未验证 提交 1ffaa41a 编写于 作者: M Mr.doob 提交者: GitHub

Merge pull request #14607 from gavrilovmiroslav/dev

FBXTree overshadowing
......@@ -21,7 +21,7 @@
THREE.FBXLoader = ( function () {
var FBXTree;
var fbxTree;
var connections;
var sceneGraph;
......@@ -38,7 +38,6 @@ THREE.FBXLoader = ( function () {
crossOrigin: 'anonymous',
load: function ( url, onLoad, onProgress, onError ) {
var self = this;
var resourceDirectory = THREE.LoaderUtils.extractUrlBase( url );
......@@ -65,7 +64,6 @@ THREE.FBXLoader = ( function () {
}
}, onProgress, onError );
},
setCrossOrigin: function ( value ) {
......@@ -79,7 +77,7 @@ THREE.FBXLoader = ( function () {
if ( isFbxFormatBinary( FBXBuffer ) ) {
FBXTree = new BinaryParser().parse( FBXBuffer );
fbxTree = new BinaryParser().parse( FBXBuffer );
} else {
......@@ -97,7 +95,7 @@ THREE.FBXLoader = ( function () {
}
FBXTree = new TextParser().parse( FBXText );
fbxTree = new TextParser().parse( FBXText );
}
......@@ -105,7 +103,7 @@ THREE.FBXLoader = ( function () {
var textureLoader = new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ).setCrossOrigin( this.crossOrigin );
return new FBXTreeParser( textureLoader ).parse( FBXTree );
return new FBXTreeParser( textureLoader ).parse( fbxTree );
}
......@@ -144,9 +142,9 @@ THREE.FBXLoader = ( function () {
var connectionMap = new Map();
if ( 'Connections' in FBXTree ) {
if ( 'Connections' in fbxTree ) {
var rawConnections = FBXTree.Connections.connections;
var rawConnections = fbxTree.Connections.connections;
rawConnections.forEach( function ( rawConnection ) {
......@@ -194,9 +192,9 @@ THREE.FBXLoader = ( function () {
var images = {};
var blobs = {};
if ( 'Video' in FBXTree.Objects ) {
if ( 'Video' in fbxTree.Objects ) {
var videoNodes = FBXTree.Objects.Video;
var videoNodes = fbxTree.Objects.Video;
for ( var nodeID in videoNodes ) {
......@@ -318,9 +316,9 @@ THREE.FBXLoader = ( function () {
var textureMap = new Map();
if ( 'Texture' in FBXTree.Objects ) {
if ( 'Texture' in fbxTree.Objects ) {
var textureNodes = FBXTree.Objects.Texture;
var textureNodes = fbxTree.Objects.Texture;
for ( var nodeID in textureNodes ) {
var texture = this.parseTexture( textureNodes[ nodeID ], images );
......@@ -412,9 +410,9 @@ THREE.FBXLoader = ( function () {
var materialMap = new Map();
if ( 'Material' in FBXTree.Objects ) {
if ( 'Material' in fbxTree.Objects ) {
var materialNodes = FBXTree.Objects.Material;
var materialNodes = fbxTree.Objects.Material;
for ( var nodeID in materialNodes ) {
......@@ -609,7 +607,7 @@ THREE.FBXLoader = ( function () {
getTexture: function ( 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 ) {
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;
......@@ -628,9 +626,9 @@ THREE.FBXLoader = ( function () {
var skeletons = {};
var morphTargets = {};
if ( 'Deformer' in FBXTree.Objects ) {
if ( 'Deformer' in fbxTree.Objects ) {
var DeformerNodes = FBXTree.Objects.Deformer;
var DeformerNodes = fbxTree.Objects.Deformer;
for ( var nodeID in DeformerNodes ) {
......@@ -773,7 +771,7 @@ THREE.FBXLoader = ( function () {
var modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap );
var modelNodes = FBXTree.Objects.Model;
var modelNodes = fbxTree.Objects.Model;
var self = this;
modelMap.forEach( function ( model ) {
......@@ -823,7 +821,7 @@ THREE.FBXLoader = ( function () {
parseModels: function ( skeletons, geometryMap, materialMap ) {
var modelMap = new Map();
var modelNodes = FBXTree.Objects.Model;
var modelNodes = fbxTree.Objects.Model;
for ( var nodeID in modelNodes ) {
......@@ -923,7 +921,7 @@ THREE.FBXLoader = ( function () {
relationships.children.forEach( function ( child ) {
var attr = FBXTree.Objects.NodeAttribute[ child.ID ];
var attr = fbxTree.Objects.NodeAttribute[ child.ID ];
if ( attr !== undefined ) {
......@@ -1014,7 +1012,7 @@ THREE.FBXLoader = ( function () {
relationships.children.forEach( function ( child ) {
var attr = FBXTree.Objects.NodeAttribute[ child.ID ];
var attr = fbxTree.Objects.NodeAttribute[ child.ID ];
if ( attr !== undefined ) {
......@@ -1244,7 +1242,7 @@ THREE.FBXLoader = ( function () {
if ( child.relationship === 'LookAtProperty' ) {
var lookAtTarget = FBXTree.Objects.Model[ child.ID ];
var lookAtTarget = fbxTree.Objects.Model[ child.ID ];
if ( 'Lcl_Translation' in lookAtTarget ) {
......@@ -1313,9 +1311,9 @@ THREE.FBXLoader = ( function () {
var bindMatrices = {};
if ( 'Pose' in FBXTree.Objects ) {
if ( 'Pose' in fbxTree.Objects ) {
var BindPoseNode = FBXTree.Objects.Pose;
var BindPoseNode = fbxTree.Objects.Pose;
for ( var nodeID in BindPoseNode ) {
......@@ -1350,9 +1348,9 @@ THREE.FBXLoader = ( function () {
// Parse ambient color in FBXTree.GlobalSettings - if it's not set to black (default), create an ambient light
createAmbientLight: function () {
if ( 'GlobalSettings' in FBXTree && 'AmbientColor' in FBXTree.GlobalSettings ) {
if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) {
var ambientColor = FBXTree.GlobalSettings.AmbientColor.value;
var ambientColor = fbxTree.GlobalSettings.AmbientColor.value;
var r = ambientColor[ 0 ];
var g = ambientColor[ 1 ];
var b = ambientColor[ 2 ];
......@@ -1418,9 +1416,9 @@ THREE.FBXLoader = ( function () {
var geometryMap = new Map();
if ( 'Geometry' in FBXTree.Objects ) {
if ( 'Geometry' in fbxTree.Objects ) {
var geoNodes = FBXTree.Objects.Geometry;
var geoNodes = fbxTree.Objects.Geometry;
for ( var nodeID in geoNodes ) {
......@@ -1462,7 +1460,7 @@ THREE.FBXLoader = ( function () {
var modelNodes = relationships.parents.map( function ( parent ) {
return FBXTree.Objects.Model[ parent.ID ];
return fbxTree.Objects.Model[ parent.ID ];
} );
......@@ -1990,7 +1988,7 @@ THREE.FBXLoader = ( function () {
var self = this;
morphTarget.rawTargets.forEach( function ( rawTarget ) {
var morphGeoNode = FBXTree.Objects.Geometry[ rawTarget.geoID ];
var morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ];
if ( morphGeoNode !== undefined ) {
......@@ -2271,7 +2269,7 @@ THREE.FBXLoader = ( function () {
// 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;
if ( fbxTree.Objects.AnimationCurve === undefined ) return undefined;
var curveNodesMap = this.parseAnimationCurveNodes();
......@@ -2289,7 +2287,7 @@ THREE.FBXLoader = ( function () {
// and is referenced by an AnimationLayer
parseAnimationCurveNodes: function () {
var rawCurveNodes = FBXTree.Objects.AnimationCurveNode;
var rawCurveNodes = fbxTree.Objects.AnimationCurveNode;
var curveNodesMap = new Map();
......@@ -2322,7 +2320,7 @@ THREE.FBXLoader = ( function () {
// axis ( e.g. times and values of x rotation)
parseAnimationCurves: function ( curveNodesMap ) {
var rawCurves = FBXTree.Objects.AnimationCurve;
var 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]
......@@ -2377,7 +2375,7 @@ THREE.FBXLoader = ( function () {
// note: theoretically a stack can have multiple layers, however in practice there always seems to be one per stack
parseAnimationLayers: function ( curveNodesMap ) {
var rawLayers = FBXTree.Objects.AnimationLayer;
var rawLayers = fbxTree.Objects.AnimationLayer;
var layersMap = new Map();
......@@ -2412,7 +2410,7 @@ THREE.FBXLoader = ( function () {
} );
var rawModel = FBXTree.Objects.Model[ modelID.toString() ];
var rawModel = fbxTree.Objects.Model[ modelID.toString() ];
var node = {
......@@ -2453,12 +2451,12 @@ THREE.FBXLoader = ( function () {
// assuming geometry is not used in more than one model
var modelID = connections.get( geoID ).parents[ 0 ].ID;
var rawModel = FBXTree.Objects.Model[ modelID ];
var rawModel = fbxTree.Objects.Model[ modelID ];
var node = {
modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ),
morphName: FBXTree.Objects.Deformer[ deformerID ].attrName,
morphName: fbxTree.Objects.Deformer[ deformerID ].attrName,
};
......@@ -2508,7 +2506,7 @@ THREE.FBXLoader = ( function () {
// hierarchy. Each Stack node will be used to create a THREE.AnimationClip
parseAnimStacks: function ( layersMap ) {
var rawStacks = FBXTree.Objects.AnimationStack;
var rawStacks = fbxTree.Objects.AnimationStack;
// connect the stacks (clips) up to the layers
var rawClips = {};
......@@ -2874,6 +2872,7 @@ THREE.FBXLoader = ( function () {
parse: function ( text ) {
this.currentIndent = 0;
console.log("FBXTree: ", FBXTree);
this.allNodes = new FBXTree();
this.nodeStack = [];
this.currentProp = [];
......
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