examples/FBXLoader.js
function ( materialNode, textureMap ) {

			var ID = materialNode.id;
			var name = materialNode.attrName;
			var 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;

			var parameters = this.parseParameters( materialNode, textureMap, ID );

			var material;

			switch ( type.toLowerCase() ) {

				case 'phong':
					material = new THREE.MeshPhongMaterial();
					break;
				case 'lambert':
					material = new THREE.MeshLambertMaterial();
					break;
				default:
					console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
					material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
					break;

			}

			material.setValues( parameters );
			material.name = name;

			return material;

		}
function ( materialNode, textureMap ) {

			var ID = materialNode.id;
			var name = materialNode.attrName;
			var 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;

			var parameters = this.parseParameters( materialNode, textureMap, ID );

			var material;

			switch ( type.toLowerCase() ) {

				case 'phong':
					material = new THREE.MeshPhongMaterial();
					break;
				case 'lambert':
					material = new THREE.MeshLambertMaterial();
					break;
				default:
					console.warn( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.', type );
					material = new THREE.MeshPhongMaterial( { color: 0x3300ff } );
					break;

			}

			material.setValues( parameters );
			material.name = name;

			return material;

		}
function ( materialNode , textureMap ) { var ID = materialNode . id ; var name = materialNode . attrName ; var 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 ; var parameters = this . parseParameters ( materialNode , textureMap , ID ) ; var material ; switch ( type . toLowerCase ( ) ) { case 'phong' : material = new THREE . MeshPhongMaterial ( ) ; break ; case 'lambert' : material = new THREE . MeshLambertMaterial ( ) ; break ; default : console . warn ( 'THREE.FBXLoader: unknown material type "%s". Defaulting to MeshPhongMaterial.' , type ) ; material = new THREE . MeshPhongMaterial ( { color : 0x3300ff } ) ; break ; } material . setValues ( parameters ) ; material . name = name ; return material ; }
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
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