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@openhps/core

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Open Hybrid Positioning System - Core component

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import { RGBAFormat, FloatType } from '../constants.js'; import { Bone } from './Bone.js'; import { Matrix4 } from '../math/Matrix4.js'; import { DataTexture } from '../textures/DataTexture.js'; import { generateUUID } from '../math/MathUtils.js'; const _offsetMatrix = /*@__PURE__*/new Matrix4(); const _identityMatrix = /*@__PURE__*/new Matrix4(); /** * Class for representing the armatures in `three.js`. The skeleton * is defined by a hierarchy of bones. * * ```js * const bones = []; * * const shoulder = new THREE.Bone(); * const elbow = new THREE.Bone(); * const hand = new THREE.Bone(); * * shoulder.add( elbow ); * elbow.add( hand ); * * bones.push( shoulder , elbow, hand); * * shoulder.position.y = -5; * elbow.position.y = 0; * hand.position.y = 5; * * const armSkeleton = new THREE.Skeleton( bones ); * ``` */ class Skeleton { /** * Constructs a new skeleton. * * @param {Array<Bone>} [bones] - An array of bones. * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices. * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}. */ constructor(bones = [], boneInverses = []) { this.uuid = generateUUID(); /** * An array of bones defining the skeleton. * * @type {Array<Bone>} */ this.bones = bones.slice(0); /** * An array of bone inverse matrices. * * @type {Array<Matrix4>} */ this.boneInverses = boneInverses; /** * An array buffer holding the bone data. * Input data for {@link Skeleton#boneTexture}. * * @type {?Float32Array} * @default null */ this.boneMatrices = null; /** * A texture holding the bone data for use * in the vertex shader. * * @type {?DataTexture} * @default null */ this.boneTexture = null; this.init(); } /** * Initializes the skeleton. This method gets automatically called by the constructor * but depending on how the skeleton is created it might be necessary to call this method * manually. */ init() { const bones = this.bones; const boneInverses = this.boneInverses; this.boneMatrices = new Float32Array(bones.length * 16); // calculate inverse bone matrices if necessary if (boneInverses.length === 0) { this.calculateInverses(); } else { // handle special case if (bones.length !== boneInverses.length) { console.warn('THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.'); this.boneInverses = []; for (let i = 0, il = this.bones.length; i < il; i++) { this.boneInverses.push(new Matrix4()); } } } } /** * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses} * and fills it with new matrices. */ calculateInverses() { this.boneInverses.length = 0; for (let i = 0, il = this.bones.length; i < il; i++) { const inverse = new Matrix4(); if (this.bones[i]) { inverse.copy(this.bones[i].matrixWorld).invert(); } this.boneInverses.push(inverse); } } /** * Resets the skeleton to the base pose. */ pose() { // recover the bind-time world matrices for (let i = 0, il = this.bones.length; i < il; i++) { const bone = this.bones[i]; if (bone) { bone.matrixWorld.copy(this.boneInverses[i]).invert(); } } // compute the local matrices, positions, rotations and scales for (let i = 0, il = this.bones.length; i < il; i++) { const bone = this.bones[i]; if (bone) { if (bone.parent && bone.parent.isBone) { bone.matrix.copy(bone.parent.matrixWorld).invert(); bone.matrix.multiply(bone.matrixWorld); } else { bone.matrix.copy(bone.matrixWorld); } bone.matrix.decompose(bone.position, bone.quaternion, bone.scale); } } } /** * Resets the skeleton to the base pose. */ update() { const bones = this.bones; const boneInverses = this.boneInverses; const boneMatrices = this.boneMatrices; const boneTexture = this.boneTexture; // flatten bone matrices to array for (let i = 0, il = bones.length; i < il; i++) { // compute the offset between the current and the original transform const matrix = bones[i] ? bones[i].matrixWorld : _identityMatrix; _offsetMatrix.multiplyMatrices(matrix, boneInverses[i]); _offsetMatrix.toArray(boneMatrices, i * 16); } if (boneTexture !== null) { boneTexture.needsUpdate = true; } } /** * Returns a new skeleton with copied values from this instance. * * @return {Skeleton} A clone of this instance. */ clone() { return new Skeleton(this.bones, this.boneInverses); } /** * Computes a data texture for passing bone data to the vertex shader. * * @return {Skeleton} A reference of this instance. */ computeBoneTexture() { // layout (1 matrix = 4 pixels) // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4) // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8) // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16) // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32) // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64) let size = Math.sqrt(this.bones.length * 4); // 4 pixels needed for 1 matrix size = Math.ceil(size / 4) * 4; size = Math.max(size, 4); const boneMatrices = new Float32Array(size * size * 4); // 4 floats per RGBA pixel boneMatrices.set(this.boneMatrices); // copy current values const boneTexture = new DataTexture(boneMatrices, size, size, RGBAFormat, FloatType); boneTexture.needsUpdate = true; this.boneMatrices = boneMatrices; this.boneTexture = boneTexture; return this; } /** * Searches through the skeleton's bone array and returns the first with a * matching name. * * @param {string} name - The name of the bone. * @return {Bone|undefined} The found bone. `undefined` if no bone has been found. */ getBoneByName(name) { for (let i = 0, il = this.bones.length; i < il; i++) { const bone = this.bones[i]; if (bone.name === name) { return bone; } } return undefined; } /** * Frees the GPU-related resources allocated by this instance. Call this * method whenever this instance is no longer used in your app. */ dispose() { if (this.boneTexture !== null) { this.boneTexture.dispose(); this.boneTexture = null; } } /** * Setups the skeleton by the given JSON and bones. * * @param {Object} json - The skeleton as serialized JSON. * @param {Object<string, Bone>} bones - An array of bones. * @return {Skeleton} A reference of this instance. */ fromJSON(json, bones) { this.uuid = json.uuid; for (let i = 0, l = json.bones.length; i < l; i++) { const uuid = json.bones[i]; let bone = bones[uuid]; if (bone === undefined) { console.warn('THREE.Skeleton: No bone found with UUID:', uuid); bone = new Bone(); } this.bones.push(bone); this.boneInverses.push(new Matrix4().fromArray(json.boneInverses[i])); } this.init(); return this; } /** * Serializes the skeleton into JSON. * * @return {Object} A JSON object representing the serialized skeleton. * @see {@link ObjectLoader#parse} */ toJSON() { const data = { metadata: { version: 4.6, type: 'Skeleton', generator: 'Skeleton.toJSON' }, bones: [], boneInverses: [] }; data.uuid = this.uuid; const bones = this.bones; const boneInverses = this.boneInverses; for (let i = 0, l = bones.length; i < l; i++) { const bone = bones[i]; data.bones.push(bone.uuid); const boneInverse = boneInverses[i]; data.boneInverses.push(boneInverse.toArray()); } return data; } } export { Skeleton };