three
Version:
JavaScript 3D library
2,127 lines (1,284 loc) • 105 kB
JavaScript
import {
AmbientLight,
AnimationClip,
Bone,
BufferGeometry,
ClampToEdgeWrapping,
Color,
ColorManagement,
DirectionalLight,
EquirectangularReflectionMapping,
Euler,
FileLoader,
Float32BufferAttribute,
Group,
Line,
LineBasicMaterial,
Loader,
LoaderUtils,
MathUtils,
Matrix3,
Matrix4,
Mesh,
MeshLambertMaterial,
MeshPhongMaterial,
NumberKeyframeTrack,
Object3D,
PerspectiveCamera,
PointLight,
PropertyBinding,
Quaternion,
QuaternionKeyframeTrack,
RepeatWrapping,
SRGBColorSpace,
ShapeUtils,
Skeleton,
SkinnedMesh,
SpotLight,
Texture,
TextureLoader,
Uint16BufferAttribute,
Vector2,
Vector3,
Vector4,
VectorKeyframeTrack
} from 'three';
import * as fflate from '../libs/fflate.module.js';
import { NURBSCurve } from '../curves/NURBSCurve.js';
let fbxTree;
let connections;
let sceneGraph;
/**
* A loader for the FBX format.
*
* 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:
* - [C++ SDK reference]{@link https://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html}
*
* Binary format specification:
* - [FBX binary file format specification]{@link https://code.blender.org/2013/08/fbx-binary-file-format-specification/}
*
* ```js
* const loader = new FBXLoader();
* const object = await loader.loadAsync( 'models/fbx/stanford-bunny.fbx' );
* scene.add( object );
* ```
*
* @augments Loader
*/
class FBXLoader extends Loader {
/**
* Constructs a new FBX loader.
*
* @param {LoadingManager} [manager] - The loading manager.
*/
constructor( manager ) {
super( manager );
}
/**
* Starts loading from the given URL and passes the loaded FBX asset
* to the `onLoad()` callback.
*
* @param {string} url - The path/URL of the file to be loaded. This can also be a data URI.
* @param {function(Group)} onLoad - Executed when the loading process has been finished.
* @param {onProgressCallback} onProgress - Executed while the loading is in progress.
* @param {onErrorCallback} onError - Executed when errors occur.
*/
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 );
}
/**
* Parses the given FBX data and returns the resulting group.
*
* @param {Array} FBXBuffer - The raw FBX data as an array buffer.
* @param {string} path - The URL base path.
* @return {Group} An object representing the parsed asset.
*/
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 ];
}
if ( 'Translation' in textureNode ) {
const values = textureNode.Translation.value;
texture.offset.x = values[ 0 ];
texture.offset.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 ) {
const nonNativeExtensions = new Set( [ 'tga', 'tif', 'tiff', 'exr', 'dds', 'hdr', 'ktx2' ] );
const extension = textureNode.FileName.split( '.' ).pop().toLowerCase();
const loader = nonNativeExtensions.has( extension ) ? this.manager.getHandler( `.${extension}` ) : this.textureLoader;
if ( ! loader ) {
console.warn(
`FBXLoader: ${extension.toUpperCase()} loader not found, creating placeholder texture for`,
textureNode.RelativeFilename
);
return new Texture();
}
const loaderPath = loader.path;
if ( ! loaderPath ) {
loader.setPath( this.textureLoader.path );
}
const children = connections.get( textureNode.id ).children;
let fileName;
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 ) {
loader.setPath( undefined );
}
}
const texture = loader.load( fileName );
// revert to initial path
loader.setPath( loaderPath );
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 = ColorManagement.toWorkingColorSpace( new Color().fromArray( materialNode.Diffuse.value ), SRGBColorSpace );
} 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 = ColorManagement.toWorkingColorSpace( new Color().fromArray( materialNode.DiffuseColor.value ), SRGBColorSpace );
}
if ( materialNode.DisplacementFactor ) {
parameters.displacementScale = materialNode.DisplacementFactor.value;
}
if ( materialNode.Emissive ) {
parameters.emissive = ColorManagement.toWorkingColorSpace( new Color().fromArray( materialNode.Emissive.value ), SRGBColorSpace );
} 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 = ColorManagement.toWorkingColorSpace( new Color().fromArray( materialNode.EmissiveColor.value ), SRGBColorSpace );
}
if ( materialNode.EmissiveFactor ) {
parameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );
}
// the transparency handling is implemented based on Blender/Unity's approach: https://github.com/sobotka/blender-addons/blob/7d80f2f97161fc8e353a657b179b9aa1f8e5280b/io_scene_fbx/import_fbx.py#L1444-L1459
parameters.opacity = 1 - ( materialNode.TransparencyFactor ? parseFloat( materialNode.TransparencyFactor.value ) : 0 );
if ( parameters.opacity === 1 || parameters.opacity === 0 ) {
parameters.opacity = ( materialNode.Opacity ? parseFloat( materialNode.Opacity.value ) : null );
if ( parameters.opacity === null ) {
parameters.opacity = 1 - ( materialNode.TransparentColor ? parseFloat( materialNode.TransparentColor.value[ 0 ] ) : 0 );
}
}
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 = ColorManagement.toWorkingColorSpace( new Color().fromArray( materialNode.Specular.value ), SRGBColorSpace );
} else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {
// The blender exporter exports specular color here instead of in materialNode.Specular
parameters.specular = ColorManagement.toWorkingColorSpace( new Color().fromArray( materialNode.SpecularColor.value ), SRGBColorSpace );
}
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.colorSpace = SRGBColorSpace;
}
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.colorSpace = SRGBColorSpace;
}
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.colorSpace = SRGBColorSpace;
}
break;
case 'SpecularColor':
parameters.specularMap = scope.getTexture( textureMap, child.ID );
if ( parameters.specularMap !== undefined ) {
parameters.specularMap.colorSpace = SRGBColorSpace;
}
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.addGlobalSceneSettings();
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.userData.originalName = 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.userData.originalName = name;
bone.ID = id;
skeleton.bones[ i ] = bone;
// In cases where a bone is shared between multiple meshes
// duplicate the bone here and add 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
console.warn( 'THREE.FBXLoader: Orthographic cameras not supported yet.' );
model = new Object3D();
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 = ColorManagement.toWorkingColorSpace( new Color().fromArray( lightAttribute.Color.value ), SRGBColorSpace );
}
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( {
name: Loader.DEFAULT_MATERIAL_NAME,
color: 0xcccccc
} );
materials.push( material );
}
if ( 'color' in geometry.attributes ) {
materials.forEach( function ( material ) {
material.vertexColors = true;
} );
}
// Sanitization: If geometry has groups, then it must match the provided material array.
// If not, we need to clean up the `group.materialIndex` properties inside the groups and point at a (new) default material.
// This isn't well defined; Unity creates default material, while Blender implicitly uses the previous material in the list.
if ( geometry.groups.length > 0 ) {
let needsDefaultMaterial = false;
for ( let i = 0, il = geometry.groups.length; i < il; i ++ ) {
const group = geometry.groups[ i ];
if ( group.materialIndex < 0 || group.materialIndex >= materials.length ) {
group.materialIndex = materials.length;
needsDefaultMaterial = true;
}
}
if ( needsDefaultMaterial ) {
const defaultMaterial = new MeshPhongMaterial();
materials.push( defaultMaterial );
}
}
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( {
name: Loader.DEFAULT_MATERIAL_NAME,
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 = getEulerOrder( 0 );
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;
}
addGlobalSceneSettings() {
if ( 'GlobalSettings' in fbxTree ) {
if ( 'AmbientColor' in fbxTree.GlobalSettings ) {
// Parse ambient color - if it's not set to black (default), create an ambient light
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().setRGB( r, g, b, SRGBColorSpace );
sceneGraph.add( new AmbientLight( color, 1 ) );
}
}
if ( 'UnitScaleFactor' in fbxTree.GlobalSettings ) {
sceneGraph.userData.unitScaleFactor = fbxTree.GlobalSettings.UnitScaleFactor.value;
}
}
}
}
// parse Geometry data from FBXTree and return map of BufferGeometries
class GeometryParser {
constructor() {
this.negativeMaterialIndices = false;
}
// 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 );
}
}
// report warnings
if ( this.negativeMaterialIndices === true ) {
console.warn( 'THREE.FBXLoader: The FBX file contains invalid (negative) material indices. The asset might not render as expected.' );
}
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 ) {
const name = i === 0 ? 'uv' : `uv${ i }`;
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 ( materialIndex < 0 ) {
scope.negativeMaterialIndices = true;
materialIndex = 0; // fallback
}
}
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;
}
// See https://www.khronos.org/opengl/wiki/Calculating_a_Surface_Normal
getNormalNewell( vertices ) {
const normal = new Vector3( 0.0, 0.0, 0.0 );
for ( let i = 0; i < vertices.length; i ++ ) {
const current = vertices[ i ];
const next = vertices[ ( i + 1 ) % vertices.length ];
normal.x += ( current.y - next.y ) * ( current.z + next.z );
normal.y += ( current.z - next.z ) * ( current.x + next.x );
normal.z += ( current.x - next.x ) * ( current.y + next.y );
}
normal.normalize();
return normal;
}
getNormalTangentAndBitangent( vertices ) {
const normalVector = this.getNormalNewell( vertices );
// Avoid up being equal or almost equal to normalVector
const up = Math.abs( normalVector.z ) > 0.5 ? new Vector3( 0.0, 1.0, 0.0 ) : new Vector3( 0.0, 0.0, 1.0 );
const tangent = up.cross( normalVector ).normalize();
const bitangent = normalVector.clone().cross( tangent ).normalize();
return {
normal: normalVector,
tangent: tangent,
bitangent: bitangent
};
}
flattenVertex( vertex, normalTangent, normalBitangent ) {
return new Vector2(
vertex.dot( normalTangent ),
vertex.dot( normalBitangent )
);
}
// 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 ) {
let triangles;
if ( faceLength > 3 ) {
// Triangulate n-gon using earcut
const vertices = [];
// in morphing scenario vertexPositions represent morphPositions
// while baseVertexPositions represent the original geometry's positions
const positions = geoInfo.baseVertexPositions || geoInfo.vertexPositions;
for ( let i = 0; i < facePositionIndexes.length; i += 3 ) {
vertices.push(
new Vector3(
positions[ facePositionIndexes[ i ] ],
positions[ facePositionIndexes[ i + 1 ] ],
positions[ facePositionIndexes[ i + 2 ] ]
)
);
}
const { tangent, bitangent } = this.getNormalTangentAndBitangent( vertices );
const triangulationInput = [];
for ( const vertex of vertices ) {
triangulationInput.push( this.flattenVertex( vertex, tangent, bitangent ) );
}
// When vertices is an array of [0,0,0] elements (which is the case for vertices not participating in morph)
// the triangulationInput will be an array of [0,0] elements