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three

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JavaScript 3D library

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import { LineSegments } from '../objects/LineSegments.js'; import { Matrix4 } from '../math/Matrix4.js'; import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; import { Color } from '../math/Color.js'; import { Vector3 } from '../math/Vector3.js'; import { BufferGeometry } from '../core/BufferGeometry.js'; import { Float32BufferAttribute } from '../core/BufferAttribute.js'; const _vector = /*@__PURE__*/ new Vector3(); const _boneMatrix = /*@__PURE__*/ new Matrix4(); const _matrixWorldInv = /*@__PURE__*/ new Matrix4(); /** * A helper object to assist with visualizing a {@link Skeleton}. * * ```js * const helper = new THREE.SkeletonHelper( skinnedMesh ); * scene.add( helper ); * ``` * * @augments LineSegments */ class SkeletonHelper extends LineSegments { /** * Constructs a new hemisphere light helper. * * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object * can be used if it represents a hierarchy of bones (see {@link Bone}). */ constructor( object ) { const bones = getBoneList( object ); const geometry = new BufferGeometry(); const vertices = []; const colors = []; const color1 = new Color( 0, 0, 1 ); const color2 = new Color( 0, 1, 0 ); for ( let i = 0; i < bones.length; i ++ ) { const bone = bones[ i ]; if ( bone.parent && bone.parent.isBone ) { vertices.push( 0, 0, 0 ); vertices.push( 0, 0, 0 ); colors.push( color1.r, color1.g, color1.b ); colors.push( color2.r, color2.g, color2.b ); } } geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); super( geometry, material ); /** * This flag can be used for type testing. * * @type {boolean} * @readonly * @default true */ this.isSkeletonHelper = true; this.type = 'SkeletonHelper'; /** * The object being visualized. * * @type {Object3D} */ this.root = object; /** * he list of bones that the helper visualizes. * * @type {Array<Bone>} */ this.bones = bones; this.matrix = object.matrixWorld; this.matrixAutoUpdate = false; } updateMatrixWorld( force ) { const bones = this.bones; const geometry = this.geometry; const position = geometry.getAttribute( 'position' ); _matrixWorldInv.copy( this.root.matrixWorld ).invert(); for ( let i = 0, j = 0; i < bones.length; i ++ ) { const bone = bones[ i ]; if ( bone.parent && bone.parent.isBone ) { _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); _vector.setFromMatrixPosition( _boneMatrix ); position.setXYZ( j, _vector.x, _vector.y, _vector.z ); _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); _vector.setFromMatrixPosition( _boneMatrix ); position.setXYZ( j + 1, _vector.x, _vector.y, _vector.z ); j += 2; } } geometry.getAttribute( 'position' ).needsUpdate = true; super.updateMatrixWorld( force ); } /** * Frees the GPU-related resources allocated by this instance. Call this * method whenever this instance is no longer used in your app. */ dispose() { this.geometry.dispose(); this.material.dispose(); } } function getBoneList( object ) { const boneList = []; if ( object.isBone === true ) { boneList.push( object ); } for ( let i = 0; i < object.children.length; i ++ ) { boneList.push( ...getBoneList( object.children[ i ] ) ); } return boneList; } export { SkeletonHelper };