129 lines
3.1 KiB
JavaScript
129 lines
3.1 KiB
JavaScript
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/**
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* @author Sean Griffin / http://twitter.com/sgrif
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* @author Michael Guerrero / http://realitymeltdown.com
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* @author mrdoob / http://mrdoob.com/
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* @author ikerr / http://verold.com
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* @author Mugen87 / https://github.com/Mugen87
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*/
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import { LineSegments } from '../objects/LineSegments.js';
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import { Matrix4 } from '../math/Matrix4.js';
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import { VertexColors } from '../constants.js';
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import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
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import { Color } from '../math/Color.js';
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import { Vector3 } from '../math/Vector3.js';
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import { BufferGeometry } from '../core/BufferGeometry.js';
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import { Float32BufferAttribute } from '../core/BufferAttribute.js';
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import { Object3D } from '../core/Object3D.js';
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function getBoneList( object ) {
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var boneList = [];
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if ( object && object.isBone ) {
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boneList.push( object );
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}
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for ( var i = 0; i < object.children.length; i ++ ) {
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boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
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}
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return boneList;
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}
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function SkeletonHelper( object ) {
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var bones = getBoneList( object );
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var geometry = new BufferGeometry();
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var vertices = [];
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var colors = [];
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var color1 = new Color( 0, 0, 1 );
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var color2 = new Color( 0, 1, 0 );
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for ( var i = 0; i < bones.length; i ++ ) {
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var bone = bones[ i ];
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if ( bone.parent && bone.parent.isBone ) {
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vertices.push( 0, 0, 0 );
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vertices.push( 0, 0, 0 );
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colors.push( color1.r, color1.g, color1.b );
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colors.push( color2.r, color2.g, color2.b );
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}
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}
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geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
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var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );
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LineSegments.call( this, geometry, material );
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this.root = object;
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this.bones = bones;
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this.matrix = object.matrixWorld;
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this.matrixAutoUpdate = false;
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}
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SkeletonHelper.prototype = Object.create( LineSegments.prototype );
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SkeletonHelper.prototype.constructor = SkeletonHelper;
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SkeletonHelper.prototype.updateMatrixWorld = function () {
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var vector = new Vector3();
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var boneMatrix = new Matrix4();
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var matrixWorldInv = new Matrix4();
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return function updateMatrixWorld( force ) {
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var bones = this.bones;
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var geometry = this.geometry;
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var position = geometry.getAttribute( 'position' );
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matrixWorldInv.getInverse( this.root.matrixWorld );
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for ( var i = 0, j = 0; i < bones.length; i ++ ) {
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var bone = bones[ i ];
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if ( bone.parent && bone.parent.isBone ) {
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boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
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vector.setFromMatrixPosition( boneMatrix );
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position.setXYZ( j, vector.x, vector.y, vector.z );
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boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
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vector.setFromMatrixPosition( boneMatrix );
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position.setXYZ( j + 1, vector.x, vector.y, vector.z );
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j += 2;
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}
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}
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geometry.getAttribute( 'position' ).needsUpdate = true;
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Object3D.prototype.updateMatrixWorld.call( this, force );
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};
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}();
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export { SkeletonHelper };
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