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| import {	AmbientLight,	AnimationClip,	Bone,	BufferGeometry,	ClampToEdgeWrapping,	Color,	DirectionalLight,	EquirectangularReflectionMapping,	Euler,	FileLoader,	Float32BufferAttribute,	Group,	Line,	LineBasicMaterial,	Loader,	LoaderUtils,	MathUtils,	Matrix3,	Matrix4,	Mesh,	MeshLambertMaterial,	MeshPhongMaterial,	NumberKeyframeTrack,	Object3D,	OrthographicCamera,	PerspectiveCamera,	PointLight,	PropertyBinding,	Quaternion,	QuaternionKeyframeTrack,	RepeatWrapping,	Skeleton,	SkinnedMesh,	SpotLight,	Texture,	TextureLoader,	Uint16BufferAttribute,	Vector3,	Vector4,	VectorKeyframeTrack,	sRGBEncoding} from '../../../build/three.module.js';import * as fflate from '../libs/fflate.module.js';import { NURBSCurve } from '../curves/NURBSCurve.js';/** * Loader loads FBX file and generates Group representing FBX scene. * Requires FBX file to be >= 7.0 and in ASCII or >= 6400 in Binary format * Versions lower than this may load but will probably have errors * * Needs Support: *  Morph normals / blend shape normals * * FBX format references: * 	https://wiki.blender.org/index.php/User:Mont29/Foundation/FBX_File_Structure * 	http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_index_html (C++ SDK reference) * * 	Binary format specification: *		https://code.blender.org/2013/08/fbx-binary-file-format-specification/ */let fbxTree;let connections;let sceneGraph;class FBXLoader extends Loader {	constructor( manager ) {		super( manager );	}	load( url, onLoad, onProgress, onError ) {		const scope = this;		const path = ( scope.path === '' ) ? LoaderUtils.extractUrlBase( url ) : scope.path;		const loader = new FileLoader( this.manager );		loader.setPath( scope.path );		loader.setResponseType( 'arraybuffer' );		loader.setRequestHeader( scope.requestHeader );		loader.setWithCredentials( scope.withCredentials );		loader.load( url, function ( buffer ) {			try {				onLoad( scope.parse( buffer, path ) );			} catch ( e ) {				if ( onError ) {					onError( e );				} else {					console.error( e );				}				scope.manager.itemError( url );			}		}, onProgress, onError );	}	parse( FBXBuffer, path ) {		if ( isFbxFormatBinary( FBXBuffer ) ) {			fbxTree = new BinaryParser().parse( FBXBuffer );		} else {			const FBXText = convertArrayBufferToString( FBXBuffer );			if ( ! isFbxFormatASCII( FBXText ) ) {				throw new Error( 'THREE.FBXLoader: Unknown format.' );			}			if ( getFbxVersion( FBXText ) < 7000 ) {				throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + getFbxVersion( FBXText ) );			}			fbxTree = new TextParser().parse( FBXText );		}		// console.log( fbxTree );		const textureLoader = new TextureLoader( this.manager ).setPath( this.resourcePath || path ).setCrossOrigin( this.crossOrigin );		return new FBXTreeParser( textureLoader, this.manager ).parse( fbxTree );	}}// Parse the FBXTree object returned by the BinaryParser or TextParser and return a Groupclass FBXTreeParser {	constructor( textureLoader, manager ) {		this.textureLoader = textureLoader;		this.manager = manager;	}	parse() {		connections = this.parseConnections();		const images = this.parseImages();		const textures = this.parseTextures( images );		const materials = this.parseMaterials( textures );		const deformers = this.parseDeformers();		const geometryMap = new GeometryParser().parse( deformers );		this.parseScene( deformers, geometryMap, materials );		return sceneGraph;	}	// Parses FBXTree.Connections which holds parent-child connections between objects (e.g. material -> texture, model->geometry )	// and details the connection type	parseConnections() {		const connectionMap = new Map();		if ( 'Connections' in fbxTree ) {			const rawConnections = fbxTree.Connections.connections;			rawConnections.forEach( function ( rawConnection ) {				const fromID = rawConnection[ 0 ];				const toID = rawConnection[ 1 ];				const relationship = rawConnection[ 2 ];				if ( ! connectionMap.has( fromID ) ) {					connectionMap.set( fromID, {						parents: [],						children: []					} );				}				const parentRelationship = { ID: toID, relationship: relationship };				connectionMap.get( fromID ).parents.push( parentRelationship );				if ( ! connectionMap.has( toID ) ) {					connectionMap.set( toID, {						parents: [],						children: []					} );				}				const childRelationship = { ID: fromID, relationship: relationship };				connectionMap.get( toID ).children.push( childRelationship );			} );		}		return connectionMap;	}	// Parse FBXTree.Objects.Video for embedded image data	// These images are connected to textures in FBXTree.Objects.Textures	// via FBXTree.Connections.	parseImages() {		const images = {};		const blobs = {};		if ( 'Video' in fbxTree.Objects ) {			const videoNodes = fbxTree.Objects.Video;			for ( const nodeID in videoNodes ) {				const videoNode = videoNodes[ nodeID ];				const id = parseInt( nodeID );				images[ id ] = videoNode.RelativeFilename || videoNode.Filename;				// raw image data is in videoNode.Content				if ( 'Content' in videoNode ) {					const arrayBufferContent = ( videoNode.Content instanceof ArrayBuffer ) && ( videoNode.Content.byteLength > 0 );					const base64Content = ( typeof videoNode.Content === 'string' ) && ( videoNode.Content !== '' );					if ( arrayBufferContent || base64Content ) {						const image = this.parseImage( videoNodes[ nodeID ] );						blobs[ videoNode.RelativeFilename || videoNode.Filename ] = image;					}				}			}		}		for ( const id in images ) {			const filename = images[ id ];			if ( blobs[ filename ] !== undefined ) images[ id ] = blobs[ filename ];			else images[ id ] = images[ id ].split( '\\' ).pop();		}		return images;	}	// Parse embedded image data in FBXTree.Video.Content	parseImage( videoNode ) {		const content = videoNode.Content;		const fileName = videoNode.RelativeFilename || videoNode.Filename;		const extension = fileName.slice( fileName.lastIndexOf( '.' ) + 1 ).toLowerCase();		let type;		switch ( extension ) {			case 'bmp':				type = 'image/bmp';				break;			case 'jpg':			case 'jpeg':				type = 'image/jpeg';				break;			case 'png':				type = 'image/png';				break;			case 'tif':				type = 'image/tiff';				break;			case 'tga':				if ( this.manager.getHandler( '.tga' ) === null ) {					console.warn( 'FBXLoader: TGA loader not found, skipping ', fileName );				}				type = 'image/tga';				break;			default:				console.warn( 'FBXLoader: Image type "' + extension + '" is not supported.' );				return;		}		if ( typeof content === 'string' ) { // ASCII format			return 'data:' + type + ';base64,' + content;		} else { // Binary Format			const array = new Uint8Array( content );			return window.URL.createObjectURL( new Blob( [ array ], { type: type } ) );		}	}	// Parse nodes in FBXTree.Objects.Texture	// These contain details such as UV scaling, cropping, rotation etc and are connected	// to images in FBXTree.Objects.Video	parseTextures( images ) {		const textureMap = new Map();		if ( 'Texture' in fbxTree.Objects ) {			const textureNodes = fbxTree.Objects.Texture;			for ( const nodeID in textureNodes ) {				const texture = this.parseTexture( textureNodes[ nodeID ], images );				textureMap.set( parseInt( nodeID ), texture );			}		}		return textureMap;	}	// Parse individual node in FBXTree.Objects.Texture	parseTexture( textureNode, images ) {		const texture = this.loadTexture( textureNode, images );		texture.ID = textureNode.id;		texture.name = textureNode.attrName;		const wrapModeU = textureNode.WrapModeU;		const wrapModeV = textureNode.WrapModeV;		const valueU = wrapModeU !== undefined ? wrapModeU.value : 0;		const valueV = wrapModeV !== undefined ? wrapModeV.value : 0;		// http://download.autodesk.com/us/fbx/SDKdocs/FBX_SDK_Help/files/fbxsdkref/class_k_fbx_texture.html#889640e63e2e681259ea81061b85143a		// 0: repeat(default), 1: clamp		texture.wrapS = valueU === 0 ? RepeatWrapping : ClampToEdgeWrapping;		texture.wrapT = valueV === 0 ? RepeatWrapping : ClampToEdgeWrapping;		if ( 'Scaling' in textureNode ) {			const values = textureNode.Scaling.value;			texture.repeat.x = values[ 0 ];			texture.repeat.y = values[ 1 ];		}		return texture;	}	// load a texture specified as a blob or data URI, or via an external URL using TextureLoader	loadTexture( textureNode, images ) {		let fileName;		const currentPath = this.textureLoader.path;		const children = connections.get( textureNode.id ).children;		if ( children !== undefined && children.length > 0 && images[ children[ 0 ].ID ] !== undefined ) {			fileName = images[ children[ 0 ].ID ];			if ( fileName.indexOf( 'blob:' ) === 0 || fileName.indexOf( 'data:' ) === 0 ) {				this.textureLoader.setPath( undefined );			}		}		let texture;		const extension = textureNode.FileName.slice( - 3 ).toLowerCase();		if ( extension === 'tga' ) {			const loader = this.manager.getHandler( '.tga' );			if ( loader === null ) {				console.warn( 'FBXLoader: TGA loader not found, creating placeholder texture for', textureNode.RelativeFilename );				texture = new Texture();			} else {				loader.setPath( this.textureLoader.path );				texture = loader.load( fileName );			}		} else if ( extension === 'psd' ) {			console.warn( 'FBXLoader: PSD textures are not supported, creating placeholder texture for', textureNode.RelativeFilename );			texture = new Texture();		} else {			texture = this.textureLoader.load( fileName );		}		this.textureLoader.setPath( currentPath );		return texture;	}	// Parse nodes in FBXTree.Objects.Material	parseMaterials( textureMap ) {		const materialMap = new Map();		if ( 'Material' in fbxTree.Objects ) {			const materialNodes = fbxTree.Objects.Material;			for ( const nodeID in materialNodes ) {				const material = this.parseMaterial( materialNodes[ nodeID ], textureMap );				if ( material !== null ) materialMap.set( parseInt( nodeID ), material );			}		}		return materialMap;	}	// Parse single node in FBXTree.Objects.Material	// Materials are connected to texture maps in FBXTree.Objects.Textures	// FBX format currently only supports Lambert and Phong shading models	parseMaterial( materialNode, textureMap ) {		const ID = materialNode.id;		const name = materialNode.attrName;		let type = materialNode.ShadingModel;		// Case where FBX wraps shading model in property object.		if ( typeof type === 'object' ) {			type = type.value;		}		// Ignore unused materials which don't have any connections.		if ( ! connections.has( ID ) ) return null;		const parameters = this.parseParameters( materialNode, textureMap, ID );		let material;		switch ( type.toLowerCase() ) {			case 'phong':				material = new MeshPhongMaterial();				break;			case 'lambert':				material = new MeshLambertMaterial();				break;			default:				console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );				material = new MeshPhongMaterial();				break;		}		material.setValues( parameters );		material.name = name;		return material;	}	// Parse FBX material and return parameters suitable for a three.js material	// Also parse the texture map and return any textures associated with the material	parseParameters( materialNode, textureMap, ID ) {		const parameters = {};		if ( materialNode.BumpFactor ) {			parameters.bumpScale = materialNode.BumpFactor.value;		}		if ( materialNode.Diffuse ) {			parameters.color = new Color().fromArray( materialNode.Diffuse.value );		} else if ( materialNode.DiffuseColor && ( materialNode.DiffuseColor.type === 'Color' || materialNode.DiffuseColor.type === 'ColorRGB' ) ) {			// The blender exporter exports diffuse here instead of in materialNode.Diffuse			parameters.color = new Color().fromArray( materialNode.DiffuseColor.value );		}		if ( materialNode.DisplacementFactor ) {			parameters.displacementScale = materialNode.DisplacementFactor.value;		}		if ( materialNode.Emissive ) {			parameters.emissive = new Color().fromArray( materialNode.Emissive.value );		} else if ( materialNode.EmissiveColor && ( materialNode.EmissiveColor.type === 'Color' || materialNode.EmissiveColor.type === 'ColorRGB' ) ) {			// The blender exporter exports emissive color here instead of in materialNode.Emissive			parameters.emissive = new Color().fromArray( materialNode.EmissiveColor.value );		}		if ( materialNode.EmissiveFactor ) {			parameters.emissiveIntensity = parseFloat( materialNode.EmissiveFactor.value );		}		if ( materialNode.Opacity ) {			parameters.opacity = parseFloat( materialNode.Opacity.value );		}		if ( parameters.opacity < 1.0 ) {			parameters.transparent = true;		}		if ( materialNode.ReflectionFactor ) {			parameters.reflectivity = materialNode.ReflectionFactor.value;		}		if ( materialNode.Shininess ) {			parameters.shininess = materialNode.Shininess.value;		}		if ( materialNode.Specular ) {			parameters.specular = new Color().fromArray( materialNode.Specular.value );		} else if ( materialNode.SpecularColor && materialNode.SpecularColor.type === 'Color' ) {			// The blender exporter exports specular color here instead of in materialNode.Specular			parameters.specular = new Color().fromArray( materialNode.SpecularColor.value );		}		const scope = this;		connections.get( ID ).children.forEach( function ( child ) {			const type = child.relationship;			switch ( type ) {				case 'Bump':					parameters.bumpMap = scope.getTexture( textureMap, child.ID );					break;				case 'Maya|TEX_ao_map':					parameters.aoMap = scope.getTexture( textureMap, child.ID );					break;				case 'DiffuseColor':				case 'Maya|TEX_color_map':					parameters.map = scope.getTexture( textureMap, child.ID );					if ( parameters.map !== undefined ) {						parameters.map.encoding = sRGBEncoding;					}					break;				case 'DisplacementColor':					parameters.displacementMap = scope.getTexture( textureMap, child.ID );					break;				case 'EmissiveColor':					parameters.emissiveMap = scope.getTexture( textureMap, child.ID );					if ( parameters.emissiveMap !== undefined ) {						parameters.emissiveMap.encoding = sRGBEncoding;					}					break;				case 'NormalMap':				case 'Maya|TEX_normal_map':					parameters.normalMap = scope.getTexture( textureMap, child.ID );					break;				case 'ReflectionColor':					parameters.envMap = scope.getTexture( textureMap, child.ID );					if ( parameters.envMap !== undefined ) {						parameters.envMap.mapping = EquirectangularReflectionMapping;						parameters.envMap.encoding = sRGBEncoding;					}					break;				case 'SpecularColor':					parameters.specularMap = scope.getTexture( textureMap, child.ID );					if ( parameters.specularMap !== undefined ) {						parameters.specularMap.encoding = sRGBEncoding;					}					break;				case 'TransparentColor':				case 'TransparencyFactor':					parameters.alphaMap = scope.getTexture( textureMap, child.ID );					parameters.transparent = true;					break;				case 'AmbientColor':				case 'ShininessExponent': // AKA glossiness map				case 'SpecularFactor': // AKA specularLevel				case 'VectorDisplacementColor': // NOTE: Seems to be a copy of DisplacementColor				default:					console.warn( 'THREE.FBXLoader: %s map is not supported in three.js, skipping texture.', type );					break;			}		} );		return parameters;	}	// get a texture from the textureMap for use by a material.	getTexture( textureMap, id ) {		// if the texture is a layered texture, just use the first layer and issue a warning		if ( 'LayeredTexture' in fbxTree.Objects && id in fbxTree.Objects.LayeredTexture ) {			console.warn( 'THREE.FBXLoader: layered textures are not supported in three.js. Discarding all but first layer.' );			id = connections.get( id ).children[ 0 ].ID;		}		return textureMap.get( id );	}	// Parse nodes in FBXTree.Objects.Deformer	// Deformer node can contain skinning or Vertex Cache animation data, however only skinning is supported here	// Generates map of Skeleton-like objects for use later when generating and binding skeletons.	parseDeformers() {		const skeletons = {};		const morphTargets = {};		if ( 'Deformer' in fbxTree.Objects ) {			const DeformerNodes = fbxTree.Objects.Deformer;			for ( const nodeID in DeformerNodes ) {				const deformerNode = DeformerNodes[ nodeID ];				const relationships = connections.get( parseInt( nodeID ) );				if ( deformerNode.attrType === 'Skin' ) {					const skeleton = this.parseSkeleton( relationships, DeformerNodes );					skeleton.ID = nodeID;					if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: skeleton attached to more than one geometry is not supported.' );					skeleton.geometryID = relationships.parents[ 0 ].ID;					skeletons[ nodeID ] = skeleton;				} else if ( deformerNode.attrType === 'BlendShape' ) {					const morphTarget = {						id: nodeID,					};					morphTarget.rawTargets = this.parseMorphTargets( relationships, DeformerNodes );					morphTarget.id = nodeID;					if ( relationships.parents.length > 1 ) console.warn( 'THREE.FBXLoader: morph target attached to more than one geometry is not supported.' );					morphTargets[ nodeID ] = morphTarget;				}			}		}		return {			skeletons: skeletons,			morphTargets: morphTargets,		};	}	// Parse single nodes in FBXTree.Objects.Deformer	// The top level skeleton node has type 'Skin' and sub nodes have type 'Cluster'	// Each skin node represents a skeleton and each cluster node represents a bone	parseSkeleton( relationships, deformerNodes ) {		const rawBones = [];		relationships.children.forEach( function ( child ) {			const boneNode = deformerNodes[ child.ID ];			if ( boneNode.attrType !== 'Cluster' ) return;			const rawBone = {				ID: child.ID,				indices: [],				weights: [],				transformLink: new Matrix4().fromArray( boneNode.TransformLink.a ),				// transform: new Matrix4().fromArray( boneNode.Transform.a ),				// linkMode: boneNode.Mode,			};			if ( 'Indexes' in boneNode ) {				rawBone.indices = boneNode.Indexes.a;				rawBone.weights = boneNode.Weights.a;			}			rawBones.push( rawBone );		} );		return {			rawBones: rawBones,			bones: []		};	}	// The top level morph deformer node has type "BlendShape" and sub nodes have type "BlendShapeChannel"	parseMorphTargets( relationships, deformerNodes ) {		const rawMorphTargets = [];		for ( let i = 0; i < relationships.children.length; i ++ ) {			const child = relationships.children[ i ];			const morphTargetNode = deformerNodes[ child.ID ];			const rawMorphTarget = {				name: morphTargetNode.attrName,				initialWeight: morphTargetNode.DeformPercent,				id: morphTargetNode.id,				fullWeights: morphTargetNode.FullWeights.a			};			if ( morphTargetNode.attrType !== 'BlendShapeChannel' ) return;			rawMorphTarget.geoID = connections.get( parseInt( child.ID ) ).children.filter( function ( child ) {				return child.relationship === undefined;			} )[ 0 ].ID;			rawMorphTargets.push( rawMorphTarget );		}		return rawMorphTargets;	}	// create the main Group() to be returned by the loader	parseScene( deformers, geometryMap, materialMap ) {		sceneGraph = new Group();		const modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );		const modelNodes = fbxTree.Objects.Model;		const scope = this;		modelMap.forEach( function ( model ) {			const modelNode = modelNodes[ model.ID ];			scope.setLookAtProperties( model, modelNode );			const parentConnections = connections.get( model.ID ).parents;			parentConnections.forEach( function ( connection ) {				const parent = modelMap.get( connection.ID );				if ( parent !== undefined ) parent.add( model );			} );			if ( model.parent === null ) {				sceneGraph.add( model );			}		} );		this.bindSkeleton( deformers.skeletons, geometryMap, modelMap );		this.createAmbientLight();		sceneGraph.traverse( function ( node ) {			if ( node.userData.transformData ) {				if ( node.parent ) {					node.userData.transformData.parentMatrix = node.parent.matrix;					node.userData.transformData.parentMatrixWorld = node.parent.matrixWorld;				}				const transform = generateTransform( node.userData.transformData );				node.applyMatrix4( transform );				node.updateWorldMatrix();			}		} );		const animations = new AnimationParser().parse();		// if all the models where already combined in a single group, just return that		if ( sceneGraph.children.length === 1 && sceneGraph.children[ 0 ].isGroup ) {			sceneGraph.children[ 0 ].animations = animations;			sceneGraph = sceneGraph.children[ 0 ];		}		sceneGraph.animations = animations;	}	// parse nodes in FBXTree.Objects.Model	parseModels( skeletons, geometryMap, materialMap ) {		const modelMap = new Map();		const modelNodes = fbxTree.Objects.Model;		for ( const nodeID in modelNodes ) {			const id = parseInt( nodeID );			const node = modelNodes[ nodeID ];			const relationships = connections.get( id );			let model = this.buildSkeleton( relationships, skeletons, id, node.attrName );			if ( ! model ) {				switch ( node.attrType ) {					case 'Camera':						model = this.createCamera( relationships );						break;					case 'Light':						model = this.createLight( relationships );						break;					case 'Mesh':						model = this.createMesh( relationships, geometryMap, materialMap );						break;					case 'NurbsCurve':						model = this.createCurve( relationships, geometryMap );						break;					case 'LimbNode':					case 'Root':						model = new Bone();						break;					case 'Null':					default:						model = new Group();						break;				}				model.name = node.attrName ? PropertyBinding.sanitizeNodeName( node.attrName ) : '';				model.ID = id;			}			this.getTransformData( model, node );			modelMap.set( id, model );		}		return modelMap;	}	buildSkeleton( relationships, skeletons, id, name ) {		let bone = null;		relationships.parents.forEach( function ( parent ) {			for ( const ID in skeletons ) {				const skeleton = skeletons[ ID ];				skeleton.rawBones.forEach( function ( rawBone, i ) {					if ( rawBone.ID === parent.ID ) {						const subBone = bone;						bone = new Bone();						bone.matrixWorld.copy( rawBone.transformLink );						// set name and id here - otherwise in cases where "subBone" is created it will not have a name / id						bone.name = name ? PropertyBinding.sanitizeNodeName( name ) : '';						bone.ID = id;						skeleton.bones[ i ] = bone;						// In cases where a bone is shared between multiple meshes						// duplicate the bone here and and it as a child of the first bone						if ( subBone !== null ) {							bone.add( subBone );						}					}				} );			}		} );		return bone;	}	// create a PerspectiveCamera or OrthographicCamera	createCamera( relationships ) {		let model;		let cameraAttribute;		relationships.children.forEach( function ( child ) {			const attr = fbxTree.Objects.NodeAttribute[ child.ID ];			if ( attr !== undefined ) {				cameraAttribute = attr;			}		} );		if ( cameraAttribute === undefined ) {			model = new Object3D();		} else {			let type = 0;			if ( cameraAttribute.CameraProjectionType !== undefined && cameraAttribute.CameraProjectionType.value === 1 ) {				type = 1;			}			let nearClippingPlane = 1;			if ( cameraAttribute.NearPlane !== undefined ) {				nearClippingPlane = cameraAttribute.NearPlane.value / 1000;			}			let farClippingPlane = 1000;			if ( cameraAttribute.FarPlane !== undefined ) {				farClippingPlane = cameraAttribute.FarPlane.value / 1000;			}			let width = window.innerWidth;			let height = window.innerHeight;			if ( cameraAttribute.AspectWidth !== undefined && cameraAttribute.AspectHeight !== undefined ) {				width = cameraAttribute.AspectWidth.value;				height = cameraAttribute.AspectHeight.value;			}			const aspect = width / height;			let fov = 45;			if ( cameraAttribute.FieldOfView !== undefined ) {				fov = cameraAttribute.FieldOfView.value;			}			const focalLength = cameraAttribute.FocalLength ? cameraAttribute.FocalLength.value : null;			switch ( type ) {				case 0: // Perspective					model = new PerspectiveCamera( fov, aspect, nearClippingPlane, farClippingPlane );					if ( focalLength !== null ) model.setFocalLength( focalLength );					break;				case 1: // Orthographic					model = new OrthographicCamera( - width / 2, width / 2, height / 2, - height / 2, nearClippingPlane, farClippingPlane );					break;				default:					console.warn( 'THREE.FBXLoader: Unknown camera type ' + type + '.' );					model = new Object3D();					break;			}		}		return model;	}	// Create a DirectionalLight, PointLight or SpotLight	createLight( relationships ) {		let model;		let lightAttribute;		relationships.children.forEach( function ( child ) {			const attr = fbxTree.Objects.NodeAttribute[ child.ID ];			if ( attr !== undefined ) {				lightAttribute = attr;			}		} );		if ( lightAttribute === undefined ) {			model = new Object3D();		} else {			let type;			// LightType can be undefined for Point lights			if ( lightAttribute.LightType === undefined ) {				type = 0;			} else {				type = lightAttribute.LightType.value;			}			let color = 0xffffff;			if ( lightAttribute.Color !== undefined ) {				color = new Color().fromArray( lightAttribute.Color.value );			}			let intensity = ( lightAttribute.Intensity === undefined ) ? 1 : lightAttribute.Intensity.value / 100;			// light disabled			if ( lightAttribute.CastLightOnObject !== undefined && lightAttribute.CastLightOnObject.value === 0 ) {				intensity = 0;			}			let distance = 0;			if ( lightAttribute.FarAttenuationEnd !== undefined ) {				if ( lightAttribute.EnableFarAttenuation !== undefined && lightAttribute.EnableFarAttenuation.value === 0 ) {					distance = 0;				} else {					distance = lightAttribute.FarAttenuationEnd.value;				}			}			// TODO: could this be calculated linearly from FarAttenuationStart to FarAttenuationEnd?			const decay = 1;			switch ( type ) {				case 0: // Point					model = new PointLight( color, intensity, distance, decay );					break;				case 1: // Directional					model = new DirectionalLight( color, intensity );					break;				case 2: // Spot					let angle = Math.PI / 3;					if ( lightAttribute.InnerAngle !== undefined ) {						angle = MathUtils.degToRad( lightAttribute.InnerAngle.value );					}					let penumbra = 0;					if ( lightAttribute.OuterAngle !== undefined ) {						// TODO: this is not correct - FBX calculates outer and inner angle in degrees						// with OuterAngle > InnerAngle && OuterAngle <= Math.PI						// while three.js uses a penumbra between (0, 1) to attenuate the inner angle						penumbra = MathUtils.degToRad( lightAttribute.OuterAngle.value );						penumbra = Math.max( penumbra, 1 );					}					model = new SpotLight( color, intensity, distance, angle, penumbra, decay );					break;				default:					console.warn( 'THREE.FBXLoader: Unknown light type ' + lightAttribute.LightType.value + ', defaulting to a PointLight.' );					model = new PointLight( color, intensity );					break;			}			if ( lightAttribute.CastShadows !== undefined && lightAttribute.CastShadows.value === 1 ) {				model.castShadow = true;			}		}		return model;	}	createMesh( relationships, geometryMap, materialMap ) {		let model;		let geometry = null;		let material = null;		const materials = [];		// get geometry and materials(s) from connections		relationships.children.forEach( function ( child ) {			if ( geometryMap.has( child.ID ) ) {				geometry = geometryMap.get( child.ID );			}			if ( materialMap.has( child.ID ) ) {				materials.push( materialMap.get( child.ID ) );			}		} );		if ( materials.length > 1 ) {			material = materials;		} else if ( materials.length > 0 ) {			material = materials[ 0 ];		} else {			material = new MeshPhongMaterial( { color: 0xcccccc } );			materials.push( material );		}		if ( 'color' in geometry.attributes ) {			materials.forEach( function ( material ) {				material.vertexColors = true;			} );		}		if ( geometry.FBX_Deformer ) {			model = new SkinnedMesh( geometry, material );			model.normalizeSkinWeights();		} else {			model = new Mesh( geometry, material );		}		return model;	}	createCurve( relationships, geometryMap ) {		const geometry = relationships.children.reduce( function ( geo, child ) {			if ( geometryMap.has( child.ID ) ) geo = geometryMap.get( child.ID );			return geo;		}, null );		// FBX does not list materials for Nurbs lines, so we'll just put our own in here.		const material = new LineBasicMaterial( { color: 0x3300ff, linewidth: 1 } );		return new Line( geometry, material );	}	// parse the model node for transform data	getTransformData( model, modelNode ) {		const transformData = {};		if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );		if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );		else transformData.eulerOrder = 'ZYX';		if ( 'Lcl_Translation' in modelNode ) transformData.translation = modelNode.Lcl_Translation.value;		if ( 'PreRotation' in modelNode ) transformData.preRotation = modelNode.PreRotation.value;		if ( 'Lcl_Rotation' in modelNode ) transformData.rotation = modelNode.Lcl_Rotation.value;		if ( 'PostRotation' in modelNode ) transformData.postRotation = modelNode.PostRotation.value;		if ( 'Lcl_Scaling' in modelNode ) transformData.scale = modelNode.Lcl_Scaling.value;		if ( 'ScalingOffset' in modelNode ) transformData.scalingOffset = modelNode.ScalingOffset.value;		if ( 'ScalingPivot' in modelNode ) transformData.scalingPivot = modelNode.ScalingPivot.value;		if ( 'RotationOffset' in modelNode ) transformData.rotationOffset = modelNode.RotationOffset.value;		if ( 'RotationPivot' in modelNode ) transformData.rotationPivot = modelNode.RotationPivot.value;		model.userData.transformData = transformData;	}	setLookAtProperties( model, modelNode ) {		if ( 'LookAtProperty' in modelNode ) {			const children = connections.get( model.ID ).children;			children.forEach( function ( child ) {				if ( child.relationship === 'LookAtProperty' ) {					const lookAtTarget = fbxTree.Objects.Model[ child.ID ];					if ( 'Lcl_Translation' in lookAtTarget ) {						const pos = lookAtTarget.Lcl_Translation.value;						// DirectionalLight, SpotLight						if ( model.target !== undefined ) {							model.target.position.fromArray( pos );							sceneGraph.add( model.target );						} else { // Cameras and other Object3Ds							model.lookAt( new Vector3().fromArray( pos ) );						}					}				}			} );		}	}	bindSkeleton( skeletons, geometryMap, modelMap ) {		const bindMatrices = this.parsePoseNodes();		for ( const ID in skeletons ) {			const skeleton = skeletons[ ID ];			const parents = connections.get( parseInt( skeleton.ID ) ).parents;			parents.forEach( function ( parent ) {				if ( geometryMap.has( parent.ID ) ) {					const geoID = parent.ID;					const geoRelationships = connections.get( geoID );					geoRelationships.parents.forEach( function ( geoConnParent ) {						if ( modelMap.has( geoConnParent.ID ) ) {							const model = modelMap.get( geoConnParent.ID );							model.bind( new Skeleton( skeleton.bones ), bindMatrices[ geoConnParent.ID ] );						}					} );				}			} );		}	}	parsePoseNodes() {		const bindMatrices = {};		if ( 'Pose' in fbxTree.Objects ) {			const BindPoseNode = fbxTree.Objects.Pose;			for ( const nodeID in BindPoseNode ) {				if ( BindPoseNode[ nodeID ].attrType === 'BindPose' && BindPoseNode[ nodeID ].NbPoseNodes > 0 ) {					const poseNodes = BindPoseNode[ nodeID ].PoseNode;					if ( Array.isArray( poseNodes ) ) {						poseNodes.forEach( function ( poseNode ) {							bindMatrices[ poseNode.Node ] = new Matrix4().fromArray( poseNode.Matrix.a );						} );					} else {						bindMatrices[ poseNodes.Node ] = new Matrix4().fromArray( poseNodes.Matrix.a );					}				}			}		}		return bindMatrices;	}	// Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light	createAmbientLight() {		if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {			const ambientColor = fbxTree.GlobalSettings.AmbientColor.value;			const r = ambientColor[ 0 ];			const g = ambientColor[ 1 ];			const b = ambientColor[ 2 ];			if ( r !== 0 || g !== 0 || b !== 0 ) {				const color = new Color( r, g, b );				sceneGraph.add( new AmbientLight( color, 1 ) );			}		}	}}// parse Geometry data from FBXTree and return map of BufferGeometriesclass GeometryParser {	// Parse nodes in FBXTree.Objects.Geometry	parse( deformers ) {		const geometryMap = new Map();		if ( 'Geometry' in fbxTree.Objects ) {			const geoNodes = fbxTree.Objects.Geometry;			for ( const nodeID in geoNodes ) {				const relationships = connections.get( parseInt( nodeID ) );				const geo = this.parseGeometry( relationships, geoNodes[ nodeID ], deformers );				geometryMap.set( parseInt( nodeID ), geo );			}		}		return geometryMap;	}	// Parse single node in FBXTree.Objects.Geometry	parseGeometry( relationships, geoNode, deformers ) {		switch ( geoNode.attrType ) {			case 'Mesh':				return this.parseMeshGeometry( relationships, geoNode, deformers );				break;			case 'NurbsCurve':				return this.parseNurbsGeometry( geoNode );				break;		}	}	// Parse single node mesh geometry in FBXTree.Objects.Geometry	parseMeshGeometry( relationships, geoNode, deformers ) {		const skeletons = deformers.skeletons;		const morphTargets = [];		const modelNodes = relationships.parents.map( function ( parent ) {			return fbxTree.Objects.Model[ parent.ID ];		} );		// don't create geometry if it is not associated with any models		if ( modelNodes.length === 0 ) return;		const skeleton = relationships.children.reduce( function ( skeleton, child ) {			if ( skeletons[ child.ID ] !== undefined ) skeleton = skeletons[ child.ID ];			return skeleton;		}, null );		relationships.children.forEach( function ( child ) {			if ( deformers.morphTargets[ child.ID ] !== undefined ) {				morphTargets.push( deformers.morphTargets[ child.ID ] );			}		} );		// Assume one model and get the preRotation from that		// if there is more than one model associated with the geometry this may cause problems		const modelNode = modelNodes[ 0 ];		const transformData = {};		if ( 'RotationOrder' in modelNode ) transformData.eulerOrder = getEulerOrder( modelNode.RotationOrder.value );		if ( 'InheritType' in modelNode ) transformData.inheritType = parseInt( modelNode.InheritType.value );		if ( 'GeometricTranslation' in modelNode ) transformData.translation = modelNode.GeometricTranslation.value;		if ( 'GeometricRotation' in modelNode ) transformData.rotation = modelNode.GeometricRotation.value;		if ( 'GeometricScaling' in modelNode ) transformData.scale = modelNode.GeometricScaling.value;		const transform = generateTransform( transformData );		return this.genGeometry( geoNode, skeleton, morphTargets, transform );	}	// Generate a BufferGeometry from a node in FBXTree.Objects.Geometry	genGeometry( geoNode, skeleton, morphTargets, preTransform ) {		const geo = new BufferGeometry();		if ( geoNode.attrName ) geo.name = geoNode.attrName;		const geoInfo = this.parseGeoNode( geoNode, skeleton );		const buffers = this.genBuffers( geoInfo );		const positionAttribute = new Float32BufferAttribute( buffers.vertex, 3 );		positionAttribute.applyMatrix4( preTransform );		geo.setAttribute( 'position', positionAttribute );		if ( buffers.colors.length > 0 ) {			geo.setAttribute( 'color', new Float32BufferAttribute( buffers.colors, 3 ) );		}		if ( skeleton ) {			geo.setAttribute( 'skinIndex', new Uint16BufferAttribute( buffers.weightsIndices, 4 ) );			geo.setAttribute( 'skinWeight', new Float32BufferAttribute( buffers.vertexWeights, 4 ) );			// used later to bind the skeleton to the model			geo.FBX_Deformer = skeleton;		}		if ( buffers.normal.length > 0 ) {			const normalMatrix = new Matrix3().getNormalMatrix( preTransform );			const normalAttribute = new Float32BufferAttribute( buffers.normal, 3 );			normalAttribute.applyNormalMatrix( normalMatrix );			geo.setAttribute( 'normal', normalAttribute );		}		buffers.uvs.forEach( function ( uvBuffer, i ) {			// subsequent uv buffers are called 'uv1', 'uv2', ...			let name = 'uv' + ( i + 1 ).toString();			// the first uv buffer is just called 'uv'			if ( i === 0 ) {				name = 'uv';			}			geo.setAttribute( name, new Float32BufferAttribute( buffers.uvs[ i ], 2 ) );		} );		if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {			// Convert the material indices of each vertex into rendering groups on the geometry.			let prevMaterialIndex = buffers.materialIndex[ 0 ];			let startIndex = 0;			buffers.materialIndex.forEach( function ( currentIndex, i ) {				if ( currentIndex !== prevMaterialIndex ) {					geo.addGroup( startIndex, i - startIndex, prevMaterialIndex );					prevMaterialIndex = currentIndex;					startIndex = i;				}			} );			// the loop above doesn't add the last group, do that here.			if ( geo.groups.length > 0 ) {				const lastGroup = geo.groups[ geo.groups.length - 1 ];				const lastIndex = lastGroup.start + lastGroup.count;				if ( lastIndex !== buffers.materialIndex.length ) {					geo.addGroup( lastIndex, buffers.materialIndex.length - lastIndex, prevMaterialIndex );				}			}			// case where there are multiple materials but the whole geometry is only			// using one of them			if ( geo.groups.length === 0 ) {				geo.addGroup( 0, buffers.materialIndex.length, buffers.materialIndex[ 0 ] );			}		}		this.addMorphTargets( geo, geoNode, morphTargets, preTransform );		return geo;	}	parseGeoNode( geoNode, skeleton ) {		const geoInfo = {};		geoInfo.vertexPositions = ( geoNode.Vertices !== undefined ) ? geoNode.Vertices.a : [];		geoInfo.vertexIndices = ( geoNode.PolygonVertexIndex !== undefined ) ? geoNode.PolygonVertexIndex.a : [];		if ( geoNode.LayerElementColor ) {			geoInfo.color = this.parseVertexColors( geoNode.LayerElementColor[ 0 ] );		}		if ( geoNode.LayerElementMaterial ) {			geoInfo.material = this.parseMaterialIndices( geoNode.LayerElementMaterial[ 0 ] );		}		if ( geoNode.LayerElementNormal ) {			geoInfo.normal = this.parseNormals( geoNode.LayerElementNormal[ 0 ] );		}		if ( geoNode.LayerElementUV ) {			geoInfo.uv = [];			let i = 0;			while ( geoNode.LayerElementUV[ i ] ) {				if ( geoNode.LayerElementUV[ i ].UV ) {					geoInfo.uv.push( this.parseUVs( geoNode.LayerElementUV[ i ] ) );				}				i ++;			}		}		geoInfo.weightTable = {};		if ( skeleton !== null ) {			geoInfo.skeleton = skeleton;			skeleton.rawBones.forEach( function ( rawBone, i ) {				// loop over the bone's vertex indices and weights				rawBone.indices.forEach( function ( index, j ) {					if ( geoInfo.weightTable[ index ] === undefined ) geoInfo.weightTable[ index ] = [];					geoInfo.weightTable[ index ].push( {						id: i,						weight: rawBone.weights[ j ],					} );				} );			} );		}		return geoInfo;	}	genBuffers( geoInfo ) {		const buffers = {			vertex: [],			normal: [],			colors: [],			uvs: [],			materialIndex: [],			vertexWeights: [],			weightsIndices: [],		};		let polygonIndex = 0;		let faceLength = 0;		let displayedWeightsWarning = false;		// these will hold data for a single face		let facePositionIndexes = [];		let faceNormals = [];		let faceColors = [];		let faceUVs = [];		let faceWeights = [];		let faceWeightIndices = [];		const scope = this;		geoInfo.vertexIndices.forEach( function ( vertexIndex, polygonVertexIndex ) {			let materialIndex;			let endOfFace = false;			// Face index and vertex index arrays are combined in a single array			// A cube with quad faces looks like this:			// PolygonVertexIndex: *24 {			//  a: 0, 1, 3, -3, 2, 3, 5, -5, 4, 5, 7, -7, 6, 7, 1, -1, 1, 7, 5, -4, 6, 0, 2, -5			//  }			// Negative numbers mark the end of a face - first face here is 0, 1, 3, -3			// to find index of last vertex bit shift the index: ^ - 1			if ( vertexIndex < 0 ) {				vertexIndex = vertexIndex ^ - 1; // equivalent to ( x * -1 ) - 1				endOfFace = true;			}			let weightIndices = [];			let weights = [];			facePositionIndexes.push( vertexIndex * 3, vertexIndex * 3 + 1, vertexIndex * 3 + 2 );			if ( geoInfo.color ) {				const data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.color );				faceColors.push( data[ 0 ], data[ 1 ], data[ 2 ] );			}			if ( geoInfo.skeleton ) {				if ( geoInfo.weightTable[ vertexIndex ] !== undefined ) {					geoInfo.weightTable[ vertexIndex ].forEach( function ( wt ) {						weights.push( wt.weight );						weightIndices.push( wt.id );					} );				}				if ( weights.length > 4 ) {					if ( ! displayedWeightsWarning ) {						console.warn( 'THREE.FBXLoader: Vertex has more than 4 skinning weights assigned to vertex. Deleting additional weights.' );						displayedWeightsWarning = true;					}					const wIndex = [ 0, 0, 0, 0 ];					const Weight = [ 0, 0, 0, 0 ];					weights.forEach( function ( weight, weightIndex ) {						let currentWeight = weight;						let currentIndex = weightIndices[ weightIndex ];						Weight.forEach( function ( comparedWeight, comparedWeightIndex, comparedWeightArray ) {							if ( currentWeight > comparedWeight ) {								comparedWeightArray[ comparedWeightIndex ] = currentWeight;								currentWeight = comparedWeight;								const tmp = wIndex[ comparedWeightIndex ];								wIndex[ comparedWeightIndex ] = currentIndex;								currentIndex = tmp;							}						} );					} );					weightIndices = wIndex;					weights = Weight;				}				// if the weight array is shorter than 4 pad with 0s				while ( weights.length < 4 ) {					weights.push( 0 );					weightIndices.push( 0 );				}				for ( let i = 0; i < 4; ++ i ) {					faceWeights.push( weights[ i ] );					faceWeightIndices.push( weightIndices[ i ] );				}			}			if ( geoInfo.normal ) {				const data = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.normal );				faceNormals.push( data[ 0 ], data[ 1 ], data[ 2 ] );			}			if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {				materialIndex = getData( polygonVertexIndex, polygonIndex, vertexIndex, geoInfo.material )[ 0 ];			}			if ( geoInfo.uv ) {				geoInfo.uv.forEach( function ( uv, i ) {					const data = getData( polygonVertexIndex, polygonIndex, vertexIndex, uv );					if ( faceUVs[ i ] === undefined ) {						faceUVs[ i ] = [];					}					faceUVs[ i ].push( data[ 0 ] );					faceUVs[ i ].push( data[ 1 ] );				} );			}			faceLength ++;			if ( endOfFace ) {				scope.genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength );				polygonIndex ++;				faceLength = 0;				// reset arrays for the next face				facePositionIndexes = [];				faceNormals = [];				faceColors = [];				faceUVs = [];				faceWeights = [];				faceWeightIndices = [];			}		} );		return buffers;	}	// Generate data for a single face in a geometry. If the face is a quad then split it into 2 tris	genFace( buffers, geoInfo, facePositionIndexes, materialIndex, faceNormals, faceColors, faceUVs, faceWeights, faceWeightIndices, faceLength ) {		for ( let i = 2; i < faceLength; i ++ ) {			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 0 ] ] );			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 1 ] ] );			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ 2 ] ] );			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 ] ] );			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 1 ] ] );			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ ( i - 1 ) * 3 + 2 ] ] );			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 ] ] );			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 1 ] ] );			buffers.vertex.push( geoInfo.vertexPositions[ facePositionIndexes[ i * 3 + 2 ] ] );			if ( geoInfo.skeleton ) {				buffers.vertexWeights.push( faceWeights[ 0 ] );				buffers.vertexWeights.push( faceWeights[ 1 ] );				buffers.vertexWeights.push( faceWeights[ 2 ] );				buffers.vertexWeights.push( faceWeights[ 3 ] );				buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 ] );				buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 1 ] );				buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 2 ] );				buffers.vertexWeights.push( faceWeights[ ( i - 1 ) * 4 + 3 ] );				buffers.vertexWeights.push( faceWeights[ i * 4 ] );				buffers.vertexWeights.push( faceWeights[ i * 4 + 1 ] );				buffers.vertexWeights.push( faceWeights[ i * 4 + 2 ] );				buffers.vertexWeights.push( faceWeights[ i * 4 + 3 ] );				buffers.weightsIndices.push( faceWeightIndices[ 0 ] );				buffers.weightsIndices.push( faceWeightIndices[ 1 ] );				buffers.weightsIndices.push( faceWeightIndices[ 2 ] );				buffers.weightsIndices.push( faceWeightIndices[ 3 ] );				buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 ] );				buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 1 ] );				buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 2 ] );				buffers.weightsIndices.push( faceWeightIndices[ ( i - 1 ) * 4 + 3 ] );				buffers.weightsIndices.push( faceWeightIndices[ i * 4 ] );				buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 1 ] );				buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 2 ] );				buffers.weightsIndices.push( faceWeightIndices[ i * 4 + 3 ] );			}			if ( geoInfo.color ) {				buffers.colors.push( faceColors[ 0 ] );				buffers.colors.push( faceColors[ 1 ] );				buffers.colors.push( faceColors[ 2 ] );				buffers.colors.push( faceColors[ ( i - 1 ) * 3 ] );				buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 1 ] );				buffers.colors.push( faceColors[ ( i - 1 ) * 3 + 2 ] );				buffers.colors.push( faceColors[ i * 3 ] );				buffers.colors.push( faceColors[ i * 3 + 1 ] );				buffers.colors.push( faceColors[ i * 3 + 2 ] );			}			if ( geoInfo.material && geoInfo.material.mappingType !== 'AllSame' ) {				buffers.materialIndex.push( materialIndex );				buffers.materialIndex.push( materialIndex );				buffers.materialIndex.push( materialIndex );			}			if ( geoInfo.normal ) {				buffers.normal.push( faceNormals[ 0 ] );				buffers.normal.push( faceNormals[ 1 ] );				buffers.normal.push( faceNormals[ 2 ] );				buffers.normal.push( faceNormals[ ( i - 1 ) * 3 ] );				buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 1 ] );				buffers.normal.push( faceNormals[ ( i - 1 ) * 3 + 2 ] );				buffers.normal.push( faceNormals[ i * 3 ] );				buffers.normal.push( faceNormals[ i * 3 + 1 ] );				buffers.normal.push( faceNormals[ i * 3 + 2 ] );			}			if ( geoInfo.uv ) {				geoInfo.uv.forEach( function ( uv, j ) {					if ( buffers.uvs[ j ] === undefined ) buffers.uvs[ j ] = [];					buffers.uvs[ j ].push( faceUVs[ j ][ 0 ] );					buffers.uvs[ j ].push( faceUVs[ j ][ 1 ] );					buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 ] );					buffers.uvs[ j ].push( faceUVs[ j ][ ( i - 1 ) * 2 + 1 ] );					buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 ] );					buffers.uvs[ j ].push( faceUVs[ j ][ i * 2 + 1 ] );				} );			}		}	}	addMorphTargets( parentGeo, parentGeoNode, morphTargets, preTransform ) {		if ( morphTargets.length === 0 ) return;		parentGeo.morphTargetsRelative = true;		parentGeo.morphAttributes.position = [];		// parentGeo.morphAttributes.normal = []; // not implemented		const scope = this;		morphTargets.forEach( function ( morphTarget ) {			morphTarget.rawTargets.forEach( function ( rawTarget ) {				const morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];				if ( morphGeoNode !== undefined ) {					scope.genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, rawTarget.name );				}			} );		} );	}	// a morph geometry node is similar to a standard  node, and the node is also contained	// in FBXTree.Objects.Geometry, however it can only have attributes for position, normal	// and a special attribute Index defining which vertices of the original geometry are affected	// Normal and position attributes only have data for the vertices that are affected by the morph	genMorphGeometry( parentGeo, parentGeoNode, morphGeoNode, preTransform, name ) {		const vertexIndices = ( parentGeoNode.PolygonVertexIndex !== undefined ) ? parentGeoNode.PolygonVertexIndex.a : [];		const morphPositionsSparse = ( morphGeoNode.Vertices !== undefined ) ? morphGeoNode.Vertices.a : [];		const indices = ( morphGeoNode.Indexes !== undefined ) ? morphGeoNode.Indexes.a : [];		const length = parentGeo.attributes.position.count * 3;		const morphPositions = new Float32Array( length );		for ( let i = 0; i < indices.length; i ++ ) {			const morphIndex = indices[ i ] * 3;			morphPositions[ morphIndex ] = morphPositionsSparse[ i * 3 ];			morphPositions[ morphIndex + 1 ] = morphPositionsSparse[ i * 3 + 1 ];			morphPositions[ morphIndex + 2 ] = morphPositionsSparse[ i * 3 + 2 ];		}		// TODO: add morph normal support		const morphGeoInfo = {			vertexIndices: vertexIndices,			vertexPositions: morphPositions,		};		const morphBuffers = this.genBuffers( morphGeoInfo );		const positionAttribute = new Float32BufferAttribute( morphBuffers.vertex, 3 );		positionAttribute.name = name || morphGeoNode.attrName;		positionAttribute.applyMatrix4( preTransform );		parentGeo.morphAttributes.position.push( positionAttribute );	}	// Parse normal from FBXTree.Objects.Geometry.LayerElementNormal if it exists	parseNormals( NormalNode ) {		const mappingType = NormalNode.MappingInformationType;		const referenceType = NormalNode.ReferenceInformationType;		const buffer = NormalNode.Normals.a;		let indexBuffer = [];		if ( referenceType === 'IndexToDirect' ) {			if ( 'NormalIndex' in NormalNode ) {				indexBuffer = NormalNode.NormalIndex.a;			} else if ( 'NormalsIndex' in NormalNode ) {				indexBuffer = NormalNode.NormalsIndex.a;			}		}		return {			dataSize: 3,			buffer: buffer,			indices: indexBuffer,			mappingType: mappingType,			referenceType: referenceType		};	}	// Parse UVs from FBXTree.Objects.Geometry.LayerElementUV if it exists	parseUVs( UVNode ) {		const mappingType = UVNode.MappingInformationType;		const referenceType = UVNode.ReferenceInformationType;		const buffer = UVNode.UV.a;		let indexBuffer = [];		if ( referenceType === 'IndexToDirect' ) {			indexBuffer = UVNode.UVIndex.a;		}		return {			dataSize: 2,			buffer: buffer,			indices: indexBuffer,			mappingType: mappingType,			referenceType: referenceType		};	}	// Parse Vertex Colors from FBXTree.Objects.Geometry.LayerElementColor if it exists	parseVertexColors( ColorNode ) {		const mappingType = ColorNode.MappingInformationType;		const referenceType = ColorNode.ReferenceInformationType;		const buffer = ColorNode.Colors.a;		let indexBuffer = [];		if ( referenceType === 'IndexToDirect' ) {			indexBuffer = ColorNode.ColorIndex.a;		}		return {			dataSize: 4,			buffer: buffer,			indices: indexBuffer,			mappingType: mappingType,			referenceType: referenceType		};	}	// Parse mapping and material data in FBXTree.Objects.Geometry.LayerElementMaterial if it exists	parseMaterialIndices( MaterialNode ) {		const mappingType = MaterialNode.MappingInformationType;		const referenceType = MaterialNode.ReferenceInformationType;		if ( mappingType === 'NoMappingInformation' ) {			return {				dataSize: 1,				buffer: [ 0 ],				indices: [ 0 ],				mappingType: 'AllSame',				referenceType: referenceType			};		}		const materialIndexBuffer = MaterialNode.Materials.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.		const materialIndices = [];		for ( let i = 0; i < materialIndexBuffer.length; ++ i ) {			materialIndices.push( i );		}		return {			dataSize: 1,			buffer: materialIndexBuffer,			indices: materialIndices,			mappingType: mappingType,			referenceType: referenceType		};	}	// Generate a NurbGeometry from a node in FBXTree.Objects.Geometry	parseNurbsGeometry( geoNode ) {		if ( NURBSCurve === undefined ) {			console.error( 'THREE.FBXLoader: The loader relies on NURBSCurve for any nurbs present in the model. Nurbs will show up as empty geometry.' );			return new BufferGeometry();		}		const order = parseInt( geoNode.Order );		if ( isNaN( order ) ) {			console.error( 'THREE.FBXLoader: Invalid Order %s given for geometry ID: %s', geoNode.Order, geoNode.id );			return new BufferGeometry();		}		const degree = order - 1;		const knots = geoNode.KnotVector.a;		const controlPoints = [];		const pointsValues = geoNode.Points.a;		for ( let i = 0, l = pointsValues.length; i < l; i += 4 ) {			controlPoints.push( new Vector4().fromArray( pointsValues, i ) );		}		let startKnot, endKnot;		if ( geoNode.Form === 'Closed' ) {			controlPoints.push( controlPoints[ 0 ] );		} else if ( geoNode.Form === 'Periodic' ) {			startKnot = degree;			endKnot = knots.length - 1 - startKnot;			for ( let i = 0; i < degree; ++ i ) {				controlPoints.push( controlPoints[ i ] );			}		}		const curve = new NURBSCurve( degree, knots, controlPoints, startKnot, endKnot );		const points = curve.getPoints( controlPoints.length * 12 );		return new BufferGeometry().setFromPoints( points );	}}// parse animation data from FBXTreeclass AnimationParser {	// take raw animation clips and turn them into three.js animation clips	parse() {		const animationClips = [];		const rawClips = this.parseClips();		if ( rawClips !== undefined ) {			for ( const key in rawClips ) {				const rawClip = rawClips[ key ];				const clip = this.addClip( rawClip );				animationClips.push( clip );			}		}		return animationClips;	}	parseClips() {		// since the actual transformation data is stored in FBXTree.Objects.AnimationCurve,		// if this is undefined we can safely assume there are no animations		if ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;		const curveNodesMap = this.parseAnimationCurveNodes();		this.parseAnimationCurves( curveNodesMap );		const layersMap = this.parseAnimationLayers( curveNodesMap );		const rawClips = this.parseAnimStacks( layersMap );		return rawClips;	}	// parse nodes in FBXTree.Objects.AnimationCurveNode	// each AnimationCurveNode holds data for an animation transform for a model (e.g. left arm rotation )	// and is referenced by an AnimationLayer	parseAnimationCurveNodes() {		const rawCurveNodes = fbxTree.Objects.AnimationCurveNode;		const curveNodesMap = new Map();		for ( const nodeID in rawCurveNodes ) {			const rawCurveNode = rawCurveNodes[ nodeID ];			if ( rawCurveNode.attrName.match( /S|R|T|DeformPercent/ ) !== null ) {				const curveNode = {					id: rawCurveNode.id,					attr: rawCurveNode.attrName,					curves: {},				};				curveNodesMap.set( curveNode.id, curveNode );			}		}		return curveNodesMap;	}	// parse nodes in FBXTree.Objects.AnimationCurve and connect them up to	// previously parsed AnimationCurveNodes. Each AnimationCurve holds data for a single animated	// axis ( e.g. times and values of x rotation)	parseAnimationCurves( curveNodesMap ) {		const rawCurves = fbxTree.Objects.AnimationCurve;		// TODO: Many values are identical up to roundoff error, but won't be optimised		// e.g. position times: [0, 0.4, 0. 8]		// position values: [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.23538335023477e-7, 93.67518615722656, -0.9982695579528809, 7.235384487103147e-7, 93.67520904541016, -0.9982695579528809]		// clearly, this should be optimised to		// times: [0], positions [7.23538335023477e-7, 93.67518615722656, -0.9982695579528809]		// this shows up in nearly every FBX file, and generally time array is length > 100		for ( const nodeID in rawCurves ) {			const animationCurve = {				id: rawCurves[ nodeID ].id,				times: rawCurves[ nodeID ].KeyTime.a.map( convertFBXTimeToSeconds ),				values: rawCurves[ nodeID ].KeyValueFloat.a,			};			const relationships = connections.get( animationCurve.id );			if ( relationships !== undefined ) {				const animationCurveID = relationships.parents[ 0 ].ID;				const animationCurveRelationship = relationships.parents[ 0 ].relationship;				if ( animationCurveRelationship.match( /X/ ) ) {					curveNodesMap.get( animationCurveID ).curves[ 'x' ] = animationCurve;				} else if ( animationCurveRelationship.match( /Y/ ) ) {					curveNodesMap.get( animationCurveID ).curves[ 'y' ] = animationCurve;				} else if ( animationCurveRelationship.match( /Z/ ) ) {					curveNodesMap.get( animationCurveID ).curves[ 'z' ] = animationCurve;				} else if ( animationCurveRelationship.match( /d|DeformPercent/ ) && curveNodesMap.has( animationCurveID ) ) {					curveNodesMap.get( animationCurveID ).curves[ 'morph' ] = animationCurve;				}			}		}	}	// parse nodes in FBXTree.Objects.AnimationLayer. Each layers holds references	// to various AnimationCurveNodes and is referenced by an AnimationStack node	// note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack	parseAnimationLayers( curveNodesMap ) {		const rawLayers = fbxTree.Objects.AnimationLayer;		const layersMap = new Map();		for ( const nodeID in rawLayers ) {			const layerCurveNodes = [];			const connection = connections.get( parseInt( nodeID ) );			if ( connection !== undefined ) {				// all the animationCurveNodes used in the layer				const children = connection.children;				children.forEach( function ( child, i ) {					if ( curveNodesMap.has( child.ID ) ) {						const curveNode = curveNodesMap.get( child.ID );						// check that the curves are defined for at least one axis, otherwise ignore the curveNode						if ( curveNode.curves.x !== undefined || curveNode.curves.y !== undefined || curveNode.curves.z !== undefined ) {							if ( layerCurveNodes[ i ] === undefined ) {								const modelID = connections.get( child.ID ).parents.filter( function ( parent ) {									return parent.relationship !== undefined;								} )[ 0 ].ID;								if ( modelID !== undefined ) {									const rawModel = fbxTree.Objects.Model[ modelID.toString() ];									if ( rawModel === undefined ) {										console.warn( 'THREE.FBXLoader: Encountered a unused curve.', child );										return;									}									const node = {										modelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',										ID: rawModel.id,										initialPosition: [ 0, 0, 0 ],										initialRotation: [ 0, 0, 0 ],										initialScale: [ 1, 1, 1 ],									};									sceneGraph.traverse( function ( child ) {										if ( child.ID === rawModel.id ) {											node.transform = child.matrix;											if ( child.userData.transformData ) node.eulerOrder = child.userData.transformData.eulerOrder;										}									} );									if ( ! node.transform ) node.transform = new Matrix4();									// if the animated model is pre rotated, we'll have to apply the pre rotations to every									// animation value as well									if ( 'PreRotation' in rawModel ) node.preRotation = rawModel.PreRotation.value;									if ( 'PostRotation' in rawModel ) node.postRotation = rawModel.PostRotation.value;									layerCurveNodes[ i ] = node;								}							}							if ( layerCurveNodes[ i ] ) layerCurveNodes[ i ][ curveNode.attr ] = curveNode;						} else if ( curveNode.curves.morph !== undefined ) {							if ( layerCurveNodes[ i ] === undefined ) {								const deformerID = connections.get( child.ID ).parents.filter( function ( parent ) {									return parent.relationship !== undefined;								} )[ 0 ].ID;								const morpherID = connections.get( deformerID ).parents[ 0 ].ID;								const geoID = connections.get( morpherID ).parents[ 0 ].ID;								// assuming geometry is not used in more than one model								const modelID = connections.get( geoID ).parents[ 0 ].ID;								const rawModel = fbxTree.Objects.Model[ modelID ];								const node = {									modelName: rawModel.attrName ? PropertyBinding.sanitizeNodeName( rawModel.attrName ) : '',									morphName: fbxTree.Objects.Deformer[ deformerID ].attrName,								};								layerCurveNodes[ i ] = node;							}							layerCurveNodes[ i ][ curveNode.attr ] = curveNode;						}					}				} );				layersMap.set( parseInt( nodeID ), layerCurveNodes );			}		}		return layersMap;	}	// parse nodes in FBXTree.Objects.AnimationStack. These are the top level node in the animation	// hierarchy. Each Stack node will be used to create a AnimationClip	parseAnimStacks( layersMap ) {		const rawStacks = fbxTree.Objects.AnimationStack;		// connect the stacks (clips) up to the layers		const rawClips = {};		for ( const nodeID in rawStacks ) {			const children = connections.get( parseInt( nodeID ) ).children;			if ( children.length > 1 ) {				// it seems like stacks will always be associated with a single layer. But just in case there are files				// where there are multiple layers per stack, we'll display a warning				console.warn( 'THREE.FBXLoader: Encountered an animation stack with multiple layers, this is currently not supported. Ignoring subsequent layers.' );			}			const layer = layersMap.get( children[ 0 ].ID );			rawClips[ nodeID ] = {				name: rawStacks[ nodeID ].attrName,				layer: layer,			};		}		return rawClips;	}	addClip( rawClip ) {		let tracks = [];		const scope = this;		rawClip.layer.forEach( function ( rawTracks ) {			tracks = tracks.concat( scope.generateTracks( rawTracks ) );		} );		return new AnimationClip( rawClip.name, - 1, tracks );	}	generateTracks( rawTracks ) {		const tracks = [];		let initialPosition = new Vector3();		let initialRotation = new Quaternion();		let initialScale = new Vector3();		if ( rawTracks.transform ) rawTracks.transform.decompose( initialPosition, initialRotation, initialScale );		initialPosition = initialPosition.toArray();		initialRotation = new Euler().setFromQuaternion( initialRotation, rawTracks.eulerOrder ).toArray();		initialScale = initialScale.toArray();		if ( rawTracks.T !== undefined && Object.keys( rawTracks.T.curves ).length > 0 ) {			const positionTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.T.curves, initialPosition, 'position' );			if ( positionTrack !== undefined ) tracks.push( positionTrack );		}		if ( rawTracks.R !== undefined && Object.keys( rawTracks.R.curves ).length > 0 ) {			const rotationTrack = this.generateRotationTrack( rawTracks.modelName, rawTracks.R.curves, initialRotation, rawTracks.preRotation, rawTracks.postRotation, rawTracks.eulerOrder );			if ( rotationTrack !== undefined ) tracks.push( rotationTrack );		}		if ( rawTracks.S !== undefined && Object.keys( rawTracks.S.curves ).length > 0 ) {			const scaleTrack = this.generateVectorTrack( rawTracks.modelName, rawTracks.S.curves, initialScale, 'scale' );			if ( scaleTrack !== undefined ) tracks.push( scaleTrack );		}		if ( rawTracks.DeformPercent !== undefined ) {			const morphTrack = this.generateMorphTrack( rawTracks );			if ( morphTrack !== undefined ) tracks.push( morphTrack );		}		return tracks;	}	generateVectorTrack( modelName, curves, initialValue, type ) {		const times = this.getTimesForAllAxes( curves );		const values = this.getKeyframeTrackValues( times, curves, initialValue );		return new VectorKeyframeTrack( modelName + '.' + type, times, values );	}	generateRotationTrack( modelName, curves, initialValue, preRotation, postRotation, eulerOrder ) {		if ( curves.x !== undefined ) {			this.interpolateRotations( curves.x );			curves.x.values = curves.x.values.map( MathUtils.degToRad );		}		if ( curves.y !== undefined ) {			this.interpolateRotations( curves.y );			curves.y.values = curves.y.values.map( MathUtils.degToRad );		}		if ( curves.z !== undefined ) {			this.interpolateRotations( curves.z );			curves.z.values = curves.z.values.map( MathUtils.degToRad );		}		const times = this.getTimesForAllAxes( curves );		const values = this.getKeyframeTrackValues( times, curves, initialValue );		if ( preRotation !== undefined ) {			preRotation = preRotation.map( MathUtils.degToRad );			preRotation.push( eulerOrder );			preRotation = new Euler().fromArray( preRotation );			preRotation = new Quaternion().setFromEuler( preRotation );		}		if ( postRotation !== undefined ) {			postRotation = postRotation.map( MathUtils.degToRad );			postRotation.push( eulerOrder );			postRotation = new Euler().fromArray( postRotation );			postRotation = new Quaternion().setFromEuler( postRotation ).invert();		}		const quaternion = new Quaternion();		const euler = new Euler();		const quaternionValues = [];		for ( let i = 0; i < values.length; i += 3 ) {			euler.set( values[ i ], values[ i + 1 ], values[ i + 2 ], eulerOrder );			quaternion.setFromEuler( euler );			if ( preRotation !== undefined ) quaternion.premultiply( preRotation );			if ( postRotation !== undefined ) quaternion.multiply( postRotation );			quaternion.toArray( quaternionValues, ( i / 3 ) * 4 );		}		return new QuaternionKeyframeTrack( modelName + '.quaternion', times, quaternionValues );	}	generateMorphTrack( rawTracks ) {		const curves = rawTracks.DeformPercent.curves.morph;		const values = curves.values.map( function ( val ) {			return val / 100;		} );		const morphNum = sceneGraph.getObjectByName( rawTracks.modelName ).morphTargetDictionary[ rawTracks.morphName ];		return new NumberKeyframeTrack( rawTracks.modelName + '.morphTargetInfluences[' + morphNum + ']', curves.times, values );	}	// For all animated objects, times are defined separately for each axis	// Here we'll combine the times into one sorted array without duplicates	getTimesForAllAxes( curves ) {		let times = [];		// first join together the times for each axis, if defined		if ( curves.x !== undefined ) times = times.concat( curves.x.times );		if ( curves.y !== undefined ) times = times.concat( curves.y.times );		if ( curves.z !== undefined ) times = times.concat( curves.z.times );		// then sort them		times = times.sort( function ( a, b ) {			return a - b;		} );		// and remove duplicates		if ( times.length > 1 ) {			let targetIndex = 1;			let lastValue = times[ 0 ];			for ( let i = 1; i < times.length; i ++ ) {				const currentValue = times[ i ];				if ( currentValue !== lastValue ) {					times[ targetIndex ] = currentValue;					lastValue = currentValue;					targetIndex ++;				}			}			times = times.slice( 0, targetIndex );		}		return times;	}	getKeyframeTrackValues( times, curves, initialValue ) {		const prevValue = initialValue;		const values = [];		let xIndex = - 1;		let yIndex = - 1;		let zIndex = - 1;		times.forEach( function ( time ) {			if ( curves.x ) xIndex = curves.x.times.indexOf( time );			if ( curves.y ) yIndex = curves.y.times.indexOf( time );			if ( curves.z ) zIndex = curves.z.times.indexOf( time );			// if there is an x value defined for this frame, use that			if ( xIndex !== - 1 ) {				const xValue = curves.x.values[ xIndex ];				values.push( xValue );				prevValue[ 0 ] = xValue;			} else {				// otherwise use the x value from the previous frame				values.push( prevValue[ 0 ] );			}			if ( yIndex !== - 1 ) {				const yValue = curves.y.values[ yIndex ];				values.push( yValue );				prevValue[ 1 ] = yValue;			} else {				values.push( prevValue[ 1 ] );			}			if ( zIndex !== - 1 ) {				const zValue = curves.z.values[ zIndex ];				values.push( zValue );				prevValue[ 2 ] = zValue;			} else {				values.push( prevValue[ 2 ] );			}		} );		return values;	}	// Rotations are defined as Euler angles which can have values  of any size	// These will be converted to quaternions which don't support values greater than	// PI, so we'll interpolate large rotations	interpolateRotations( curve ) {		for ( let i = 1; i < curve.values.length; i ++ ) {			const initialValue = curve.values[ i - 1 ];			const valuesSpan = curve.values[ i ] - initialValue;			const absoluteSpan = Math.abs( valuesSpan );			if ( absoluteSpan >= 180 ) {				const numSubIntervals = absoluteSpan / 180;				const step = valuesSpan / numSubIntervals;				let nextValue = initialValue + step;				const initialTime = curve.times[ i - 1 ];				const timeSpan = curve.times[ i ] - initialTime;				const interval = timeSpan / numSubIntervals;				let nextTime = initialTime + interval;				const interpolatedTimes = [];				const interpolatedValues = [];				while ( nextTime < curve.times[ i ] ) {					interpolatedTimes.push( nextTime );					nextTime += interval;					interpolatedValues.push( nextValue );					nextValue += step;				}				curve.times = inject( curve.times, i, interpolatedTimes );				curve.values = inject( curve.values, i, interpolatedValues );			}		}	}}// parse an FBX file in ASCII formatclass TextParser {	getPrevNode() {		return this.nodeStack[ this.currentIndent - 2 ];	}	getCurrentNode() {		return this.nodeStack[ this.currentIndent - 1 ];	}	getCurrentProp() {		return this.currentProp;	}	pushStack( node ) {		this.nodeStack.push( node );		this.currentIndent += 1;	}	popStack() {		this.nodeStack.pop();		this.currentIndent -= 1;	}	setCurrentProp( val, name ) {		this.currentProp = val;		this.currentPropName = name;	}	parse( text ) {		this.currentIndent = 0;		this.allNodes = new FBXTree();		this.nodeStack = [];		this.currentProp = [];		this.currentPropName = '';		const scope = this;		const split = text.split( /[\r\n]+/ );		split.forEach( function ( line, i ) {			const matchComment = line.match( /^[\s\t]*;/ );			const matchEmpty = line.match( /^[\s\t]*$/ );			if ( matchComment || matchEmpty ) return;			const matchBeginning = line.match( '^\\t{' + scope.currentIndent + '}(\\w+):(.*){', '' );			const matchProperty = line.match( '^\\t{' + ( scope.currentIndent ) + '}(\\w+):[\\s\\t\\r\\n](.*)' );			const matchEnd = line.match( '^\\t{' + ( scope.currentIndent - 1 ) + '}}' );			if ( matchBeginning ) {				scope.parseNodeBegin( line, matchBeginning );			} else if ( matchProperty ) {				scope.parseNodeProperty( line, matchProperty, split[ ++ i ] );			} else if ( matchEnd ) {				scope.popStack();			} else if ( line.match( /^[^\s\t}]/ ) ) {				// large arrays are split over multiple lines terminated with a ',' character				// if this is encountered the line needs to be joined to the previous line				scope.parseNodePropertyContinued( line );			}		} );		return this.allNodes;	}	parseNodeBegin( line, property ) {		const nodeName = property[ 1 ].trim().replace( /^"/, '' ).replace( /"$/, '' );		const nodeAttrs = property[ 2 ].split( ',' ).map( function ( attr ) {			return attr.trim().replace( /^"/, '' ).replace( /"$/, '' );		} );		const node = { name: nodeName };		const attrs = this.parseNodeAttr( nodeAttrs );		const currentNode = this.getCurrentNode();		// a top node		if ( this.currentIndent === 0 ) {			this.allNodes.add( nodeName, node );		} else { // a subnode			// if the subnode already exists, append it			if ( nodeName in currentNode ) {				// special case Pose needs PoseNodes as an array				if ( nodeName === 'PoseNode' ) {					currentNode.PoseNode.push( node );				} else if ( currentNode[ nodeName ].id !== undefined ) {					currentNode[ nodeName ] = {};					currentNode[ nodeName ][ currentNode[ nodeName ].id ] = currentNode[ nodeName ];				}				if ( attrs.id !== '' ) currentNode[ nodeName ][ attrs.id ] = node;			} else if ( typeof attrs.id === 'number' ) {				currentNode[ nodeName ] = {};				currentNode[ nodeName ][ attrs.id ] = node;			} else if ( nodeName !== 'Properties70' ) {				if ( nodeName === 'PoseNode' )	currentNode[ nodeName ] = [ node ];				else currentNode[ nodeName ] = node;			}		}		if ( typeof attrs.id === 'number' ) node.id = attrs.id;		if ( attrs.name !== '' ) node.attrName = attrs.name;		if ( attrs.type !== '' ) node.attrType = attrs.type;		this.pushStack( node );	}	parseNodeAttr( attrs ) {		let id = attrs[ 0 ];		if ( attrs[ 0 ] !== '' ) {			id = parseInt( attrs[ 0 ] );			if ( isNaN( id ) ) {				id = attrs[ 0 ];			}		}		let name = '', type = '';		if ( attrs.length > 1 ) {			name = attrs[ 1 ].replace( /^(\w+)::/, '' );			type = attrs[ 2 ];		}		return { id: id, name: name, type: type };	}	parseNodeProperty( line, property, contentLine ) {		let propName = property[ 1 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();		let propValue = property[ 2 ].replace( /^"/, '' ).replace( /"$/, '' ).trim();		// for special case: base64 image data follows "Content: ," line		//	Content: ,		//	 "/9j/4RDaRXhpZgAATU0A..."		if ( propName === 'Content' && propValue === ',' ) {			propValue = contentLine.replace( /"/g, '' ).replace( /,$/, '' ).trim();		}		const currentNode = this.getCurrentNode();		const parentName = currentNode.name;		if ( parentName === 'Properties70' ) {			this.parseNodeSpecialProperty( line, propName, propValue );			return;		}		// Connections		if ( propName === 'C' ) {			const connProps = propValue.split( ',' ).slice( 1 );			const from = parseInt( connProps[ 0 ] );			const to = parseInt( connProps[ 1 ] );			let rest = propValue.split( ',' ).slice( 3 );			rest = rest.map( function ( elem ) {				return elem.trim().replace( /^"/, '' );			} );			propName = 'connections';			propValue = [ from, to ];			append( propValue, rest );			if ( currentNode[ propName ] === undefined ) {				currentNode[ propName ] = [];			}		}		// Node		if ( propName === 'Node' ) currentNode.id = propValue;		// connections		if ( propName in currentNode && Array.isArray( currentNode[ propName ] ) ) {			currentNode[ propName ].push( propValue );		} else {			if ( propName !== 'a' ) currentNode[ propName ] = propValue;			else currentNode.a = propValue;		}		this.setCurrentProp( currentNode, propName );		// convert string to array, unless it ends in ',' in which case more will be added to it		if ( propName === 'a' && propValue.slice( - 1 ) !== ',' ) {			currentNode.a = parseNumberArray( propValue );		}	}	parseNodePropertyContinued( line ) {		const currentNode = this.getCurrentNode();		currentNode.a += line;		// if the line doesn't end in ',' we have reached the end of the property value		// so convert the string to an array		if ( line.slice( - 1 ) !== ',' ) {			currentNode.a = parseNumberArray( currentNode.a );		}	}	// parse "Property70"	parseNodeSpecialProperty( 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" ]		const props = propValue.split( '",' ).map( function ( prop ) {			return prop.trim().replace( /^\"/, '' ).replace( /\s/, '_' );		} );		const innerPropName = props[ 0 ];		const innerPropType1 = props[ 1 ];		const innerPropType2 = props[ 2 ];		const innerPropFlag = props[ 3 ];		let innerPropValue = props[ 4 ];		// cast values where needed, otherwise leave as strings		switch ( innerPropType1 ) {			case 'int':			case 'enum':			case 'bool':			case 'ULongLong':			case 'double':			case 'Number':			case 'FieldOfView':				innerPropValue = parseFloat( innerPropValue );				break;			case 'Color':			case 'ColorRGB':			case 'Vector3D':			case 'Lcl_Translation':			case 'Lcl_Rotation':			case 'Lcl_Scaling':				innerPropValue = parseNumberArray( innerPropValue );				break;		}		// CAUTION: these props must append to parent's parent		this.getPrevNode()[ innerPropName ] = {			'type': innerPropType1,			'type2': innerPropType2,			'flag': innerPropFlag,			'value': innerPropValue		};		this.setCurrentProp( this.getPrevNode(), innerPropName );	}}// Parse an FBX file in Binary formatclass BinaryParser {	parse( buffer ) {		const reader = new BinaryReader( buffer );		reader.skip( 23 ); // skip magic 23 bytes		const version = reader.getUint32();		if ( version < 6400 ) {			throw new Error( 'THREE.FBXLoader: FBX version not supported, FileVersion: ' + version );		}		const allNodes = new FBXTree();		while ( ! this.endOfContent( reader ) ) {			const node = this.parseNode( reader, version );			if ( node !== null ) allNodes.add( node.name, node );		}		return allNodes;	}	// Check if reader has reached the end of content.	endOfContent( 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();		}	}	// recursively parse nodes until the end of the file is reached	parseNode( reader, version ) {		const node = {};		// The first three data sizes depends on version.		const endOffset = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();		const numProperties = ( version >= 7500 ) ? reader.getUint64() : reader.getUint32();		( version >= 7500 ) ? reader.getUint64() : reader.getUint32(); // the returned propertyListLen is not used		const nameLen = reader.getUint8();		const name = reader.getString( nameLen );		// Regards this node as NULL-record if endOffset is zero		if ( endOffset === 0 ) return null;		const propertyList = [];		for ( let i = 0; i < numProperties; i ++ ) {			propertyList.push( this.parseProperty( reader ) );		}		// Regards the first three elements in propertyList as id, attrName, and attrType		const id = propertyList.length > 0 ? propertyList[ 0 ] : '';		const attrName = propertyList.length > 1 ? propertyList[ 1 ] : '';		const attrType = propertyList.length > 2 ? propertyList[ 2 ] : '';		// check 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]}		node.singleProperty = ( numProperties === 1 && reader.getOffset() === endOffset ) ? true : false;		while ( endOffset > reader.getOffset() ) {			const subNode = this.parseNode( reader, version );			if ( subNode !== null ) this.parseSubNode( name, node, subNode );		}		node.propertyList = propertyList; // raw property list used by parent		if ( typeof id === 'number' ) node.id = id;		if ( attrName !== '' ) node.attrName = attrName;		if ( attrType !== '' ) node.attrType = attrType;		if ( name !== '' ) node.name = name;		return node;	}	parseSubNode( name, node, subNode ) {		// special case: child node is single property		if ( subNode.singleProperty === true ) {			const value = subNode.propertyList[ 0 ];			if ( Array.isArray( value ) ) {				node[ subNode.name ] = subNode;				subNode.a = value;			} else {				node[ subNode.name ] = value;			}		} else if ( name === 'Connections' && subNode.name === 'C' ) {			const array = [];			subNode.propertyList.forEach( function ( property, i ) {				// first Connection is FBX type (OO, OP, etc.). We'll discard these				if ( i !== 0 ) array.push( property );			} );			if ( node.connections === undefined ) {				node.connections = [];			}			node.connections.push( array );		} else if ( subNode.name === 'Properties70' ) {			const keys = Object.keys( subNode );			keys.forEach( function ( key ) {				node[ key ] = subNode[ key ];			} );		} else if ( name === 'Properties70' && subNode.name === 'P' ) {			let innerPropName = subNode.propertyList[ 0 ];			let innerPropType1 = subNode.propertyList[ 1 ];			const innerPropType2 = subNode.propertyList[ 2 ];			const innerPropFlag = subNode.propertyList[ 3 ];			let innerPropValue;			if ( innerPropName.indexOf( 'Lcl ' ) === 0 ) innerPropName = innerPropName.replace( 'Lcl ', 'Lcl_' );			if ( innerPropType1.indexOf( 'Lcl ' ) === 0 ) innerPropType1 = innerPropType1.replace( 'Lcl ', 'Lcl_' );			if ( innerPropType1 === 'Color' || innerPropType1 === 'ColorRGB' || innerPropType1 === 'Vector' || innerPropType1 === 'Vector3D' || innerPropType1.indexOf( 'Lcl_' ) === 0 ) {				innerPropValue = [					subNode.propertyList[ 4 ],					subNode.propertyList[ 5 ],					subNode.propertyList[ 6 ]				];			} else {				innerPropValue = subNode.propertyList[ 4 ];			}			// this will be copied to parent, see above			node[ innerPropName ] = {				'type': innerPropType1,				'type2': innerPropType2,				'flag': innerPropFlag,				'value': innerPropValue			};		} else if ( node[ subNode.name ] === undefined ) {			if ( typeof subNode.id === 'number' ) {				node[ subNode.name ] = {};				node[ subNode.name ][ subNode.id ] = subNode;			} else {				node[ subNode.name ] = subNode;			}		} else {			if ( subNode.name === 'PoseNode' ) {				if ( ! Array.isArray( node[ subNode.name ] ) ) {					node[ subNode.name ] = [ node[ subNode.name ] ];				}				node[ subNode.name ].push( subNode );			} else if ( node[ subNode.name ][ subNode.id ] === undefined ) {				node[ subNode.name ][ subNode.id ] = subNode;			}		}	}	parseProperty( reader ) {		const type = reader.getString( 1 );		let length;		switch ( type ) {			case 'C':				return reader.getBoolean();			case 'D':				return reader.getFloat64();			case 'F':				return reader.getFloat32();			case 'I':				return reader.getInt32();			case 'L':				return reader.getInt64();			case 'R':				length = reader.getUint32();				return reader.getArrayBuffer( length );			case 'S':				length = reader.getUint32();				return reader.getString( length );			case 'Y':				return reader.getInt16();			case 'b':			case 'c':			case 'd':			case 'f':			case 'i':			case 'l':				const arrayLength = reader.getUint32();				const encoding = reader.getUint32(); // 0: non-compressed, 1: compressed				const compressedLength = reader.getUint32();				if ( encoding === 0 ) {					switch ( type ) {						case 'b':						case 'c':							return reader.getBooleanArray( arrayLength );						case 'd':							return reader.getFloat64Array( arrayLength );						case 'f':							return reader.getFloat32Array( arrayLength );						case 'i':							return reader.getInt32Array( arrayLength );						case 'l':							return reader.getInt64Array( arrayLength );					}				}				if ( typeof fflate === 'undefined' ) {					console.error( 'THREE.FBXLoader: External library fflate.min.js required.' );				}				const data = fflate.unzlibSync( new Uint8Array( reader.getArrayBuffer( compressedLength ) ) ); // eslint-disable-line no-undef				const reader2 = new BinaryReader( data.buffer );				switch ( type ) {					case 'b':					case 'c':						return reader2.getBooleanArray( arrayLength );					case 'd':						return reader2.getFloat64Array( arrayLength );					case 'f':						return reader2.getFloat32Array( arrayLength );					case 'i':						return reader2.getInt32Array( arrayLength );					case 'l':						return reader2.getInt64Array( arrayLength );				}			default:				throw new Error( 'THREE.FBXLoader: Unknown property type ' + type );		}	}}class BinaryReader {	constructor( buffer, littleEndian ) {		this.dv = new DataView( buffer );		this.offset = 0;		this.littleEndian = ( littleEndian !== undefined ) ? littleEndian : true;	}	getOffset() {		return this.offset;	}	size() {		return this.dv.buffer.byteLength;	}	skip( 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() {		return ( this.getUint8() & 1 ) === 1;	}	getBooleanArray( size ) {		const a = [];		for ( let i = 0; i < size; i ++ ) {			a.push( this.getBoolean() );		}		return a;	}	getUint8() {		const value = this.dv.getUint8( this.offset );		this.offset += 1;		return value;	}	getInt16() {		const value = this.dv.getInt16( this.offset, this.littleEndian );		this.offset += 2;		return value;	}	getInt32() {		const value = this.dv.getInt32( this.offset, this.littleEndian );		this.offset += 4;		return value;	}	getInt32Array( size ) {		const a = [];		for ( let i = 0; i < size; i ++ ) {			a.push( this.getInt32() );		}		return a;	}	getUint32() {		const value = this.dv.getUint32( this.offset, this.littleEndian );		this.offset += 4;		return value;	}	// JavaScript doesn't support 64-bit integer so calculate this here	// 1 << 32 will return 1 so using multiply operation instead here.	// There's 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() {		let 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( size ) {		const a = [];		for ( let i = 0; i < size; i ++ ) {			a.push( this.getInt64() );		}		return a;	}	// Note: see getInt64() comment	getUint64() {		let low, high;		if ( this.littleEndian ) {			low = this.getUint32();			high = this.getUint32();		} else {			high = this.getUint32();			low = this.getUint32();		}		return high * 0x100000000 + low;	}	getFloat32() {		const value = this.dv.getFloat32( this.offset, this.littleEndian );		this.offset += 4;		return value;	}	getFloat32Array( size ) {		const a = [];		for ( let i = 0; i < size; i ++ ) {			a.push( this.getFloat32() );		}		return a;	}	getFloat64() {		const value = this.dv.getFloat64( this.offset, this.littleEndian );		this.offset += 8;		return value;	}	getFloat64Array( size ) {		const a = [];		for ( let i = 0; i < size; i ++ ) {			a.push( this.getFloat64() );		}		return a;	}	getArrayBuffer( size ) {		const value = this.dv.buffer.slice( this.offset, this.offset + size );		this.offset += size;		return value;	}	getString( size ) {		// note: safari 9 doesn't support Uint8Array.indexOf; create intermediate array instead		let a = [];		for ( let i = 0; i < size; i ++ ) {			a[ i ] = this.getUint8();		}		const nullByte = a.indexOf( 0 );		if ( nullByte >= 0 ) a = a.slice( 0, nullByte );		return LoaderUtils.decodeText( new Uint8Array( a ) );	}}// FBXTree holds a representation of the FBX data, returned by the TextParser ( FBX ASCII format)// and BinaryParser( FBX Binary format)class FBXTree {	add( key, val ) {		this[ key ] = val;	}}// ************** UTILITY FUNCTIONS **************function isFbxFormatBinary( buffer ) {	const CORRECT = 'Kaydara\u0020FBX\u0020Binary\u0020\u0020\0';	return buffer.byteLength >= CORRECT.length && CORRECT === convertArrayBufferToString( buffer, 0, CORRECT.length );}function isFbxFormatASCII( text ) {	const CORRECT = [ 'K', 'a', 'y', 'd', 'a', 'r', 'a', '\\', 'F', 'B', 'X', '\\', 'B', 'i', 'n', 'a', 'r', 'y', '\\', '\\' ];	let cursor = 0;	function read( offset ) {		const result = text[ offset - 1 ];		text = text.slice( cursor + offset );		cursor ++;		return result;	}	for ( let i = 0; i < CORRECT.length; ++ i ) {		const num = read( 1 );		if ( num === CORRECT[ i ] ) {			return false;		}	}	return true;}function getFbxVersion( text ) {	const versionRegExp = /FBXVersion: (\d+)/;	const match = text.match( versionRegExp );	if ( match ) {		const version = parseInt( match[ 1 ] );		return version;	}	throw new Error( 'THREE.FBXLoader: Cannot find the version number for the file given.' );}// Converts FBX ticks into real time seconds.function convertFBXTimeToSeconds( time ) {	return time / 46186158000;}const dataArray = [];// extracts the data from the correct position in the FBX array based on indexing typefunction getData( polygonVertexIndex, polygonIndex, vertexIndex, infoObject ) {	let index;	switch ( infoObject.mappingType ) {		case 'ByPolygonVertex' :			index = polygonVertexIndex;			break;		case 'ByPolygon' :			index = polygonIndex;			break;		case 'ByVertice' :			index = vertexIndex;			break;		case 'AllSame' :			index = infoObject.indices[ 0 ];			break;		default :			console.warn( 'THREE.FBXLoader: unknown attribute mapping type ' + infoObject.mappingType );	}	if ( infoObject.referenceType === 'IndexToDirect' ) index = infoObject.indices[ index ];	const from = index * infoObject.dataSize;	const to = from + infoObject.dataSize;	return slice( dataArray, infoObject.buffer, from, to );}const tempEuler = new Euler();const tempVec = new Vector3();// generate transformation from FBX transform data// ref: https://help.autodesk.com/view/FBX/2017/ENU/?guid=__files_GUID_10CDD63C_79C1_4F2D_BB28_AD2BE65A02ED_htm// ref: http://docs.autodesk.com/FBX/2014/ENU/FBX-SDK-Documentation/index.html?url=cpp_ref/_transformations_2main_8cxx-example.html,topicNumber=cpp_ref__transformations_2main_8cxx_example_htmlfc10a1e1-b18d-4e72-9dc0-70d0f1959f5efunction generateTransform( transformData ) {	const lTranslationM = new Matrix4();	const lPreRotationM = new Matrix4();	const lRotationM = new Matrix4();	const lPostRotationM = new Matrix4();	const lScalingM = new Matrix4();	const lScalingPivotM = new Matrix4();	const lScalingOffsetM = new Matrix4();	const lRotationOffsetM = new Matrix4();	const lRotationPivotM = new Matrix4();	const lParentGX = new Matrix4();	const lParentLX = new Matrix4();	const lGlobalT = new Matrix4();	const inheritType = ( transformData.inheritType ) ? transformData.inheritType : 0;	if ( transformData.translation ) lTranslationM.setPosition( tempVec.fromArray( transformData.translation ) );	if ( transformData.preRotation ) {		const array = transformData.preRotation.map( MathUtils.degToRad );		array.push( transformData.eulerOrder );		lPreRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );	}	if ( transformData.rotation ) {		const array = transformData.rotation.map( MathUtils.degToRad );		array.push( transformData.eulerOrder );		lRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );	}	if ( transformData.postRotation ) {		const array = transformData.postRotation.map( MathUtils.degToRad );		array.push( transformData.eulerOrder );		lPostRotationM.makeRotationFromEuler( tempEuler.fromArray( array ) );		lPostRotationM.invert();	}	if ( transformData.scale ) lScalingM.scale( tempVec.fromArray( transformData.scale ) );	// Pivots and offsets	if ( transformData.scalingOffset ) lScalingOffsetM.setPosition( tempVec.fromArray( transformData.scalingOffset ) );	if ( transformData.scalingPivot ) lScalingPivotM.setPosition( tempVec.fromArray( transformData.scalingPivot ) );	if ( transformData.rotationOffset ) lRotationOffsetM.setPosition( tempVec.fromArray( transformData.rotationOffset ) );	if ( transformData.rotationPivot ) lRotationPivotM.setPosition( tempVec.fromArray( transformData.rotationPivot ) );	// parent transform	if ( transformData.parentMatrixWorld ) {		lParentLX.copy( transformData.parentMatrix );		lParentGX.copy( transformData.parentMatrixWorld );	}	const lLRM = lPreRotationM.clone().multiply( lRotationM ).multiply( lPostRotationM );	// Global Rotation	const lParentGRM = new Matrix4();	lParentGRM.extractRotation( lParentGX );	// Global Shear*Scaling	const lParentTM = new Matrix4();	lParentTM.copyPosition( lParentGX );	const lParentGRSM = lParentTM.clone().invert().multiply( lParentGX );	const lParentGSM = lParentGRM.clone().invert().multiply( lParentGRSM );	const lLSM = lScalingM;	const lGlobalRS = new Matrix4();	if ( inheritType === 0 ) {		lGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM ).multiply( lLSM );	} else if ( inheritType === 1 ) {		lGlobalRS.copy( lParentGRM ).multiply( lParentGSM ).multiply( lLRM ).multiply( lLSM );	} else {		const lParentLSM = new Matrix4().scale( new Vector3().setFromMatrixScale( lParentLX ) );		const lParentLSM_inv = lParentLSM.clone().invert();		const lParentGSM_noLocal = lParentGSM.clone().multiply( lParentLSM_inv );		lGlobalRS.copy( lParentGRM ).multiply( lLRM ).multiply( lParentGSM_noLocal ).multiply( lLSM );	}	const lRotationPivotM_inv = lRotationPivotM.clone().invert();	const lScalingPivotM_inv = lScalingPivotM.clone().invert();	// Calculate the local transform matrix	let lTransform = lTranslationM.clone().multiply( lRotationOffsetM ).multiply( lRotationPivotM ).multiply( lPreRotationM ).multiply( lRotationM ).multiply( lPostRotationM ).multiply( lRotationPivotM_inv ).multiply( lScalingOffsetM ).multiply( lScalingPivotM ).multiply( lScalingM ).multiply( lScalingPivotM_inv );	const lLocalTWithAllPivotAndOffsetInfo = new Matrix4().copyPosition( lTransform );	const lGlobalTranslation = lParentGX.clone().multiply( lLocalTWithAllPivotAndOffsetInfo );	lGlobalT.copyPosition( lGlobalTranslation );	lTransform = lGlobalT.clone().multiply( lGlobalRS );	// from global to local	lTransform.premultiply( lParentGX.invert() );	return lTransform;}// Returns the three.js intrinsic Euler order corresponding to FBX extrinsic Euler order// ref: http://help.autodesk.com/view/FBX/2017/ENU/?guid=__cpp_ref_class_fbx_euler_htmlfunction getEulerOrder( order ) {	order = order || 0;	const enums = [		'ZYX', // -> XYZ extrinsic		'YZX', // -> XZY extrinsic		'XZY', // -> YZX extrinsic		'ZXY', // -> YXZ extrinsic		'YXZ', // -> ZXY extrinsic		'XYZ', // -> ZYX extrinsic		//'SphericXYZ', // not possible to support	];	if ( order === 6 ) {		console.warn( 'THREE.FBXLoader: unsupported Euler Order: Spherical XYZ. Animations and rotations may be incorrect.' );		return enums[ 0 ];	}	return enums[ order ];}// Parses comma separated list of numbers and returns them an array.// Used internally by the TextParserfunction parseNumberArray( value ) {	const array = value.split( ',' ).map( function ( val ) {		return parseFloat( val );	} );	return array;}function convertArrayBufferToString( buffer, from, to ) {	if ( from === undefined ) from = 0;	if ( to === undefined ) to = buffer.byteLength;	return LoaderUtils.decodeText( new Uint8Array( buffer, from, to ) );}function append( a, b ) {	for ( let i = 0, j = a.length, l = b.length; i < l; i ++, j ++ ) {		a[ j ] = b[ i ];	}}function slice( a, b, from, to ) {	for ( let i = from, j = 0; i < to; i ++, j ++ ) {		a[ j ] = b[ i ];	}	return a;}// inject array a2 into array a1 at indexfunction inject( a1, index, a2 ) {	return a1.slice( 0, index ).concat( a2 ).concat( a1.slice( index ) );}export { FBXLoader };
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