fireball/lib/helpers/SkeletonHelper.js

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JavaScript
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2018-12-25 13:59:22 +00:00
/**
* @author Sean Griffin / http://twitter.com/sgrif
* @author Michael Guerrero / http://realitymeltdown.com
* @author mrdoob / http://mrdoob.com/
* @author ikerr / http://verold.com
* @author Mugen87 / https://github.com/Mugen87
*/
import { LineSegments } from '../objects/LineSegments.js';
import { Matrix4 } from '../math/Matrix4.js';
import { VertexColors } from '../constants.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';
import { Object3D } from '../core/Object3D.js';
function getBoneList( object ) {
var boneList = [];
if ( object && object.isBone ) {
boneList.push( object );
}
for ( var i = 0; i < object.children.length; i ++ ) {
boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
}
return boneList;
}
function SkeletonHelper( object ) {
var bones = getBoneList( object );
var geometry = new BufferGeometry();
var vertices = [];
var colors = [];
var color1 = new Color( 0, 0, 1 );
var color2 = new Color( 0, 1, 0 );
for ( var i = 0; i < bones.length; i ++ ) {
var 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.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
LineSegments.call( this, geometry, material );
this.root = object;
this.bones = bones;
this.matrix = object.matrixWorld;
this.matrixAutoUpdate = false;
}
SkeletonHelper.prototype = Object.create( LineSegments.prototype );
SkeletonHelper.prototype.constructor = SkeletonHelper;
SkeletonHelper.prototype.updateMatrixWorld = function () {
var vector = new Vector3();
var boneMatrix = new Matrix4();
var matrixWorldInv = new Matrix4();
return function updateMatrixWorld( force ) {
var bones = this.bones;
var geometry = this.geometry;
var position = geometry.getAttribute( 'position' );
matrixWorldInv.getInverse( this.root.matrixWorld );
for ( var i = 0, j = 0; i < bones.length; i ++ ) {
var 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;
Object3D.prototype.updateMatrixWorld.call( this, force );
};
}();
export { SkeletonHelper };