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@three.ez/instanced-mesh

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Enhanced InstancedMesh with frustum culling, fast raycasting (using BVH), sorting, visibility management and more.

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import { Matrix4 } from 'three'; import { InstancedMesh2 } from '../InstancedMesh2.js'; import { SquareDataTexture } from '../utils/SquareDataTexture.js'; InstancedMesh2.prototype.initSkeleton = function (skeleton, disableMatrixAutoUpdate = true) { if (skeleton && this.skeleton !== skeleton && !this._parentLOD) { // TODO remove !this._parentLOD const bones = skeleton.bones; this.skeleton = skeleton; this.bindMatrix = new Matrix4(); this.bindMatrixInverse = new Matrix4(); this.boneTexture = new SquareDataTexture(Float32Array, 4, 4 * bones.length, this._capacity); if (disableMatrixAutoUpdate) { for (const bone of bones) { bone.matrixAutoUpdate = false; bone.matrixWorldAutoUpdate = false; } } this.materialsNeedsUpdate(); // TODO this may not work if change already present skeleton } }; InstancedMesh2.prototype.setBonesAt = function (id, updateBonesMatrices = true, excludeBonesSet) { const skeleton = this.skeleton; if (!skeleton) { throw new Error('"setBonesAt" cannot be called before "initSkeleton"'); } const bones = skeleton.bones; const boneInverses = skeleton.boneInverses; for (let i = 0, l = bones.length; i < l; i++) { const bone = bones[i]; if (updateBonesMatrices) { if (!excludeBonesSet?.has(bone.name)) { bone.updateMatrix(); } bone.matrixWorld.multiplyMatrices(bone.parent.matrixWorld, bone.matrix); } this.multiplyBoneMatricesAt(id, i, bone.matrixWorld, boneInverses[i]); } this.boneTexture.enqueueUpdate(id); }; InstancedMesh2.prototype.multiplyBoneMatricesAt = function (instanceIndex, boneIndex, m1, m2) { const offset = (instanceIndex * this.skeleton.bones.length + boneIndex) * 16; const ae = m1.elements; const be = m2.elements; const te = this.boneTexture._data; const a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12]; const a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13]; const a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14]; const a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15]; const b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12]; const b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13]; const b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14]; const b41 = be[3], b42 = be[7], b43 = be[11], b44 = be[15]; te[offset + 0] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41; te[offset + 4] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42; te[offset + 8] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43; te[offset + 12] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44; te[offset + 1] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41; te[offset + 5] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42; te[offset + 9] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43; te[offset + 13] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44; te[offset + 2] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41; te[offset + 6] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42; te[offset + 10] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43; te[offset + 14] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44; te[offset + 3] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41; te[offset + 7] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42; te[offset + 11] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43; te[offset + 15] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44; }; //# sourceMappingURL=Skeleton.js.map