@animech-public/playcanvas
Version:
PlayCanvas WebGL game engine
86 lines (83 loc) • 2.66 kB
JavaScript
import { BoundingBox } from '../core/shape/bounding-box.js';
import { TYPE_FLOAT32, SEMANTIC_ATTR0 } from '../platform/graphics/constants.js';
import { VertexBuffer } from '../platform/graphics/vertex-buffer.js';
import { VertexFormat } from '../platform/graphics/vertex-format.js';
class MorphTarget {
constructor(options) {
this.used = false;
if (arguments.length === 2) {
options = arguments[1];
}
this.options = options;
this._name = options.name;
this._defaultWeight = options.defaultWeight || 0;
this._aabb = options.aabb;
this.deltaPositions = options.deltaPositions;
}
destroy() {
var _this$_vertexBufferPo, _this$_vertexBufferNo, _this$texturePosition, _this$textureNormals;
(_this$_vertexBufferPo = this._vertexBufferPositions) == null || _this$_vertexBufferPo.destroy();
this._vertexBufferPositions = null;
(_this$_vertexBufferNo = this._vertexBufferNormals) == null || _this$_vertexBufferNo.destroy();
this._vertexBufferNormals = null;
(_this$texturePosition = this.texturePositions) == null || _this$texturePosition.destroy();
this.texturePositions = null;
(_this$textureNormals = this.textureNormals) == null || _this$textureNormals.destroy();
this.textureNormals = null;
}
get name() {
return this._name;
}
get defaultWeight() {
return this._defaultWeight;
}
get aabb() {
if (!this._aabb) {
this._aabb = new BoundingBox();
if (this.deltaPositions) {
this._aabb.compute(this.deltaPositions);
}
}
return this._aabb;
}
get morphPositions() {
return !!this._vertexBufferPositions || !!this.texturePositions;
}
get morphNormals() {
return !!this._vertexBufferNormals || !!this.textureNormals;
}
clone() {
return new MorphTarget(this.options);
}
_postInit() {
if (!this.options.preserveData) {
this.options = null;
}
this.used = true;
}
_initVertexBuffers(graphicsDevice) {
const options = this.options;
this._vertexBufferPositions = this._createVertexBuffer(graphicsDevice, options.deltaPositions, options.deltaPositionsType);
this._vertexBufferNormals = this._createVertexBuffer(graphicsDevice, options.deltaNormals, options.deltaNormalsType);
if (this._vertexBufferPositions) {
this.deltaPositions = this._vertexBufferPositions.lock();
}
}
_createVertexBuffer(device, data, dataType = TYPE_FLOAT32) {
if (data) {
const formatDesc = [{
semantic: SEMANTIC_ATTR0,
components: 3,
type: dataType
}];
return new VertexBuffer(device, new VertexFormat(device, formatDesc), data.length / 3, {
data: data
});
}
return null;
}
_setTexture(name, texture) {
this[name] = texture;
}
}
export { MorphTarget };