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three

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JavaScript 3D library

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import { Mesh } from './Mesh.js'; import { Matrix4 } from '../math/Matrix4.js'; import { Vector3 } from '../math/Vector3.js'; import { Vector4 } from '../math/Vector4.js'; function SkinnedMesh( geometry, material ) { if ( geometry && geometry.isGeometry ) { console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' ); } Mesh.call( this, geometry, material ); this.type = 'SkinnedMesh'; this.bindMode = 'attached'; this.bindMatrix = new Matrix4(); this.bindMatrixInverse = new Matrix4(); } SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { constructor: SkinnedMesh, isSkinnedMesh: true, copy: function ( source ) { Mesh.prototype.copy.call( this, source ); this.bindMode = source.bindMode; this.bindMatrix.copy( source.bindMatrix ); this.bindMatrixInverse.copy( source.bindMatrixInverse ); this.skeleton = source.skeleton; return this; }, bind: function ( skeleton, bindMatrix ) { this.skeleton = skeleton; if ( bindMatrix === undefined ) { this.updateMatrixWorld( true ); this.skeleton.calculateInverses(); bindMatrix = this.matrixWorld; } this.bindMatrix.copy( bindMatrix ); this.bindMatrixInverse.getInverse( bindMatrix ); }, pose: function () { this.skeleton.pose(); }, normalizeSkinWeights: function () { const vector = new Vector4(); const skinWeight = this.geometry.attributes.skinWeight; for ( let i = 0, l = skinWeight.count; i < l; i ++ ) { vector.x = skinWeight.getX( i ); vector.y = skinWeight.getY( i ); vector.z = skinWeight.getZ( i ); vector.w = skinWeight.getW( i ); const scale = 1.0 / vector.manhattanLength(); if ( scale !== Infinity ) { vector.multiplyScalar( scale ); } else { vector.set( 1, 0, 0, 0 ); // do something reasonable } skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w ); } }, updateMatrixWorld: function ( force ) { Mesh.prototype.updateMatrixWorld.call( this, force ); if ( this.bindMode === 'attached' ) { this.bindMatrixInverse.getInverse( this.matrixWorld ); } else if ( this.bindMode === 'detached' ) { this.bindMatrixInverse.getInverse( this.bindMatrix ); } else { console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode ); } }, boneTransform: ( function () { const basePosition = new Vector3(); const skinIndex = new Vector4(); const skinWeight = new Vector4(); const vector = new Vector3(); const matrix = new Matrix4(); return function ( index, target ) { const skeleton = this.skeleton; const geometry = this.geometry; skinIndex.fromBufferAttribute( geometry.attributes.skinIndex, index ); skinWeight.fromBufferAttribute( geometry.attributes.skinWeight, index ); basePosition.fromBufferAttribute( geometry.attributes.position, index ).applyMatrix4( this.bindMatrix ); target.set( 0, 0, 0 ); for ( let i = 0; i < 4; i ++ ) { const weight = skinWeight.getComponent( i ); if ( weight !== 0 ) { const boneIndex = skinIndex.getComponent( i ); matrix.multiplyMatrices( skeleton.bones[ boneIndex ].matrixWorld, skeleton.boneInverses[ boneIndex ] ); target.addScaledVector( vector.copy( basePosition ).applyMatrix4( matrix ), weight ); } } return target.applyMatrix4( this.bindMatrixInverse ); }; }() ) } ); export { SkinnedMesh };