/** * @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 };