diff --git a/examples/js/loaders/FBXLoader.js b/examples/js/loaders/FBXLoader.js index e364de04fe12a9fd0a8943fcbf9d548c85e1e3ba..0cd712d6e76897ff71e61038df5963230e7e712f 100644 --- a/examples/js/loaders/FBXLoader.js +++ b/examples/js/loaders/FBXLoader.js @@ -21,7 +21,7 @@ THREE.FBXLoader = ( function () { - var FBXTreeInstance; + var fbxTree; var connections; var sceneGraph; @@ -77,7 +77,7 @@ THREE.FBXLoader = ( function () { if ( isFbxFormatBinary( FBXBuffer ) ) { - FBXTreeInstance = new BinaryParser().parse( FBXBuffer ); + fbxTree = new BinaryParser().parse( FBXBuffer ); } else { @@ -95,7 +95,7 @@ THREE.FBXLoader = ( function () { } - FBXTreeInstance = new TextParser().parse( FBXText ); + fbxTree = new TextParser().parse( FBXText ); } @@ -103,7 +103,7 @@ THREE.FBXLoader = ( function () { var textureLoader = new THREE.TextureLoader( this.manager ).setPath( resourceDirectory ).setCrossOrigin( this.crossOrigin ); - return new FBXTreeParser( textureLoader ).parse( FBXTreeInstance ); + return new FBXTreeParser( textureLoader ).parse( fbxTree ); } @@ -142,9 +142,9 @@ THREE.FBXLoader = ( function () { var connectionMap = new Map(); - if ( 'Connections' in FBXTreeInstance ) { + if ( 'Connections' in fbxTree ) { - var rawConnections = FBXTreeInstance.Connections.connections; + var rawConnections = fbxTree.Connections.connections; rawConnections.forEach( function ( rawConnection ) { @@ -192,9 +192,9 @@ THREE.FBXLoader = ( function () { var images = {}; var blobs = {}; - if ( 'Video' in FBXTreeInstance.Objects ) { + if ( 'Video' in fbxTree.Objects ) { - var videoNodes = FBXTreeInstance.Objects.Video; + var videoNodes = fbxTree.Objects.Video; for ( var nodeID in videoNodes ) { @@ -316,9 +316,9 @@ THREE.FBXLoader = ( function () { var textureMap = new Map(); - if ( 'Texture' in FBXTreeInstance.Objects ) { + if ( 'Texture' in fbxTree.Objects ) { - var textureNodes = FBXTreeInstance.Objects.Texture; + var textureNodes = fbxTree.Objects.Texture; for ( var nodeID in textureNodes ) { var texture = this.parseTexture( textureNodes[ nodeID ], images ); @@ -410,9 +410,9 @@ THREE.FBXLoader = ( function () { var materialMap = new Map(); - if ( 'Material' in FBXTreeInstance.Objects ) { + if ( 'Material' in fbxTree.Objects ) { - var materialNodes = FBXTreeInstance.Objects.Material; + var materialNodes = fbxTree.Objects.Material; for ( var nodeID in materialNodes ) { @@ -607,7 +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 FBXTreeInstance.Objects && id in FBXTreeInstance.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; @@ -626,9 +626,9 @@ THREE.FBXLoader = ( function () { var skeletons = {}; var morphTargets = {}; - if ( 'Deformer' in FBXTreeInstance.Objects ) { + if ( 'Deformer' in fbxTree.Objects ) { - var DeformerNodes = FBXTreeInstance.Objects.Deformer; + var DeformerNodes = fbxTree.Objects.Deformer; for ( var nodeID in DeformerNodes ) { @@ -771,7 +771,7 @@ THREE.FBXLoader = ( function () { var modelMap = this.parseModels( deformers.skeletons, geometryMap, materialMap ); - var modelNodes = FBXTreeInstance.Objects.Model; + var modelNodes = fbxTree.Objects.Model; var self = this; modelMap.forEach( function ( model ) { @@ -821,7 +821,7 @@ THREE.FBXLoader = ( function () { parseModels: function ( skeletons, geometryMap, materialMap ) { var modelMap = new Map(); - var modelNodes = FBXTreeInstance.Objects.Model; + var modelNodes = fbxTree.Objects.Model; for ( var nodeID in modelNodes ) { @@ -921,7 +921,7 @@ THREE.FBXLoader = ( function () { relationships.children.forEach( function ( child ) { - var attr = FBXTreeInstance.Objects.NodeAttribute[ child.ID ]; + var attr = fbxTree.Objects.NodeAttribute[ child.ID ]; if ( attr !== undefined ) { @@ -1012,7 +1012,7 @@ THREE.FBXLoader = ( function () { relationships.children.forEach( function ( child ) { - var attr = FBXTreeInstance.Objects.NodeAttribute[ child.ID ]; + var attr = fbxTree.Objects.NodeAttribute[ child.ID ]; if ( attr !== undefined ) { @@ -1242,7 +1242,7 @@ THREE.FBXLoader = ( function () { if ( child.relationship === 'LookAtProperty' ) { - var lookAtTarget = FBXTreeInstance.Objects.Model[ child.ID ]; + var lookAtTarget = fbxTree.Objects.Model[ child.ID ]; if ( 'Lcl_Translation' in lookAtTarget ) { @@ -1311,9 +1311,9 @@ THREE.FBXLoader = ( function () { var bindMatrices = {}; - if ( 'Pose' in FBXTreeInstance.Objects ) { + if ( 'Pose' in fbxTree.Objects ) { - var BindPoseNode = FBXTreeInstance.Objects.Pose; + var BindPoseNode = fbxTree.Objects.Pose; for ( var nodeID in BindPoseNode ) { @@ -1348,9 +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 FBXTreeInstance && 'AmbientColor' in FBXTreeInstance.GlobalSettings ) { + if ( 'GlobalSettings' in fbxTree && 'AmbientColor' in fbxTree.GlobalSettings ) { - var ambientColor = FBXTreeInstance.GlobalSettings.AmbientColor.value; + var ambientColor = fbxTree.GlobalSettings.AmbientColor.value; var r = ambientColor[ 0 ]; var g = ambientColor[ 1 ]; var b = ambientColor[ 2 ]; @@ -1416,9 +1416,9 @@ THREE.FBXLoader = ( function () { var geometryMap = new Map(); - if ( 'Geometry' in FBXTreeInstance.Objects ) { + if ( 'Geometry' in fbxTree.Objects ) { - var geoNodes = FBXTreeInstance.Objects.Geometry; + var geoNodes = fbxTree.Objects.Geometry; for ( var nodeID in geoNodes ) { @@ -1460,7 +1460,7 @@ THREE.FBXLoader = ( function () { var modelNodes = relationships.parents.map( function ( parent ) { - return FBXTreeInstance.Objects.Model[ parent.ID ]; + return fbxTree.Objects.Model[ parent.ID ]; } ); @@ -1988,7 +1988,7 @@ THREE.FBXLoader = ( function () { var self = this; morphTarget.rawTargets.forEach( function ( rawTarget ) { - var morphGeoNode = FBXTreeInstance.Objects.Geometry[ rawTarget.geoID ]; + var morphGeoNode = fbxTree.Objects.Geometry[ rawTarget.geoID ]; if ( morphGeoNode !== undefined ) { @@ -2269,7 +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 ( FBXTreeInstance.Objects.AnimationCurve === undefined ) return undefined; + if ( fbxTree.Objects.AnimationCurve === undefined ) return undefined; var curveNodesMap = this.parseAnimationCurveNodes(); @@ -2287,7 +2287,7 @@ THREE.FBXLoader = ( function () { // and is referenced by an AnimationLayer parseAnimationCurveNodes: function () { - var rawCurveNodes = FBXTreeInstance.Objects.AnimationCurveNode; + var rawCurveNodes = fbxTree.Objects.AnimationCurveNode; var curveNodesMap = new Map(); @@ -2320,7 +2320,7 @@ THREE.FBXLoader = ( function () { // axis ( e.g. times and values of x rotation) parseAnimationCurves: function ( curveNodesMap ) { - var rawCurves = FBXTreeInstance.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] @@ -2375,7 +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 = FBXTreeInstance.Objects.AnimationLayer; + var rawLayers = fbxTree.Objects.AnimationLayer; var layersMap = new Map(); @@ -2410,7 +2410,7 @@ THREE.FBXLoader = ( function () { } ); - var rawModel = FBXTreeInstance.Objects.Model[ modelID.toString() ]; + var rawModel = fbxTree.Objects.Model[ modelID.toString() ]; var node = { @@ -2451,12 +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 = FBXTreeInstance.Objects.Model[ modelID ]; + var rawModel = fbxTree.Objects.Model[ modelID ]; var node = { modelName: THREE.PropertyBinding.sanitizeNodeName( rawModel.attrName ), - morphName: FBXTreeInstance.Objects.Deformer[ deformerID ].attrName, + morphName: fbxTree.Objects.Deformer[ deformerID ].attrName, }; @@ -2506,7 +2506,7 @@ THREE.FBXLoader = ( function () { // hierarchy. Each Stack node will be used to create a THREE.AnimationClip parseAnimStacks: function ( layersMap ) { - var rawStacks = FBXTreeInstance.Objects.AnimationStack; + var rawStacks = fbxTree.Objects.AnimationStack; // connect the stacks (clips) up to the layers var rawClips = {};