fireball/lib/objects/SkinnedMesh.js

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2018-12-25 13:59:22 +00:00
import { Mesh } from './Mesh.js';
import { Vector4 } from '../math/Vector4.js';
import { Skeleton } from './Skeleton.js';
import { Bone } from './Bone.js';
import { Matrix4 } from '../math/Matrix4.js';
/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
* @author ikerr / http://verold.com
*/
function SkinnedMesh( geometry, material ) {
Mesh.call( this, geometry, material );
this.type = 'SkinnedMesh';
this.bindMode = 'attached';
this.bindMatrix = new Matrix4();
this.bindMatrixInverse = new Matrix4();
var bones = this.initBones();
var skeleton = new Skeleton( bones );
this.bind( skeleton, this.matrixWorld );
this.normalizeSkinWeights();
}
SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
constructor: SkinnedMesh,
isSkinnedMesh: true,
initBones: function () {
var bones = [], bone, gbone;
var i, il;
if ( this.geometry && this.geometry.bones !== undefined ) {
// first, create array of 'Bone' objects from geometry data
for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {
gbone = this.geometry.bones[ i ];
// create new 'Bone' object
bone = new Bone();
bones.push( bone );
// apply values
bone.name = gbone.name;
bone.position.fromArray( gbone.pos );
bone.quaternion.fromArray( gbone.rotq );
if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );
}
// second, create bone hierarchy
for ( i = 0, il = this.geometry.bones.length; i < il; i ++ ) {
gbone = this.geometry.bones[ i ];
if ( ( gbone.parent !== - 1 ) && ( gbone.parent !== null ) && ( bones[ gbone.parent ] !== undefined ) ) {
// subsequent bones in the hierarchy
bones[ gbone.parent ].add( bones[ i ] );
} else {
// topmost bone, immediate child of the skinned mesh
this.add( bones[ i ] );
}
}
}
// now the bones are part of the scene graph and children of the skinned mesh.
// let's update the corresponding matrices
this.updateMatrixWorld( true );
return bones;
},
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 () {
var scale, i;
if ( this.geometry && this.geometry.isGeometry ) {
for ( i = 0; i < this.geometry.skinWeights.length; i ++ ) {
var sw = this.geometry.skinWeights[ i ];
scale = 1.0 / sw.manhattanLength();
if ( scale !== Infinity ) {
sw.multiplyScalar( scale );
} else {
sw.set( 1, 0, 0, 0 ); // do something reasonable
}
}
} else if ( this.geometry && this.geometry.isBufferGeometry ) {
var vec = new Vector4();
var skinWeight = this.geometry.attributes.skinWeight;
for ( i = 0; i < skinWeight.count; i ++ ) {
vec.x = skinWeight.getX( i );
vec.y = skinWeight.getY( i );
vec.z = skinWeight.getZ( i );
vec.w = skinWeight.getW( i );
scale = 1.0 / vec.manhattanLength();
if ( scale !== Infinity ) {
vec.multiplyScalar( scale );
} else {
vec.set( 1, 0, 0, 0 ); // do something reasonable
}
skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.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 );
}
},
clone: function () {
return new this.constructor( this.geometry, this.material ).copy( this );
}
} );
export { SkinnedMesh };