMap, connections ) {
/**
* @type {Map}
*/
var textureMap = new Map();
if ( 'Texture' in FBXTree.Objects.subNodes ) {
var textureNodes = FBXTree.Objects.subNodes.Texture;
for ( var nodeID in textureNodes ) {
var texture = parseTexture( textureNodes[ nodeID ], loader, imageMap, connections );
textureMap.set( parseInt( nodeID ), texture );
}
}
return textureMap;
}
/**
* @param {textureNode} textureNode - Node to get texture information from.
* @param {THREE.TextureLoader} loader
* @param {Map} imageMap
* @param {Map} connections
* @returns {THREE.Texture}
*/
function parseTexture( textureNode, loader, imageMap, connections ) {
var FBX_ID = textureNode.id;
var name = textureNode.name;
var fileName;
var filePath = textureNode.properties.FileName;
var relativeFilePath = textureNode.properties.RelativeFilename;
var children = connections.get( FBX_ID ).children;
if ( children !== undefined && children.length > 0 && imageMap.has( children[ 0 ].ID ) ) {
fileName = imageMap.get( children[ 0 ].ID );
} else if ( relativeFilePath !== undefined && relativeFilePath[ 0 ] !== '/' &&
relativeFilePath.match( /^[a-zA-Z]:/ ) === null ) {
// use textureNode.properties.RelativeFilename
// if it exists and it doesn't seem an absolute path
fileName = relativeFilePath;
} else {
var split = filePath.split( /[\\\/]/ );
if ( split.length > 0 ) {
fileName = split[ split.length - 1 ];
} else {
fileName = filePath;
}
}
var currentPath = loader.path;
if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {
loader.setPath( undefined );
}
/**
* @type {THREE.Texture}
*/
var texture = loader.load( fileName );
texture.name = name;
texture.FBX_ID = FBX_ID;
var wrapModeU = textureNode.properties.WrapModeU;
var wrapModeV = textureNode.properties.WrapModeV;
var valueU = wrapModeU !== undefined ? wrapModeU.value : 0;
var 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 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
texture.wrapT = valueV === 0 ? THREE.RepeatWrapping : THREE.ClampToEdgeWrapping;
loader.setPath( currentPath );
return texture;
}
/**
* Parses map of Material information.
* @param {{Objects: {subNodes: {Material: Object.}}}} FBXTree
* @param {Map} textureMap
* @param {Map} connections
* @returns {Map}
*/
function parseMaterials( FBXTree, textureMap, connections ) {
var materialMap = new Map();
if ( 'Material' in FBXTree.Objects.subNodes ) {
var materialNodes = FBXTree.Objects.subNodes.Material;
for ( var nodeID in materialNodes ) {
var material = parseMaterial( materialNodes[ nodeID ], textureMap, connections );
materialMap.set( parseInt( nodeID ), material );
}
}
return materialMap;
}
/**
* Takes information from Material node and returns a generated THREE.Material
* @param {FBXMaterialNode} materialNode
* @param {Map} textureMap
* @param {Map} connections
* @returns {THREE.Material}
*/
function parseMaterial( materialNode, textureMap, connections ) {
var FBX_ID = materialNode.id;
var name = materialNode.attrName;
var type = materialNode.properties.ShadingModel;
//Case where FBXs wrap shading model in property object.
if ( typeof type === 'object' ) {
type = type.value;
}
var children = connections.get( FBX_ID ).children;
var parameters = parseParameters( materialNode.properties, textureMap, children );
var material;
switch ( type.toLowerCase() ) {
case 'phong':
material = new THREE.MeshPhongMaterial();
break;
case 'lambert':
material = new THREE.MeshLambertMaterial();
break;
default:
console.warn( 'FBXLoader: No implementation given for material type %s in FBXLoader.js. Defaulting to basic material.', type );
material = new THREE.MeshBasicMaterial( { color: 0x3300ff } );
break;
}
material.setValues( parameters );
material.name = name;
return material;
}
/**
* @typedef {{Diffuse: FBXVector3, Specular: FBXVector3, Shininess: FBXValue, Emissive: FBXVector3, EmissiveFactor: FBXValue, Opacity: FBXValue}} FBXMaterialProperties
*/
/**
* @typedef {{color: THREE.Color=, specular: THREE.Color=, shininess: number=, emissive: THREE.Color=, emissiveIntensity: number=, opacity: number=, transparent: boolean=, map: THREE.Texture=}} THREEMaterialParameterPack
*/
/**
* @param {FBXMaterialProperties} properties
* @param {Map} textureMap
* @param {{ID: number, relationship: string}[]} childrenRelationships
* @returns {THREEMaterialParameterPack}
*/
function parseParameters( properties, textureMap, childrenRelationships ) {
var parameters = {};
if ( properties.Diffuse ) {
parameters.color = parseColor( properties.Diffuse );
}
if ( properties.Specular ) {
parameters.specular = parseColor( properties.Specular );
}
if ( properties.Shininess ) {
parameters.shininess = properties.Shininess.value;
}
if ( properties.Emissive ) {
parameters.emissive = parseColor( properties.Emissive );
}
if ( properties.EmissiveFactor ) {
parameters.emissiveIntensity = properties.EmissiveFactor.value;
}
if ( properties.Opacity ) {
parameters.opacity = properties.Opacity.value;
}
if ( parameters.opacity < 1.0 ) {
parameters.transparent = true;
}
for ( var childrenRelationshipsIndex = 0, childrenRelationshipsLength = childrenRelationships.length; childrenRelationshipsIndex < childrenRelationshipsLength; ++ childrenRelationshipsIndex ) {
var relationship = childrenRelationships[ childrenRelationshipsIndex ];
var type = relationship.relationship;
switch ( type ) {
case 'DiffuseColor':
case ' "DiffuseColor':
parameters.map = textureMap.get( relationship.ID );
break;
case 'Bump':
case ' "Bump':
parameters.bumpMap = textureMap.get( relationship.ID );
break;
case 'NormalMap':
case ' "NormalMap':
parameters.normalMap = textureMap.get( relationship.ID );
break;
case 'AmbientColor':
case 'EmissiveColor':
case ' "AmbientColor':
case ' "EmissiveColor':
default:
console.warn( 'FBXLoader: Unknown texture application of type %s, skipping texture.', type );
break;
}
}
return parameters;
}
/**
* Generates map of Skeleton-like objects for use later when generating and binding skeletons.
* @param {{Objects: {subNodes: {Deformer: Object.}}}} FBXTree
* @param {Map} connections
* @returns {Map, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>}
*/
function parseDeformers( FBXTree, connections ) {
var deformers = {};
if ( 'Deformer' in FBXTree.Objects.subNodes ) {
var DeformerNodes = FBXTree.Objects.subNodes.Deformer;
for ( var nodeID in DeformerNodes ) {
var deformerNode = DeformerNodes[ nodeID ];
if ( deformerNode.attrType === 'Skin' ) {
var conns = connections.get( parseInt( nodeID ) );
var skeleton = parseSkeleton( conns, DeformerNodes );
skeleton.FBX_ID = parseInt( nodeID );
deformers[ nodeID ] = skeleton;
}
}
}
return deformers;
}
/**
* Generates a "Skeleton Representation" of FBX nodes based on an FBX Skin Deformer's connections and an object containing SubDeformer nodes.
* @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} connections
* @param {Object.} DeformerNodes
* @returns {{map: Map, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}}
*/
function parseSkeleton( connections, DeformerNodes ) {
var subDeformers = {};
var children = connections.children;
for ( var i = 0, l = children.length; i < l; ++ i ) {
var child = children[ i ];
var subDeformerNode = DeformerNodes[ child.ID ];
var subDeformer = {
FBX_ID: child.ID,
index: i,
indices: [],
weights: [],
transform: parseMatrixArray( subDeformerNode.subNodes.Transform.properties.a ),
transformLink: parseMatrixArray( subDeformerNode.subNodes.TransformLink.properties.a ),
linkMode: subDeformerNode.properties.Mode
};
if ( 'Indexes' in subDeformerNode.subNodes ) {
subDeformer.indices = parseIntArray( subDeformerNode.subNodes.Indexes.properties.a );
subDeformer.weights = parseFloatArray( subDeformerNode.subNodes.Weights.properties.a );
}
subDeformers[ child.ID ] = subDeformer;
}
return {
map: subDeformers,
bones: []
};
}
/**
* Generates Buffer geometries from geometry information in FBXTree, and generates map of THREE.BufferGeometries
* @param {{Objects: {subNodes: {Geometry: Object.} connections
* @param {Map, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformers
* @returns {Map}
*/
function parseGeometries( FBXTree, connections, deformers ) {
var geometryMap = new Map();
if ( 'Geometry' in FBXTree.Objects.subNodes ) {
var geometryNodes = FBXTree.Objects.subNodes.Geometry;
for ( var nodeID in geometryNodes ) {
var relationships = connections.get( parseInt( nodeID ) );
var geo = parseGeometry( geometryNodes[ nodeID ], relationships, deformers );
geometryMap.set( parseInt( nodeID ), geo );
}
}
return geometryMap;
}
/**
* Generates BufferGeometry from FBXGeometryNode.
* @param {FBXGeometryNode} geometryNode
* @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
* @param {Map, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformers
* @returns {THREE.BufferGeometry}
*/
function parseGeometry( geometryNode, relationships, deformers ) {
switch ( geometryNode.attrType ) {
case 'Mesh':
return parseMeshGeometry( geometryNode, relationships, deformers );
break;
case 'NurbsCurve':
return parseNurbsGeometry( geometryNode );
break;
}
}
/**
* Specialty function for parsing Mesh based Geometry Nodes.
* @param {FBXGeometryNode} geometryNode
* @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships - Object representing relationships between specific geometry node and other nodes.
* @param {Map, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}>} deformers - Map object of deformers and subDeformers by ID.
* @returns {THREE.BufferGeometry}
*/
function parseMeshGeometry( geometryNode, relationships, deformers ) {
for ( var i = 0; i < relationships.children.length; ++ i ) {
var deformer = deformers[ relationships.children[ i ].ID ];
if ( deformer !== undefined ) break;
}
return genGeometry( geometryNode, deformer );
}
/**
* @param {{map: Map, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[]}} deformer - Skeleton representation for geometry instance.
* @returns {THREE.BufferGeometry}
*/
function genGeometry( geometryNode, deformer ) {
var geometry = new Geometry();
var subNodes = geometryNode.subNodes;
// First, each index is going to be its own vertex.
var vertexBuffer = parseFloatArray( subNodes.Vertices.properties.a );
var indexBuffer = parseIntArray( subNodes.PolygonVertexIndex.properties.a );
if ( subNodes.LayerElementNormal ) {
var normalInfo = getNormals( subNodes.LayerElementNormal[ 0 ] );
}
if ( subNodes.LayerElementUV ) {
var uvInfo = getUVs( subNodes.LayerElementUV[ 0 ] );
}
if ( subNodes.LayerElementColor ) {
var colorInfo = getColors( subNodes.LayerElementColor[ 0 ] );
}
if ( subNodes.LayerElementMaterial ) {
var materialInfo = getMaterials( subNodes.LayerElementMaterial[ 0 ] );
}
var weightTable = {};
if ( deformer ) {
var subDeformers = deformer.map;
for ( var key in subDeformers ) {
var subDeformer = subDeformers[ key ];
var indices = subDeformer.indices;
for ( var j = 0; j < indices.length; j ++ ) {
var index = indices[ j ];
var weight = subDeformer.weights[ j ];
if ( weightTable[ index ] === undefined ) weightTable[ index ] = [];
weightTable[ index ].push( {
id: subDeformer.index,
weight: weight
} );
}
}
}
var faceVertexBuffer = [];
var polygonIndex = 0;
var displayedWeightsWarning = false;
for ( var polygonVertexIndex = 0; polygonVertexIndex < indexBuffer.length; polygonVertexIndex ++ ) {
var vertexIndex = indexBuffer[ polygonVertexIndex ];
var endOfFace = false;
if ( vertexIndex < 0 ) {
vertexIndex = vertexIndex ^ - 1;
indexBuffer[ polygonVertexIndex ] = vertexIndex;
endOfFace = true;
}
var vertex = new Vertex();
var weightIndices = [];
var weights = [];
vertex.position.fromArray( vertexBuffer, vertexIndex * 3 );
if ( deformer ) {
if ( weightTable[ vertexIndex ] !== undefined ) {
var array = weightTable[ vertexIndex ];
for ( var j = 0, jl = array.length; j < jl; j ++ ) {
weights.push( array[ j ].weight );
weightIndices.push( array[ j ].id );
}
}
if ( weights.length > 4 ) {
if ( ! displayedWeightsWarning ) {
console.warn( 'FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );
displayedWeightsWarning = true;
}
var WIndex = [ 0, 0, 0, 0 ];
var Weight = [ 0, 0, 0, 0 ];
weights.forEach( function ( weight, weightIndex ) {
var currentWeight = weight;
var currentIndex = weightIndices[ weightIndex ];
Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {
if ( currentWeight > comparedWeight ) {
comparedWeightArray[ comparedWeightIndex ] = currentWeight;
currentWeight = comparedWeight;
var tmp = WIndex[ comparedWeightIndex ];
WIndex[ comparedWeightIndex ] = currentIndex;
currentIndex = tmp;
}
} );
} );
weightIndices = WIndex;
weights = Weight;
}
for ( var i = weights.length; i < 4; ++ i ) {
weights[ i ] = 0;
weightIndices[ i ] = 0;
}
vertex.skinWeights.fromArray( weights );
vertex.skinIndices.fromArray( weightIndices );
}
if ( normalInfo ) {
vertex.normal.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, normalInfo ) );
}
if ( uvInfo ) {
vertex.uv.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, uvInfo ) );
}
if ( colorInfo ) {
vertex.color.fromArray( getData( polygonVertexIndex, polygonIndex, vertexIndex, colorInfo ) );
}
faceVertexBuffer.push( vertex );
if ( endOfFace ) {
var face = new Face();
face.genTrianglesFromVertices( faceVertexBuffer );
if ( materialInfo !== undefined ) {
var materials = getData( polygonVertexIndex, polygonIndex, vertexIndex, materialInfo );
face.materialIndex = materials[ 0 ];
} else {
// Seems like some models don't have materialInfo(subNodes.LayerElementMaterial).
// Set 0 in such a case.
face.materialIndex = 0;
}
geometry.faces.push( face );
faceVertexBuffer = [];
polygonIndex ++;
endOfFace = false;
}
}
/**
* @type {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
*/
var bufferInfo = geometry.flattenToBuffers();
var geo = new THREE.BufferGeometry();
geo.name = geometryNode.name;
geo.addAttribute( 'position', new THREE.Float32BufferAttribute( bufferInfo.vertexBuffer, 3 ) );
if ( bufferInfo.normalBuffer.length > 0 ) {
geo.addAttribute( 'normal', new THREE.Float32BufferAttribute( bufferInfo.normalBuffer, 3 ) );
}
if ( bufferInfo.uvBuffer.length > 0 ) {
geo.addAttribute( 'uv', new THREE.Float32BufferAttribute( bufferInfo.uvBuffer, 2 ) );
}
if ( subNodes.LayerElementColor ) {
geo.addAttribute( 'color', new THREE.Float32BufferAttribute( bufferInfo.colorBuffer, 3 ) );
}
if ( deformer ) {
geo.addAttribute( 'skinIndex', new THREE.Float32BufferAttribute( bufferInfo.skinIndexBuffer, 4 ) );
geo.addAttribute( 'skinWeight', new THREE.Float32BufferAttribute( bufferInfo.skinWeightBuffer, 4 ) );
geo.FBX_Deformer = deformer;
}
// Convert the material indices of each vertex into rendering groups on the geometry.
var materialIndexBuffer = bufferInfo.materialIndexBuffer;
var prevMaterialIndex = materialIndexBuffer[ 0 ];
var startIndex = 0;
for ( var i = 0; i < materialIndexBuffer.length; ++ i ) {
if ( materialIndexBuffer[ i ] !== prevMaterialIndex ) {
geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );
prevMaterialIndex = materialIndexBuffer[ i ];
startIndex = i;
}
}
return geo;
}
/**
* Parses normal information for geometry.
* @param {FBXGeometryNode} geometryNode
* @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
*/
function getNormals( NormalNode ) {
var mappingType = NormalNode.properties.MappingInformationType;
var referenceType = NormalNode.properties.ReferenceInformationType;
var buffer = parseFloatArray( NormalNode.subNodes.Normals.properties.a );
var indexBuffer = [];
if ( referenceType === 'IndexToDirect' ) {
if ( 'NormalIndex' in NormalNode.subNodes ) {
indexBuffer = parseIntArray( NormalNode.subNodes.NormalIndex.properties.a );
} else if ( 'NormalsIndex' in NormalNode.subNodes ) {
indexBuffer = parseIntArray( NormalNode.subNodes.NormalsIndex.properties.a );
}
}
return {
dataSize: 3,
buffer: buffer,
indices: indexBuffer,
mappingType: mappingType,
referenceType: referenceType
};
}
/**
* Parses UV information for geometry.
* @param {FBXGeometryNode} geometryNode
* @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
*/
function getUVs( UVNode ) {
var mappingType = UVNode.properties.MappingInformationType;
var referenceType = UVNode.properties.ReferenceInformationType;
var buffer = parseFloatArray( UVNode.subNodes.UV.properties.a );
var indexBuffer = [];
if ( referenceType === 'IndexToDirect' ) {
indexBuffer = parseIntArray( UVNode.subNodes.UVIndex.properties.a );
}
return {
dataSize: 2,
buffer: buffer,
indices: indexBuffer,
mappingType: mappingType,
referenceType: referenceType
};
}
/**
* Parses Vertex Color information for geometry.
* @param {FBXGeometryNode} geometryNode
* @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
*/
function getColors( ColorNode ) {
var mappingType = ColorNode.properties.MappingInformationType;
var referenceType = ColorNode.properties.ReferenceInformationType;
var buffer = parseFloatArray( ColorNode.subNodes.Colors.properties.a );
var indexBuffer = [];
if ( referenceType === 'IndexToDirect' ) {
indexBuffer = parseFloatArray( ColorNode.subNodes.ColorIndex.properties.a );
}
return {
dataSize: 4,
buffer: buffer,
indices: indexBuffer,
mappingType: mappingType,
referenceType: referenceType
};
}
/**
* Parses material application information for geometry.
* @param {FBXGeometryNode}
* @returns {{dataSize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}}
*/
function getMaterials( MaterialNode ) {
var mappingType = MaterialNode.properties.MappingInformationType;
var referenceType = MaterialNode.properties.ReferenceInformationType;
if ( mappingType === 'NoMappingInformation' ) {
return {
dataSize: 1,
buffer: [ 0 ],
indices: [ 0 ],
mappingType: 'AllSame',
referenceType: referenceType
};
}
var materialIndexBuffer = parseIntArray( MaterialNode.subNodes.Materials.properties.a );
// Since materials are stored as indices, there's a bit of a mismatch between FBX and what
// we expect. So we create an intermediate buffer that points to the index in the buffer,
// for conforming with the other functions we've written for other data.
var materialIndices = [];
for ( var materialIndexBufferIndex = 0, materialIndexBufferLength = materialIndexBuffer.length; materialIndexBufferIndex < materialIndexBufferLength; ++ materialIndexBufferIndex ) {
materialIndices.push( materialIndexBufferIndex );
}
return {
dataSize: 1,
buffer: materialIndexBuffer,
indices: materialIndices,
mappingType: mappingType,
referenceType: referenceType
};
}
/**
* Function uses the infoObject and given indices to return value array of object.
* @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
* @param {number} polygonIndex - Index of polygon in geometry.
* @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
* @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
* @returns {number[]}
*/
var dataArray = [];
var GetData = {
ByPolygonVertex: {
/**
* Function uses the infoObject and given indices to return value array of object.
* @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
* @param {number} polygonIndex - Index of polygon in geometry.
* @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
* @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
* @returns {number[]}
*/
Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
var from = ( polygonVertexIndex * infoObject.dataSize );
var to = ( polygonVertexIndex * infoObject.dataSize ) + infoObject.dataSize;
// return infoObject.buffer.slice( from, to );
return slice( dataArray, infoObject.buffer, from, to );
},
/**
* Function uses the infoObject and given indices to return value array of object.
* @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
* @param {number} polygonIndex - Index of polygon in geometry.
* @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
* @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
* @returns {number[]}
*/
IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
var index = infoObject.indices[ polygonVertexIndex ];
var from = ( index * infoObject.dataSize );
var to = ( index * infoObject.dataSize ) + infoObject.dataSize;
// return infoObject.buffer.slice( from, to );
return slice( dataArray, infoObject.buffer, from, to );
}
},
ByPolygon: {
/**
* Function uses the infoObject and given indices to return value array of object.
* @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
* @param {number} polygonIndex - Index of polygon in geometry.
* @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
* @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
* @returns {number[]}
*/
Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
var from = polygonIndex * infoObject.dataSize;
var to = polygonIndex * infoObject.dataSize + infoObject.dataSize;
// return infoObject.buffer.slice( from, to );
return slice( dataArray, infoObject.buffer, from, to );
},
/**
* Function uses the infoObject and given indices to return value array of object.
* @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
* @param {number} polygonIndex - Index of polygon in geometry.
* @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
* @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
* @returns {number[]}
*/
IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
var index = infoObject.indices[ polygonIndex ];
var from = index * infoObject.dataSize;
var to = index * infoObject.dataSize + infoObject.dataSize;
// return infoObject.buffer.slice( from, to );
return slice( dataArray, infoObject.buffer, from, to );
}
},
ByVertice: {
Direct: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
var from = ( vertexIndex * infoObject.dataSize );
var to = ( vertexIndex * infoObject.dataSize ) + infoObject.dataSize;
// return infoObject.buffer.slice( from, to );
return slice( dataArray, infoObject.buffer, from, to );
}
},
AllSame: {
/**
* Function uses the infoObject and given indices to return value array of object.
* @param {number} polygonVertexIndex - Index of vertex in draw order (which index of the index buffer refers to this vertex).
* @param {number} polygonIndex - Index of polygon in geometry.
* @param {number} vertexIndex - Index of vertex inside vertex buffer (used because some data refers to old index buffer that we don't use anymore).
* @param {{datasize: number, buffer: number[], indices: number[], mappingType: string, referenceType: string}} infoObject - Object containing data and how to access data.
* @returns {number[]}
*/
IndexToDirect: function ( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
var from = infoObject.indices[ 0 ] * infoObject.dataSize;
var to = infoObject.indices[ 0 ] * infoObject.dataSize + infoObject.dataSize;
// return infoObject.buffer.slice( from, to );
return slice( dataArray, infoObject.buffer, from, to );
}
}
};
function getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {
return GetData[ infoObject.mappingType ][ infoObject.referenceType ]( polygonVertexIndex, polygonIndex, vertexIndex, infoObject );
}
/**
* Specialty function for parsing NurbsCurve based Geometry Nodes.
* @param {FBXGeometryNode} geometryNode
* @param {{parents: {ID: number, relationship: string}[], children: {ID: number, relationship: string}[]}} relationships
* @returns {THREE.BufferGeometry}
*/
function parseNurbsGeometry( geometryNode ) {
if ( THREE.NURBSCurve === undefined ) {
console.error( 'FBXLoader: The loader relies on THREE.NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );
return new THREE.BufferGeometry();
}
var order = parseInt( geometryNode.properties.Order );
if ( isNaN( order ) ) {
console.error( 'FBXLoader: Invalid Order %s given for geometry ID: %s', geometryNode.properties.Order, geometryNode.id );
return new THREE.BufferGeometry();
}
var degree = order - 1;
var knots = parseFloatArray( geometryNode.subNodes.KnotVector.properties.a );
var controlPoints = [];
var pointsValues = parseFloatArray( geometryNode.subNodes.Points.properties.a );
for ( var i = 0, l = pointsValues.length; i < l; i += 4 ) {
controlPoints.push( new THREE.Vector4().fromArray( pointsValues, i ) );
}
var startKnot, endKnot;
if ( geometryNode.properties.Form === 'Closed' ) {
controlPoints.push( controlPoints[ 0 ] );
} else if ( geometryNode.properties.Form === 'Periodic' ) {
startKnot = degree;
endKnot = knots.length - 1 - startKnot;
for ( var i = 0; i < degree; ++ i ) {
controlPoints.push( controlPoints[ i ] );
}
}
var curve = new THREE.NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );
var vertices = curve.getPoints( controlPoints.length * 7 );
var positions = new Float32Array( vertices.length * 3 );
for ( var i = 0, l = vertices.length; i < l; ++ i ) {
vertices[ i ].toArray( positions, i * 3 );
}
var geometry = new THREE.BufferGeometry();
geometry.addAttribute( 'position', new THREE.BufferAttribute( positions, 3 ) );
return geometry;
}
/**
* Finally generates Scene graph and Scene graph Objects.
* @param {{Objects: {subNodes: {Model: Object.}}}} FBXTree
* @param {Map} connections
* @param {Map, array: {FBX_ID: number, indices: number[], weights: number[], transform: number[], transformLink: number[], linkMode: string}[], skeleton: THREE.Skeleton|null}>} deformers
* @param {Map} geometryMap
* @param {Map} materialMap
* @returns {THREE.Group}
*/
function parseScene( FBXTree, connections, deformers, geometryMap, materialMap ) {
var sceneGraph = new THREE.Group();
var ModelNode = FBXTree.Objects.subNodes.Model;
/**
* @type {Array.}
*/
var modelArray = [];
/**
* @type {Map.}
*/
var modelMap = new Map();
for ( var nodeID in ModelNode ) {
var id = parseInt( nodeID );
var node = ModelNode[ nodeID ];
var conns = connections.get( id );
var model = null;
for ( var i = 0; i < conns.parents.length; ++ i ) {
for ( var FBX_ID in deformers ) {
var deformer = deformers[ FBX_ID ];
var subDeformers = deformer.map;
var subDeformer = subDeformers[ conns.parents[ i ].ID ];
if ( subDeformer ) {
var model2 = model;
model = new THREE.Bone();
deformer.bones[ subDeformer.index ] = model;
// seems like we need this not to make non-connected bone, maybe?
// TODO: confirm
if ( model2 !== null ) model.add( model2 );
}
}
}
if ( ! model ) {
switch ( node.attrType ) {
case 'Mesh':
/**
* @type {?THREE.BufferGeometry}
*/
var geometry = null;
/**
* @type {THREE.MultiMaterial|THREE.Material}
*/
var material = null;
/**
* @type {Array.}
*/
var materials = [];
for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
var child = conns.children[ childrenIndex ];
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 THREE.MeshBasicMaterial( { color: 0x3300ff } );
materials.push( material );
}
if ( 'color' in geometry.attributes ) {
for ( var materialIndex = 0, numMaterials = materials.length; materialIndex < numMaterials; ++materialIndex ) {
materials[ materialIndex ].vertexColors = THREE.VertexColors;
}
}
if ( geometry.FBX_Deformer ) {
for ( var materialsIndex = 0, materialsLength = materials.length; materialsIndex < materialsLength; ++ materialsIndex ) {
materials[ materialsIndex ].skinning = true;
}
model = new THREE.SkinnedMesh( geometry, material );
} else {
model = new THREE.Mesh( geometry, material );
}
break;
case 'NurbsCurve':
var geometry = null;
for ( var childrenIndex = 0, childrenLength = conns.children.length; childrenIndex < childrenLength; ++ childrenIndex ) {
var child = conns.children[ childrenIndex ];
if ( geometryMap.has( child.ID ) ) {
geometry = geometryMap.get( child.ID );
}
}
// FBX does not list materials for Nurbs lines, so we'll just put our own in here.
material = new THREE.LineBasicMaterial( { color: 0x3300ff, linewidth: 5 } );
model = new THREE.Line( geometry, material );
break;
default:
model = new THREE.Object3D();
break;
}
}
model.name = node.attrName.replace( /:/, '' ).replace( /_/, '' ).replace( /-/, '' );
model.FBX_ID = id;
modelArray.push( model );
modelMap.set( id, model );
}
for ( var modelArrayIndex = 0, modelArrayLength = modelArray.length; modelArrayIndex < modelArrayLength; ++ modelArrayIndex ) {
var model = modelArray[ modelArrayIndex ];
var node = ModelNode[ model.FBX_ID ];
if ( 'Lcl_Translation' in node.properties ) {
model.position.fromArray( parseFloatArray( node.properties.Lcl_Translation.value ) );
}
if ( 'Lcl_Rotation' in node.properties ) {
var rotation = parseFloatArray( node.properties.Lcl_Rotation.value ).map( degreeToRadian );
rotation.push( 'ZYX' );
model.rotation.fromArray( rotation );
}
if ( 'Lcl_Scaling' in node.properties ) {
model.scale.fromArray( parseFloatArray( node.properties.Lcl_Scaling.value ) );
}
if ( 'PreRotation' in node.properties ) {
var preRotations = new THREE.Euler().setFromVector3( parseVector3( node.properties.PreRotation ).multiplyScalar( DEG2RAD ), 'ZYX' );
preRotations = new THREE.Quaternion().setFromEuler( preRotations );
var currentRotation = new THREE.Quaternion().setFromEuler( model.rotation );
preRotations.multiply( currentRotation );
model.rotation.setFromQuaternion( preRotations, 'ZYX' );
}
var conns = connections.get( model.FBX_ID );
for ( var parentIndex = 0; parentIndex < conns.parents.length; parentIndex ++ ) {
var pIndex = findIndex( modelArray, function ( mod ) {
return mod.FBX_ID === conns.parents[ parentIndex ].ID;
} );
if ( pIndex > - 1 ) {
modelArray[ pIndex ].add( model );
break;
}
}
if ( model.parent === null ) {
sceneGraph.add( model );
}
}
// Now with the bones created, we can update the skeletons and bind them to the skinned meshes.
sceneGraph.updateMatrixWorld( true );
// Put skeleton into bind pose.
var BindPoseNode = FBXTree.Objects.subNodes.Pose;
for ( var nodeID in BindPoseNode ) {
if ( BindPoseNode[ nodeID ].attrType === 'BindPose' ) {
BindPoseNode = BindPoseNode[ nodeID ];
break;
}
}
if ( BindPoseNode ) {
var PoseNode = BindPoseNode.subNodes.PoseNode;
var worldMatrices = new Map();
for ( var PoseNodeIndex = 0, PoseNodeLength = PoseNode.length; PoseNodeIndex < PoseNodeLength; ++ PoseNodeIndex ) {
var node = PoseNode[ PoseNodeIndex ];
var rawMatWrd = parseMatrixArray( node.subNodes.Matrix.properties.a );
worldMatrices.set( parseInt( node.id ), rawMatWrd );
}
}
for ( var FBX_ID in deformers ) {
var deformer = deformers[ FBX_ID ];
var subDeformers = deformer.map;
for ( var key in subDeformers ) {
var subDeformer = subDeformers[ key ];
var subDeformerIndex = subDeformer.index;
/**
* @type {THREE.Bone}
*/
var bone = deformer.bones[ subDeformerIndex ];
if ( ! worldMatrices.has( bone.FBX_ID ) ) {
break;
}
var mat = worldMatrices.get( bone.FBX_ID );
bone.matrixWorld.copy( mat );
}
// Now that skeleton is in bind pose, bind to model.
deformer.skeleton = new THREE.Skeleton( deformer.bones );
var conns = connections.get( deformer.FBX_ID );
var parents = conns.parents;
for ( var parentsIndex = 0, parentsLength = parents.length; parentsIndex < parentsLength; ++ parentsIndex ) {
var parent = parents[ parentsIndex ];
if ( geometryMap.has( parent.ID ) ) {
var geoID = parent.ID;
var geoConns = connections.get( geoID );
for ( var i = 0; i < geoConns.parents.length; ++ i ) {
if ( modelMap.has( geoConns.parents[ i ].ID ) ) {
var model = modelMap.get( geoConns.parents[ i ].ID );
//ASSERT model typeof SkinnedMesh
model.bind( deformer.skeleton, model.matrixWorld );
break;
}
}
}
}
}
//Skeleton is now bound, return objects to starting
//world positions.
sceneGraph.updateMatrixWorld( true );
// Silly hack with the animation parsing. We're gonna pretend the scene graph has a skeleton
// to attach animations to, since FBXs treat animations as animations for the entire scene,
// not just for individual objects.
sceneGraph.skeleton = {
bones: modelArray
};
var animations = parseAnimations( FBXTree, connections, sceneGraph );
addAnimations( sceneGraph, animations );
return sceneGraph;
}
/**
* Parses animation information from FBXTree and generates an AnimationInfoObject.
* @param {{Objects: {subNodes: {AnimationCurveNode: any, AnimationCurve: any, AnimationLayer: any, AnimationStack: any}}}} FBXTree
* @param {Map} connections
*/
function parseAnimations( FBXTree, connections, sceneGraph ) {
var rawNodes = FBXTree.Objects.subNodes.AnimationCurveNode;
var rawCurves = FBXTree.Objects.subNodes.AnimationCurve;
var rawLayers = FBXTree.Objects.subNodes.AnimationLayer;
var rawStacks = FBXTree.Objects.subNodes.AnimationStack;
/**
* @type {{
curves: Map,
layers: Map,
stacks: Map,
length: number,
fps: number,
frames: number
}}
*/
var returnObject = {
curves: new Map(),
layers: {},
stacks: {},
length: 0,
fps: 30,
frames: 0
};
/**
* @type {Array.<{
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
}>}
*/
var animationCurveNodes = [];
for ( var nodeID in rawNodes ) {
if ( nodeID.match( /\d+/ ) ) {
var animationNode = parseAnimationNode( FBXTree, rawNodes[ nodeID ], connections, sceneGraph );
animationCurveNodes.push( animationNode );
}
}
/**
* @type {Map.}
*/
var tmpMap = new Map();
for ( var animationCurveNodeIndex = 0; animationCurveNodeIndex < animationCurveNodes.length; ++ animationCurveNodeIndex ) {
if ( animationCurveNodes[ animationCurveNodeIndex ] === null ) {
continue;
}
tmpMap.set( animationCurveNodes[ animationCurveNodeIndex ].id, animationCurveNodes[ animationCurveNodeIndex ] );
}
/**
* @type {{
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
}[]}
*/
var animationCurves = [];
for ( nodeID in rawCurves ) {
if ( nodeID.match( /\d+/ ) ) {
var animationCurve = parseAnimationCurve( rawCurves[ nodeID ] );
// seems like this check would be necessary?
if ( ! connections.has( animationCurve.id ) ) continue;
animationCurves.push( animationCurve );
var firstParentConn = connections.get( animationCurve.id ).parents[ 0 ];
var firstParentID = firstParentConn.ID;
var firstParentRelationship = firstParentConn.relationship;
var axis = '';
if ( firstParentRelationship.match( /X/ ) ) {
axis = 'x';
} else if ( firstParentRelationship.match( /Y/ ) ) {
axis = 'y';
} else if ( firstParentRelationship.match( /Z/ ) ) {
axis = 'z';
} else {
continue;
}
tmpMap.get( firstParentID ).curves[ axis ] = animationCurve;
}
}
tmpMap.forEach( function ( curveNode ) {
var id = curveNode.containerBoneID;
if ( ! returnObject.curves.has( id ) ) {
returnObject.curves.set( id, { T: null, R: null, S: null } );
}
returnObject.curves.get( id )[ curveNode.attr ] = curveNode;
if ( curveNode.attr === 'R' ) {
var curves = curveNode.curves;
// Seems like some FBX files have AnimationCurveNode
// which doesn't have any connected AnimationCurve.
// Setting animation parameter for them here.
if ( curves.x === null ) {
curves.x = {
version: null,
times: [ 0.0 ],
values: [ 0.0 ]
};
}
if ( curves.y === null ) {
curves.y = {
version: null,
times: [ 0.0 ],
values: [ 0.0 ]
};
}
if ( curves.z === null ) {
curves.z = {
version: null,
times: [ 0.0 ],
values: [ 0.0 ]
};
}
curves.x.values = curves.x.values.map( degreeToRadian );
curves.y.values = curves.y.values.map( degreeToRadian );
curves.z.values = curves.z.values.map( degreeToRadian );
if ( curveNode.preRotations !== null ) {
var preRotations = new THREE.Euler().setFromVector3( curveNode.preRotations, 'ZYX' );
preRotations = new THREE.Quaternion().setFromEuler( preRotations );
var frameRotation = new THREE.Euler();
var frameRotationQuaternion = new THREE.Quaternion();
for ( var frame = 0; frame < curves.x.times.length; ++ frame ) {
frameRotation.set( curves.x.values[ frame ], curves.y.values[ frame ], curves.z.values[ frame ], 'ZYX' );
frameRotationQuaternion.setFromEuler( frameRotation ).premultiply( preRotations );
frameRotation.setFromQuaternion( frameRotationQuaternion, 'ZYX' );
curves.x.values[ frame ] = frameRotation.x;
curves.y.values[ frame ] = frameRotation.y;
curves.z.values[ frame ] = frameRotation.z;
}
}
}
} );
for ( var nodeID in rawLayers ) {
/**
* @type {{
T: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
},
},
R: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
},
},
S: {
id: number;
attr: string;
internalID: number;
attrX: boolean;
attrY: boolean;
attrZ: boolean;
containerBoneID: number;
containerID: number;
curves: {
x: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
y: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
z: {
version: any;
id: number;
internalID: number;
times: number[];
values: number[];
attrFlag: number[];
attrData: number[];
};
},
}
}[]}
*/
var layer = [];
var children = connections.get( parseInt( nodeID ) ).children;
for ( var childIndex = 0; childIndex < children.length; childIndex ++ ) {
// Skip lockInfluenceWeights
if ( tmpMap.has( children[ childIndex ].ID ) ) {
var curveNode = tmpMap.get( children[ childIndex ].ID );
var boneID = curveNode.containerBoneID;
if ( layer[ boneID ] === undefined ) {
layer[ boneID ] = {
T: null,
R: null,
S: null
};
}
layer[ boneID ][ curveNode.attr ] = curveNode;
}
}
returnObject.layers[ nodeID ] = layer;
}
for ( var nodeID in rawStacks ) {
var layers = [];
var children = connections.get( parseInt( nodeID ) ).children;
var timestamps = { max: 0, min: Number.MAX_VALUE };
for ( var childIndex = 0; childIndex < children.length; ++ childIndex ) {
var currentLayer = returnObject.layers[ children[ childIndex ].ID ];
if ( currentLayer !== undefined ) {
layers.push( currentLayer );
for ( var currentLayerIndex = 0, currentLayerLength = currentLayer.length; currentLayerIndex < currentLayerLength; ++ currentLayerIndex ) {
var layer = currentLayer[ currentLayerIndex ];
if ( layer ) {
getCurveNodeMaxMinTimeStamps( layer, timestamps );
}
}
}
}
// Do we have an animation clip with actual length?
if ( timestamps.max > timestamps.min ) {
returnObject.stacks[ nodeID ] = {
name: rawStacks[ nodeID ].attrName,
layers: layers,
length: timestamps.max - timestamps.min,
frames: ( timestamps.max - timestamps.min ) * 30
};
}
}
return returnObject;
}
/**
* @param {Object} FBXTree
* @param {{id: number, attrName: string, properties: Object}} animationCurveNode
* @param {Map} connections
* @param {{skeleton: {bones: {FBX_ID: number}[]}}} sceneGraph
*/
function parseAnimationNode( FBXTree, animationCurveNode, connections, sceneGraph ) {
var rawModels = FBXTree.Objects.subNodes.Model;
var returnObject = {
/**
* @type {number}
*/
id: animationCurveNode.id,
/**
* @type {string}
*/
attr: animationCurveNode.attrName,
/**
* @type {number}
*/
internalID: animationCurveNode.id,
/**
* @type {boolean}
*/
attrX: false,
/**
* @type {boolean}
*/
attrY: false,
/**
* @type {boolean}
*/
attrZ: false,
/**
* @type {number}
*/
containerBoneID: - 1,
/**
* @type {number}
*/
containerID: - 1,
curves: {
x: null,
y: null,
z: null
},
/**
* @type {number[]}
*/
preRotations: null
};
if ( returnObject.attr.match( /S|R|T/ ) ) {
for ( var attributeKey in animationCurveNode.properties ) {
if ( attributeKey.match( /X/ ) ) {
returnObject.attrX = true;
}
if ( attributeKey.match( /Y/ ) ) {
returnObject.attrY = true;
}
if ( attributeKey.match( /Z/ ) ) {
returnObject.attrZ = true;
}
}
} else {
return null;
}
var conns = connections.get( returnObject.id );
var containerIndices = conns.parents;
for ( var containerIndicesIndex = containerIndices.length - 1; containerIndicesIndex >= 0; -- containerIndicesIndex ) {
var boneID = findIndex( sceneGraph.skeleton.bones, function ( bone ) {
return bone.FBX_ID === containerIndices[ containerIndicesIndex ].ID;
} );
if ( boneID > - 1 ) {
returnObject.containerBoneID = boneID;
returnObject.containerID = containerIndices[ containerIndicesIndex ].ID;
var model = rawModels[ returnObject.containerID.toString() ];
if ( 'PreRotation' in model.properties ) {
returnObject.preRotations = parseVector3( model.properties.PreRotation ).multiplyScalar( Math.PI / 180 );
}
break;
}
}
return returnObject;
}
/**
* @param {{id: number, subNodes: {KeyTime: {properties: {a: string}}, KeyValueFloat: {properties: {a: string}}, KeyAttrFlags: {properties: {a: string}}, KeyAttrDataFloat: {properties: {a: string}}}}} animationCurve
*/
function parseAnimationCurve( animationCurve ) {
return {
version: null,
id: animationCurve.id,
internalID: animationCurve.id,
times: parseFloatArray( animationCurve.subNodes.KeyTime.properties.a ).map( convertFBXTimeToSeconds ),
values: parseFloatArray( animationCurve.subNodes.KeyValueFloat.properties.a ),
attrFlag: parseIntArray( animationCurve.subNodes.KeyAttrFlags.properties.a ),
attrData: parseFloatArray( animationCurve.subNodes.KeyAttrDataFloat.properties.a )
};
}
/**
* Sets the maxTimeStamp and minTimeStamp variables if it has timeStamps that are either larger or smaller
* than the max or min respectively.
* @param {{
T: {
id: number,
attr: string,
internalID: number,
attrX: boolean,
attrY: boolean,
attrZ: boolean,
containerBoneID: number,
containerID: number,
curves: {
x: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
y: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
z: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
},
},
R: {
id: number,
attr: string,
internalID: number,
attrX: boolean,
attrY: boolean,
attrZ: boolean,
containerBoneID: number,
containerID: number,
curves: {
x: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
y: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
z: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
},
},
S: {
id: number,
attr: string,
internalID: number,
attrX: boolean,
attrY: boolean,
attrZ: boolean,
containerBoneID: number,
containerID: number,
curves: {
x: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
y: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
z: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
},
},
}} layer
*/
function getCurveNodeMaxMinTimeStamps( layer, timestamps ) {
if ( layer.R ) {
getCurveMaxMinTimeStamp( layer.R.curves, timestamps );
}
if ( layer.S ) {
getCurveMaxMinTimeStamp( layer.S.curves, timestamps );
}
if ( layer.T ) {
getCurveMaxMinTimeStamp( layer.T.curves, timestamps );
}
}
/**
* Sets the maxTimeStamp and minTimeStamp if one of the curve's time stamps
* exceeds the maximum or minimum.
* @param {{
x: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
y: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
},
z: {
version: any,
id: number,
internalID: number,
times: number[],
values: number[],
attrFlag: number[],
attrData: number[],
}
}} curve
*/
function getCurveMaxMinTimeStamp( curve, timestamps ) {
if ( curve.x ) {
getCurveAxisMaxMinTimeStamps( curve.x, timestamps );
}
if ( curve.y ) {
getCurveAxisMaxMinTimeStamps( curve.y, timestamps );
}
if ( curve.z ) {
getCurveAxisMaxMinTimeStamps( curve.z, timestamps );
}
}
/**
* Sets the maxTimeStamp and minTimeStamp if one of its timestamps exceeds the maximum or minimum.
* @param {{times: number[]}} axis
*/
function getCurveAxisMaxMinTimeStamps( axis, timestamps ) {
timestamps.max = axis.times[ axis.times.length - 1 ] > timestamps.max ? axis.times[ axis.times.length - 1 ] : timestamps.max;
timestamps.min = axis.times[ 0 ] < timestamps.min ? axis.times[ 0 ] : timestamps.min;
}
/**
* @param {{
curves: Map;
layers: Map;
stacks: Map;
length: number;
fps: number;
frames: number;
}} animations,
* @param {{skeleton: { bones: THREE.Bone[]}}} group
*/
function addAnimations( group, animations ) {
if ( group.animations === undefined ) {
group.animations = [];
}
var stacks = animations.stacks;
for ( var key in stacks ) {
var stack = stacks[ key ];
/**
* @type {{
* name: string,
* fps: number,
* length: number,
* hierarchy: Array.<{
* parent: number,
* name: string,
* keys: Array.<{
* time: number,
* pos: Array.,
* rot: Array.,
* scl: Array.
* }>
* }>
* }}
*/
var animationData = {
name: stack.name,
fps: 30,
length: stack.length,
hierarchy: []
};
var bones = group.skeleton.bones;
for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
var bone = bones[ bonesIndex ];
var name = bone.name.replace( /.*:/, '' );
var parentIndex = findIndex( bones, function ( parentBone ) {
return bone.parent === parentBone;
} );
animationData.hierarchy.push( { parent: parentIndex, name: name, keys: [] } );
}
for ( var frame = 0; frame <= stack.frames; frame ++ ) {
for ( var bonesIndex = 0, bonesLength = bones.length; bonesIndex < bonesLength; ++ bonesIndex ) {
var bone = bones[ bonesIndex ];
var boneIndex = bonesIndex;
var animationNode = stack.layers[ 0 ][ boneIndex ];
for ( var hierarchyIndex = 0, hierarchyLength = animationData.hierarchy.length; hierarchyIndex < hierarchyLength; ++ hierarchyIndex ) {
var node = animationData.hierarchy[ hierarchyIndex ];
if ( node.name === bone.name ) {
node.keys.push( generateKey( animations, animationNode, bone, frame ) );
}
}
}
}
group.animations.push( THREE.AnimationClip.parseAnimation( animationData, bones ) );
}
}
var euler = new THREE.Euler();
var quaternion = new THREE.Quaternion();
/**
* @param {THREE.Bone} bone
*/
function generateKey( animations, animationNode, bone, frame ) {
var key = {
time: frame / animations.fps,
pos: bone.position.toArray(),
rot: bone.quaternion.toArray(),
scl: bone.scale.toArray()
};
if ( animationNode === undefined ) return key;
try {
if ( hasCurve( animationNode, 'T' ) && hasKeyOnFrame( animationNode.T, frame ) ) {
key.pos = [ animationNode.T.curves.x.values[ frame ], animationNode.T.curves.y.values[ frame ], animationNode.T.curves.z.values[ frame ] ];
}
if ( hasCurve( animationNode, 'R' ) && hasKeyOnFrame( animationNode.R, frame ) ) {
var rotationX = animationNode.R.curves.x.values[ frame ];
var rotationY = animationNode.R.curves.y.values[ frame ];
var rotationZ = animationNode.R.curves.z.values[ frame ];
quaternion.setFromEuler( euler.set( rotationX, rotationY, rotationZ, 'ZYX' ) );
key.rot = quaternion.toArray();
}
if ( hasCurve( animationNode, 'S' ) && hasKeyOnFrame( animationNode.S, frame ) ) {
key.scl = [ animationNode.S.curves.x.values[ frame ], animationNode.S.curves.y.values[ frame ], animationNode.S.curves.z.values[ frame ] ];
}
} catch ( error ) {
// Curve is not fully plotted.
console.log( 'FBXLoader: ', bone );
console.log( 'FBXLoader: ', error );
}
return key;
}
var AXES = [ 'x', 'y', 'z' ];
function hasCurve( animationNode, attribute ) {
if ( animationNode === undefined ) {
return false;
}
var attributeNode = animationNode[ attribute ];
if ( ! attributeNode ) {
return false;
}
return AXES.every( function ( key ) {
return attributeNode.curves[ key ] !== null;
} );
}
function hasKeyOnFrame( attributeNode, frame ) {
return AXES.every( function ( key ) {
return isKeyExistOnFrame( attributeNode.curves[ key ], frame );
} );
}
function isKeyExistOnFrame( curve, frame ) {
return curve.values[ frame ] !== undefined;
}
/**
* An instance of a Vertex with data for drawing vertices to the screen.
* @constructor
*/
function Vertex() {
/**
* Position of the vertex.
* @type {THREE.Vector3}
*/
this.position = new THREE.Vector3();
/**
* Normal of the vertex
* @type {THREE.Vector3}
*/
this.normal = new THREE.Vector3();
/**
* UV coordinates of the vertex.
* @type {THREE.Vector2}
*/
this.uv = new THREE.Vector2();
/**
* Color of the vertex
* @type {THREE.Vector3}
*/
this.color = new THREE.Vector3();
/**
* Indices of the bones vertex is influenced by.
* @type {THREE.Vector4}
*/
this.skinIndices = new THREE.Vector4( 0, 0, 0, 0 );
/**
* Weights that each bone influences the vertex.
* @type {THREE.Vector4}
*/
this.skinWeights = new THREE.Vector4( 0, 0, 0, 0 );
}
Object.assign( Vertex.prototype, {
copy: function ( target ) {
var returnVar = target || new Vertex();
returnVar.position.copy( this.position );
returnVar.normal.copy( this.normal );
returnVar.uv.copy( this.uv );
returnVar.skinIndices.copy( this.skinIndices );
returnVar.skinWeights.copy( this.skinWeights );
return returnVar;
},
flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
this.position.toArray( vertexBuffer, vertexBuffer.length );
this.normal.toArray( normalBuffer, normalBuffer.length );
this.uv.toArray( uvBuffer, uvBuffer.length );
this.color.toArray( colorBuffer, colorBuffer.length );
this.skinIndices.toArray( skinIndexBuffer, skinIndexBuffer.length );
this.skinWeights.toArray( skinWeightBuffer, skinWeightBuffer.length );
}
} );
/**
* @constructor
*/
function Triangle() {
/**
* @type {{position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}
*/
this.vertices = [];
}
Object.assign( Triangle.prototype, {
copy: function ( target ) {
var returnVar = target || new Triangle();
for ( var i = 0; i < this.vertices.length; ++ i ) {
this.vertices[ i ].copy( returnVar.vertices[ i ] );
}
return returnVar;
},
flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer ) {
var vertices = this.vertices;
for ( var i = 0, l = vertices.length; i < l; ++ i ) {
vertices[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer );
}
}
} );
/**
* @constructor
*/
function Face() {
/**
* @type {{vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[]}
*/
this.triangles = [];
this.materialIndex = 0;
}
Object.assign( Face.prototype, {
copy: function ( target ) {
var returnVar = target || new Face();
for ( var i = 0; i < this.triangles.length; ++ i ) {
this.triangles[ i ].copy( returnVar.triangles[ i ] );
}
returnVar.materialIndex = this.materialIndex;
return returnVar;
},
genTrianglesFromVertices: function ( vertexArray ) {
for ( var i = 2; i < vertexArray.length; ++ i ) {
var triangle = new Triangle();
triangle.vertices[ 0 ] = vertexArray[ 0 ];
triangle.vertices[ 1 ] = vertexArray[ i - 1 ];
triangle.vertices[ 2 ] = vertexArray[ i ];
this.triangles.push( triangle );
}
},
flattenToBuffers: function ( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer ) {
var triangles = this.triangles;
var materialIndex = this.materialIndex;
for ( var i = 0, l = triangles.length; i < l; ++ i ) {
triangles[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer );
append( materialIndexBuffer, [ materialIndex, materialIndex, materialIndex ] );
}
}
} );
/**
* @constructor
*/
function Geometry() {
/**
* @type {{triangles: {vertices: {position: THREE.Vector3, normal: THREE.Vector3, uv: THREE.Vector2, skinIndices: THREE.Vector4, skinWeights: THREE.Vector4}[]}[], materialIndex: number}[]}
*/
this.faces = [];
/**
* @type {{}|THREE.Skeleton}
*/
this.skeleton = null;
}
Object.assign( Geometry.prototype, {
/**
* @returns {{vertexBuffer: number[], normalBuffer: number[], uvBuffer: number[], skinIndexBuffer: number[], skinWeightBuffer: number[], materialIndexBuffer: number[]}}
*/
flattenToBuffers: function () {
var vertexBuffer = [];
var normalBuffer = [];
var uvBuffer = [];
var colorBuffer = [];
var skinIndexBuffer = [];
var skinWeightBuffer = [];
var materialIndexBuffer = [];
var faces = this.faces;
for ( var i = 0, l = faces.length; i < l; ++ i ) {
faces[ i ].flattenToBuffers( vertexBuffer, normalBuffer, uvBuffer, colorBuffer, skinIndexBuffer, skinWeightBuffer, materialIndexBuffer );
}
return {
vertexBuffer: vertexBuffer,
normalBuffer: normalBuffer,
uvBuffer: uvBuffer,
colorBuffer: colorBuffer,
skinIndexBuffer: skinIndexBuffer,
skinWeightBuffer: skinWeightBuffer,
materialIndexBuffer: materialIndexBuffer
};
}
} );
function TextParser() {}
Object.assign( TextParser.prototype, {
getPrevNode: function () {
return this.nodeStack[ this.currentIndent - 2 ];
},
getCurrentNode: function () {
return this.nodeStack[ this.currentIndent - 1 ];
},
getCurrentProp: function () {
return this.currentProp;
},
pushStack: function ( node ) {
this.nodeStack.push( node );
this.currentIndent += 1;
},
popStack: function () {
this.nodeStack.pop();
this.currentIndent -= 1;
},
setCurrentProp: function ( val, name ) {
this.currentProp = val;
this.currentPropName = name;
},
// ----------parse ---------------------------------------------------
parse: function ( text ) {
this.currentIndent = 0;
this.allNodes = new FBXTree();
this.nodeStack = [];
this.currentProp = [];
this.currentPropName = '';
var split = text.split( '\n' );
for ( var lineNum = 0, lineLength = split.length; lineNum < lineLength; lineNum ++ ) {
var l = split[ lineNum ];
// skip comment line
if ( l.match( /^[\s\t]*;/ ) ) {
continue;
}
// skip empty line
if ( l.match( /^[\s\t]*$/ ) ) {
continue;
}
// beginning of node
var beginningOfNodeExp = new RegExp( '^\\t{' + this.currentIndent + '}(\\w+):(.*){', '' );
var match = l.match( beginningOfNodeExp );
if ( match ) {
var nodeName = match[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );
var nodeAttrs = match[ 2 ].split( ',' );
for ( var i = 0, l = nodeAttrs.length; i < l; i ++ ) {
nodeAttrs[ i ] = nodeAttrs[ i ].trim().replace( /^"/, '' ).replace( /"$/, '' );
}
this.parseNodeBegin( l, nodeName, nodeAttrs || null );
continue;
}
// node's property
var propExp = new RegExp( '^\\t{' + ( this.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );
var match = l.match( propExp );
if ( match ) {
var propName = match[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
var propValue = match[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();
// for special case: base64 image data follows "Content: ," line
// Content: ,
// "iVB..."
if ( propName === 'Content' && propValue === ',' ) {
propValue = split[ ++ lineNum ].replace( /"/g, '' ).trim();
}
this.parseNodeProperty( l, propName, propValue );
continue;
}
// end of node
var endOfNodeExp = new RegExp( '^\\t{' + ( this.currentIndent - 1 ) + '}}' );
if ( l.match( endOfNodeExp ) ) {
this.nodeEnd();
continue;
}
// for special case,
//
// Vertices: *8670 {
// a: 0.0356229953467846,13.9599733352661,-0.399196773.....(snip)
// -0.0612030513584614,13.960485458374,-0.409748703241348,-0.10.....
// 0.12490539252758,13.7450733184814,-0.454119384288788,0.09272.....
// 0.0836158767342567,13.5432004928589,-0.435397416353226,0.028.....
//
// these case the lines must contiue with previous line
if ( l.match( /^[^\s\t}]/ ) ) {
this.parseNodePropertyContinued( l );
}
}
return this.allNodes;
},
parseNodeBegin: function ( line, nodeName, nodeAttrs ) {
// var nodeName = match[1];
var node = { 'name': nodeName, properties: {}, 'subNodes': {} };
var attrs = this.parseNodeAttr( nodeAttrs );
var currentNode = this.getCurrentNode();
// a top node
if ( this.currentIndent === 0 ) {
this.allNodes.add( nodeName, node );
} else {
// a subnode
// already exists subnode, then append it
if ( nodeName in currentNode.subNodes ) {
var tmp = currentNode.subNodes[ nodeName ];
// console.log( "duped entry found\nkey: " + nodeName + "\nvalue: " + propValue );
if ( this.isFlattenNode( currentNode.subNodes[ nodeName ] ) ) {
if ( attrs.id === '' ) {
currentNode.subNodes[ nodeName ] = [];
currentNode.subNodes[ nodeName ].push( tmp );
} else {
currentNode.subNodes[ nodeName ] = {};
currentNode.subNodes[ nodeName ][ tmp.id ] = tmp;
}
}
if ( attrs.id === '' ) {
currentNode.subNodes[ nodeName ].push( node );
} else {
currentNode.subNodes[ nodeName ][ attrs.id ] = node;
}
} else if ( typeof attrs.id === 'number' || attrs.id.match( /^\d+$/ ) ) {
currentNode.subNodes[ nodeName ] = {};
currentNode.subNodes[ nodeName ][ attrs.id ] = node;
} else {
currentNode.subNodes[ nodeName ] = node;
}
}
// for this ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
// NodeAttribute: 1001463072, "NodeAttribute::", "LimbNode" {
if ( nodeAttrs ) {
node.id = attrs.id;
node.attrName = attrs.name;
node.attrType = attrs.type;
}
this.pushStack( node );
},
parseNodeAttr: function ( attrs ) {
var id = attrs[ 0 ];
if ( attrs[ 0 ] !== '' ) {
id = parseInt( attrs[ 0 ] );
if ( isNaN( id ) ) {
// PolygonVertexIndex: *16380 {
id = attrs[ 0 ];
}
}
var name = '', type = '';
if ( attrs.length > 1 ) {
name = attrs[ 1 ].replace( /^(\w+)::/, '' );
type = attrs[ 2 ];
}
return { id: id, name: name, type: type };
},
parseNodeProperty: function ( line, propName, propValue ) {
var currentNode = this.getCurrentNode();
var parentName = currentNode.name;
// special case parent node's is like "Properties70"
// these children nodes must treat with careful
if ( parentName !== undefined ) {
var propMatch = parentName.match( /Properties(\d)+/ );
if ( propMatch ) {
this.parseNodeSpecialProperty( line, propName, propValue );
return;
}
}
// special case Connections
if ( propName === 'C' ) {
var connProps = propValue.split( ',' ).slice( 1 );
var from = parseInt( connProps[ 0 ] );
var to = parseInt( connProps[ 1 ] );
var rest = propValue.split( ',' ).slice( 3 );
propName = 'connections';
propValue = [ from, to ];
append( propValue, rest );
if ( currentNode.properties[ propName ] === undefined ) {
currentNode.properties[ propName ] = [];
}
}
// special case Connections
if ( propName === 'Node' ) {
var id = parseInt( propValue );
currentNode.properties.id = id;
currentNode.id = id;
}
// already exists in properties, then append this
if ( propName in currentNode.properties ) {
// console.log( "duped entry found\nkey: " + propName + "\nvalue: " + propValue );
if ( Array.isArray( currentNode.properties[ propName ] ) ) {
currentNode.properties[ propName ].push( propValue );
} else {
currentNode.properties[ propName ] += propValue;
}
} else {
// console.log( propName + ": " + propValue );
if ( Array.isArray( currentNode.properties[ propName ] ) ) {
currentNode.properties[ propName ].push( propValue );
} else {
currentNode.properties[ propName ] = propValue;
}
}
this.setCurrentProp( currentNode.properties, propName );
},
// TODO:
parseNodePropertyContinued: function ( line ) {
this.currentProp[ this.currentPropName ] += line;
},
parseNodeSpecialProperty: function ( line, propName, propValue ) {
// split this
// P: "Lcl Scaling", "Lcl Scaling", "", "A",1,1,1
// into array like below
// ["Lcl Scaling", "Lcl Scaling", "", "A", "1,1,1" ]
var props = propValue.split( '",' );
for ( var i = 0, l = props.length; i < l; i ++ ) {
props[ i ] = props[ i ].trim().replace( /^\"/, '' ).replace( /\s/, '_' );
}
var innerPropName = props[ 0 ];
var innerPropType1 = props[ 1 ];
var innerPropType2 = props[ 2 ];
var innerPropFlag = props[ 3 ];
var innerPropValue = props[ 4 ];
/*
if ( innerPropValue === undefined ) {
innerPropValue = props[3];
}
*/
// cast value in its type
switch ( innerPropType1 ) {
case 'int':
innerPropValue = parseInt( innerPropValue );
break;
case 'double':
innerPropValue = parseFloat( innerPropValue );
break;
case 'ColorRGB':
case 'Vector3D':
innerPropValue = parseFloatArray( innerPropValue );
break;
}
// CAUTION: these props must append to parent's parent
this.getPrevNode().properties[ innerPropName ] = {
'type': innerPropType1,
'type2': innerPropType2,
'flag': innerPropFlag,
'value': innerPropValue
};
this.setCurrentProp( this.getPrevNode().properties, innerPropName );
},
nodeEnd: function () {
this.popStack();
},
/* ---------------------------------------------------------------- */
/* util */
isFlattenNode: function ( node ) {
return ( 'subNodes' in node && 'properties' in node ) ? true : false;
}
} );
// Binary format specification:
// https://code.blender.org/2013/08/fbx-binary-file-format-specification/
// https://wiki.rogiken.org/specifications/file-format/fbx/ (more detail but Japanese)
function BinaryParser() {}
Object.assign( BinaryParser.prototype, {
/**
* Parses binary data and builds FBXTree as much compatible as possible with the one built by TextParser.
* @param {ArrayBuffer} buffer
* @returns {THREE.FBXTree}
*/
parse: function ( buffer ) {
var reader = new BinaryReader( buffer );
reader.skip( 23 ); // skip magic 23 bytes
var version = reader.getUint32();
console.log( 'FBXLoader: FBX binary version: ' + version );
var allNodes = new FBXTree();
while ( ! this.endOfContent( reader ) ) {
var node = this.parseNode( reader, version );
if ( node !== null ) allNodes.add( node.name, node );
}
return allNodes;
},
/**
* Checks if reader has reached the end of content.
* @param {BinaryReader} reader
* @returns {boolean}
*/
endOfContent: function( reader ) {
// footer size: 160bytes + 16-byte alignment padding
// - 16bytes: magic
// - padding til 16-byte alignment (at least 1byte?)
// (seems like some exporters embed fixed 15 or 16bytes?)
// - 4bytes: magic
// - 4bytes: version
// - 120bytes: zero
// - 16bytes: magic
if ( reader.size() % 16 === 0 ) {
return ( ( reader.getOffset() + 160 + 16 ) & ~0xf ) >= reader.size();
} else {
return reader.getOffset() + 160 + 16 >= reader.size();
}
},
/**
* Parses Node as much compatible as possible with the one parsed by TextParser
* TODO: could be optimized more?
* @param {BinaryReader} reader
* @param {number} version
* @returns {Object} - Returns an Object as node, or null if NULL-record.
*/
parseNode: function ( reader, version ) {
// The first three data sizes depends on version.
var endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
var numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
var propertyListLen = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();
var nameLen = reader.getUint8();
var name = reader.getString( nameLen );
// Regards this node as NULL-record if endOffset is zero
if ( endOffset === 0 ) return null;
var propertyList = [];
for ( var i = 0; i < numProperties; i ++ ) {
propertyList.push( this.parseProperty( reader ) );
}
// Regards the first three elements in propertyList as id, attrName, and attrType
var id = propertyList.length > 0 ? propertyList[ 0 ] : '';
var attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';
var attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';
var subNodes = {};
var properties = {};
var isSingleProperty = false;
// if this node represents just a single property
// like (name, 0) set or (name2, [0, 1, 2]) set of {name: 0, name2: [0, 1, 2]}
if ( numProperties === 1 && reader.getOffset() === endOffset ) {
isSingleProperty = true;
}
while ( endOffset > reader.getOffset() ) {
var node = this.parseNode( reader, version );
if ( node === null ) continue;
// special case: child node is single property
if ( node.singleProperty === true ) {
var value = node.propertyList[ 0 ];
if ( Array.isArray( value ) ) {
// node represents
// Vertices: *3 {
// a: 0.01, 0.02, 0.03
// }
// of text format here.
node.properties[ node.name ] = node.propertyList[ 0 ];
subNodes[ node.name ] = node;
// Later phase expects single property array is in node.properties.a as String.
// TODO: optimize
node.properties.a = value.toString();
} else {
// node represents
// Version: 100
// of text format here.
properties[ node.name ] = value;
}
continue;
}
// special case: connections
if ( name === 'Connections' && node.name === 'C' ) {
var array = [];
// node.propertyList would be like
// ["OO", 111264976, 144038752, "d|x"] (?, from, to, additional values)
for ( var i = 1, il = node.propertyList.length; i < il; i ++ ) {
array[ i - 1 ] = node.propertyList[ i ];
}
if ( properties.connections === undefined ) {
properties.connections = [];
}
properties.connections.push( array );
continue;
}
// special case: child node is Properties\d+
if ( node.name.match( /^Properties\d+$/ ) ) {
// move child node's properties to this node.
var keys = Object.keys( node.properties );
for ( var i = 0, il = keys.length; i < il; i ++ ) {
var key = keys[ i ];
properties[ key ] = node.properties[ key ];
}
continue;
}
// special case: properties
if ( name.match( /^Properties\d+$/ ) && node.name === 'P' ) {
var innerPropName = node.propertyList[ 0 ];
var innerPropType1 = node.propertyList[ 1 ];
var innerPropType2 = node.propertyList[ 2 ];
var innerPropFlag = node.propertyList[ 3 ];
var innerPropValue;
if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );
if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );
if ( innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' ||
innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
innerPropValue = [
node.propertyList[ 4 ],
node.propertyList[ 5 ],
node.propertyList[ 6 ]
];
} else {
innerPropValue = node.propertyList[ 4 ];
}
if ( innerPropType1.indexOf( 'Lcl_' ) === 0 ) {
innerPropValue = innerPropValue.toString();
}
// this will be copied to parent. see above.
properties[ innerPropName ] = {
'type': innerPropType1,
'type2': innerPropType2,
'flag': innerPropFlag,
'value': innerPropValue
};
continue;
}
// standard case
// follows TextParser's manner.
if ( subNodes[ node.name ] === undefined ) {
if ( typeof node.id === 'number' ) {
subNodes[ node.name ] = {};
subNodes[ node.name ][ node.id ] = node;
} else {
subNodes[ node.name ] = node;
}
} else {
if ( node.id === '' ) {
if ( ! Array.isArray( subNodes[ node.name ] ) ) {
subNodes[ node.name ] = [ subNodes[ node.name ] ];
}
subNodes[ node.name ].push( node );
} else {
if ( subNodes[ node.name ][ node.id ] === undefined ) {
subNodes[ node.name ][ node.id ] = node;
} else {
// conflict id. irregular?
if ( ! Array.isArray( subNodes[ node.name ][ node.id ] ) ) {
subNodes[ node.name ][ node.id ] = [ subNodes[ node.name ][ node.id ] ];
}
subNodes[ node.name ][ node.id ].push( node );
}
}
}
}
return {
singleProperty: isSingleProperty,
id: id,
attrName: attrName,
attrType: attrType,
name: name,
properties: properties,
propertyList: propertyList, // raw property list, would be used by parent
subNodes: subNodes
};
},
parseProperty: function ( reader ) {
var type = reader.getChar();
switch ( type ) {
case 'F':
return reader.getFloat32();
case 'D':
return reader.getFloat64();
case 'L':
return reader.getInt64();
case 'I':
return reader.getInt32();
case 'Y':
return reader.getInt16();
case 'C':
return reader.getBoolean();
case 'f':
case 'd':
case 'l':
case 'i':
case 'b':
var arrayLength = reader.getUint32();
var encoding = reader.getUint32(); // 0: non-compressed, 1: compressed
var compressedLength = reader.getUint32();
if ( encoding === 0 ) {
switch ( type ) {
case 'f':
return reader.getFloat32Array( arrayLength );
case 'd':
return reader.getFloat64Array( arrayLength );
case 'l':
return reader.getInt64Array( arrayLength );
case 'i':
return reader.getInt32Array( arrayLength );
case 'b':
return reader.getBooleanArray( arrayLength );
}
}
if ( window.Zlib === undefined ) {
throw new Error( 'FBXLoader: External library Inflate.min.js required, obtain or import from https://github.com/imaya/zlib.js' );
}
var inflate = new Zlib.Inflate( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) );
var reader2 = new BinaryReader( inflate.decompress().buffer );
switch ( type ) {
case 'f':
return reader2.getFloat32Array( arrayLength );
case 'd':
return reader2.getFloat64Array( arrayLength );
case 'l':
return reader2.getInt64Array( arrayLength );
case 'i':
return reader2.getInt32Array( arrayLength );
case 'b':
return reader2.getBooleanArray( arrayLength );
}
case 'S':
var length = reader.getUint32();
return reader.getString( length );
case 'R':
var length = reader.getUint32();
return reader.getArrayBuffer( length );
default:
throw new Error( 'FBXLoader: Unknown property type ' + type );
}
}
} );
function BinaryReader( buffer, littleEndian ) {
this.dv = new DataView( buffer );
this.offset = 0;
this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;
}
Object.assign( BinaryReader.prototype, {
getOffset: function () {
return this.offset;
},
size: function () {
return this.dv.buffer.byteLength;
},
skip: function ( length ) {
this.offset += length;
},
// seems like true/false representation depends on exporter.
// true: 1 or 'Y'(=0x59), false: 0 or 'T'(=0x54)
// then sees LSB.
getBoolean: function () {
return ( this.getUint8() & 1 ) === 1;
},
getBooleanArray: function ( size ) {
var a = [];
for ( var i = 0; i < size; i ++ ) {
a.push( this.getBoolean() );
}
return a;
},
getInt8: function () {
var value = this.dv.getInt8( this.offset );
this.offset += 1;
return value;
},
getInt8Array: function ( size ) {
var a = [];
for ( var i = 0; i < size; i ++ ) {
a.push( this.getInt8() );
}
return a;
},
getUint8: function () {
var value = this.dv.getUint8( this.offset );
this.offset += 1;
return value;
},
getUint8Array: function ( size ) {
var a = [];
for ( var i = 0; i < size; i ++ ) {
a.push( this.getUint8() );
}
return a;
},
getInt16: function () {
var value = this.dv.getInt16( this.offset, this.littleEndian );
this.offset += 2;
return value;
},
getInt16Array: function ( size ) {
var a = [];
for ( var i = 0; i < size; i ++ ) {
a.push( this.getInt16() );
}
return a;
},
getUint16: function () {
var value = this.dv.getUint16( this.offset, this.littleEndian );
this.offset += 2;
return value;
},
getUint16Array: function ( size ) {
var a = [];
for ( var i = 0; i < size; i ++ ) {
a.push( this.getUint16() );
}
return a;
},
getInt32: function () {
var value = this.dv.getInt32( this.offset, this.littleEndian );
this.offset += 4;
return value;
},
getInt32Array: function ( size ) {
var a = [];
for ( var i = 0; i < size; i ++ ) {
a.push( this.getInt32() );
}
return a;
},
getUint32: function () {
var value = this.dv.getUint32( this.offset, this.littleEndian );
this.offset += 4;
return value;
},
getUint32Array: function ( size ) {
var a = [];
for ( var i = 0; i < size; i ++ ) {
a.push( this.getUint32() );
}
return a;
},
// JavaScript doesn't support 64-bit integer so attempting to calculate by ourselves.
// 1 << 32 will return 1 so using multiply operation instead here.
// There'd be a possibility that this method returns wrong value if the value
// is out of the range between Number.MAX_SAFE_INTEGER and Number.MIN_SAFE_INTEGER.
// TODO: safely handle 64-bit integer
getInt64: function () {
var low, high;
if ( this.littleEndian ) {
low = this.getUint32();
high = this.getUint32();
} else {
high = this.getUint32();
low = this.getUint32();
}
// calculate negative value
if ( high & 0x80000000 ) {
high = ~high & 0xFFFFFFFF;
low = ~low & 0xFFFFFFFF;
if ( low === 0xFFFFFFFF ) high = ( high + 1 ) & 0xFFFFFFFF;
low = ( low + 1 ) & 0xFFFFFFFF;
return - ( high * 0x100000000 + low );
}
return high * 0x100000000 + low;
},
getInt64Array: function ( size ) {
var a = [];
for ( var i = 0; i < size; i ++ ) {
a.push( this.getInt64() );
}
return a;
},
// Note: see getInt64() comment
getUint64: function () {
var low, high;
if ( this.littleEndian ) {
low = this.getUint32();
high = this.getUint32();
} else {
high = this.getUint32();
low = this.getUint32();
}
return high * 0x100000000 + low;
},
getUint64Array: function ( size ) {
var a = [];
for ( var i = 0; i < size; i ++ ) {
a.push( this.getUint64() );
}
return a;
},
getFloat32: function () {
var value = this.dv.getFloat32( this.offset, this.littleEndian );
this.offset += 4;
return value;
},
getFloat32Array: function ( size ) {
var a = [];
for ( var i = 0; i < size; i ++ ) {
a.push( this.getFloat32() );
}
return a;
},
getFloat64: function () {
var value = this.dv.getFloat64( this.offset, this.littleEndian );
this.offset += 8;
return value;
},
getFloat64Array: function ( size ) {
var a = [];
for ( var i = 0; i < size; i ++ ) {
a.push( this.getFloat64() );
}
return a;
},
getArrayBuffer: function ( size ) {
var value = this.dv.buffer.slice( this.offset, this.offset + size );
this.offset += size;
return value;
},
getChar: function () {
return String.fromCharCode( this.getUint8() );
},
getString: function ( size ) {
var s = '';
while ( size > 0 ) {
var value = this.getUint8();
size--;
if ( value === 0 ) break;
s += String.fromCharCode( value );
}
this.skip( size );
return s;
}
} );
function FBXTree() {}
Object.assign( FBXTree.prototype, {
add: function ( key, val ) {
this[ key ] = val;
},
searchConnectionParent: function ( id ) {
if ( this.__cache_search_connection_parent === undefined ) {
this.__cache_search_connection_parent = [];
}
if ( this.__cache_search_connection_parent[ id ] !== undefined ) {
return this.__cache_search_connection_parent[ id ];
} else {
this.__cache_search_connection_parent[ id ] = [];
}
var conns = this.Connections.properties.connections;
var results = [];
for ( var i = 0; i < conns.length; ++ i ) {
if ( conns[ i ][ 0 ] == id ) {
// 0 means scene root
var res = conns[ i ][ 1 ] === 0 ? - 1 : conns[ i ][ 1 ];
results.push( res );
}
}
if ( results.length > 0 ) {
append( this.__cache_search_connection_parent[ id ], results );
return results;
} else {
this.__cache_search_connection_parent[ id ] = [ - 1 ];
return [ - 1 ];
}
},
searchConnectionChildren: function ( id ) {
if ( this.__cache_search_connection_children === undefined ) {
this.__cache_search_connection_children = [];
}
if ( this.__cache_search_connection_children[ id ] !== undefined ) {
return this.__cache_search_connection_children[ id ];
} else {
this.__cache_search_connection_children[ id ] = [];
}
var conns = this.Connections.properties.connections;
var res = [];
for ( var i = 0; i < conns.length; ++ i ) {
if ( conns[ i ][ 1 ] == id ) {
// 0 means scene root
res.push( conns[ i ][ 0 ] === 0 ? - 1 : conns[ i ][ 0 ] );
// there may more than one kid, then search to the end
}
}
if ( res.length > 0 ) {
append( this.__cache_search_connection_children[ id ], res );
return res;
} else {
this.__cache_search_connection_children[ id ] = [ ];
return [ ];
}
},
searchConnectionType: function ( id, to ) {
var key = id + ',' + to; // TODO: to hash
if ( this.__cache_search_connection_type === undefined ) {
this.__cache_search_connection_type = {};
}
if ( this.__cache_search_connection_type[ key ] !== undefined ) {
return this.__cache_search_connection_type[ key ];
} else {
this.__cache_search_connection_type[ key ] = '';
}
var conns = this.Connections.properties.connections;
for ( var i = 0; i < conns.length; ++ i ) {
if ( conns[ i ][ 0 ] == id && conns[ i ][ 1 ] == to ) {
// 0 means scene root
this.__cache_search_connection_type[ key ] = conns[ i ][ 2 ];
return conns[ i ][ 2 ];
}
}
this.__cache_search_connection_type[ id ] = null;
return null;
}
} );
/**
* @param {ArrayBuffer} buffer
* @returns {boolean}
*/
function isFbxFormatBinary( buffer ) {
var CORRECT = 'Kaydara FBX Binary \0';
return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );
}
/**
* @returns {boolean}
*/
function isFbxFormatASCII( text ) {
var CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];
var cursor = 0;
function read( offset ) {
var result = text[ offset - 1 ];
text = text.slice( cursor + offset );
cursor ++;
return result;
}
for ( var i = 0; i < CORRECT.length; ++ i ) {
var num = read( 1 );
if ( num === CORRECT[ i ] ) {
return false;
}
}
return true;
}
/**
* @returns {number}
*/
function getFbxVersion( text ) {
var versionRegExp = /FBXVersion: (\d+)/;
var match = text.match( versionRegExp );
if ( match ) {
var version = parseInt( match[ 1 ] );
return version;
}
throw new Error( 'FBXLoader: Cannot find the version number for the file given.' );
}
/**
* Converts FBX ticks into real time seconds.
* @param {number} time - FBX tick timestamp to convert.
* @returns {number} - FBX tick in real world time.
*/
function convertFBXTimeToSeconds( time ) {
// Constant is FBX ticks per second.
return time / 46186158000;
}
/**
* Parses comma separated list of float numbers and returns them in an array.
* @example
* // Returns [ 5.6, 9.4, 2.5, 1.4 ]
* parseFloatArray( "5.6,9.4,2.5,1.4" )
* @returns {number[]}
*/
function parseFloatArray( string ) {
var array = string.split( ',' );
for ( var i = 0, l = array.length; i < l; i ++ ) {
array[ i ] = parseFloat( array[ i ] );
}
return array;
}
/**
* Parses comma separated list of int numbers and returns them in an array.
* @example
* // Returns [ 5, 8, 2, 3 ]
* parseFloatArray( "5,8,2,3" )
* @returns {number[]}
*/
function parseIntArray( string ) {
var array = string.split( ',' );
for ( var i = 0, l = array.length; i < l; i ++ ) {
array[ i ] = parseInt( array[ i ] );
}
return array;
}
/**
* Parses Vector3 property from FBXTree. Property is given as .value.x, .value.y, etc.
* @param {FBXVector3} property - Property to parse as Vector3.
* @returns {THREE.Vector3}
*/
function parseVector3( property ) {
return new THREE.Vector3().fromArray( property.value );
}
/**
* Parses Color property from FBXTree. Property is given as .value.x, .value.y, etc.
* @param {FBXVector3} property - Property to parse as Color.
* @returns {THREE.Color}
*/
function parseColor( property ) {
return new THREE.Color().fromArray( property.value );
}
function parseMatrixArray( floatString ) {
return new THREE.Matrix4().fromArray( parseFloatArray( floatString ) );
}
/**
* Converts ArrayBuffer to String.
* @param {ArrayBuffer} buffer
* @param {number} from
* @param {number} to
* @returns {String}
*/
function convertArrayBufferToString( buffer, from, to ) {
if ( from === undefined ) from = 0;
if ( to === undefined ) to = buffer.byteLength;
var array = new Uint8Array( buffer, from, to );
if ( window.TextDecoder !== undefined ) {
return new TextDecoder().decode( array );
}
var s = '';
for ( var i = 0, il = array.length; i < il; i ++ ) {
s += String.fromCharCode( array[ i ] );
}
return s;
}
/**
* Converts number from degrees into radians.
* @param {number} value
* @returns {number}
*/
function degreeToRadian( value ) {
return value * DEG2RAD;
}
var DEG2RAD = Math.PI / 180;
//
function findIndex( array, func ) {
for ( var i = 0, l = array.length; i < l; i ++ ) {
if ( func( array[ i ] ) ) return i;
}
return -1;
}
function append( a, b ) {
for ( var i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {
a[ j ] = b[ i ];
}
}
function slice( a, b, from, to ) {
for ( var i = from, j = 0; i < to; i ++, j ++ ) {
a[ j ] = b[ i ];
}
return a;
}
export default FBXLoader