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- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author michael guerrero / http://realitymeltdown.com
- * @author ikerr / http://verold.com
- */
- THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
- this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
- this.identityMatrix = new THREE.Matrix4();
- // copy the bone array
- bones = bones || [];
- this.bones = bones.slice( 0 );
- // create a bone texture or an array of floats
- if ( this.useVertexTexture ) {
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
- // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
- // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
- // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
-
- var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
- size = THREE.Math.nextPowerOfTwo( Math.ceil( size ) );
- size = Math.max( size, 4 );
- this.boneTextureWidth = size;
- this.boneTextureHeight = size;
- this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
- this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
- } else {
- this.boneMatrices = new Float32Array( 16 * this.bones.length );
- }
- // use the supplied bone inverses or calculate the inverses
- if ( boneInverses === undefined ) {
- this.calculateInverses();
- } else {
- if ( this.bones.length === boneInverses.length ) {
- this.boneInverses = boneInverses.slice( 0 );
- } else {
- console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
- this.boneInverses = [];
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- this.boneInverses.push( new THREE.Matrix4() );
- }
- }
- }
- };
- THREE.Skeleton.prototype.calculateInverses = function () {
- this.boneInverses = [];
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- var inverse = new THREE.Matrix4();
- if ( this.bones[ b ] ) {
- inverse.getInverse( this.bones[ b ].matrixWorld );
- }
- this.boneInverses.push( inverse );
- }
- };
- THREE.Skeleton.prototype.pose = function () {
- var bone;
- // recover the bind-time world matrices
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- bone = this.bones[ b ];
- if ( bone ) {
- bone.matrixWorld.getInverse( this.boneInverses[ b ] );
- }
- }
- // compute the local matrices, positions, rotations and scales
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- bone = this.bones[ b ];
- if ( bone ) {
- if ( bone.parent ) {
- bone.matrix.getInverse( bone.parent.matrixWorld );
- bone.matrix.multiply( bone.matrixWorld );
- } else {
- bone.matrix.copy( bone.matrixWorld );
- }
- bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
- }
- }
- };
- THREE.Skeleton.prototype.update = ( function () {
- var offsetMatrix = new THREE.Matrix4();
- return function update() {
- // flatten bone matrices to array
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- // compute the offset between the current and the original transform
- var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
- offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
- offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
- }
- if ( this.useVertexTexture ) {
- this.boneTexture.needsUpdate = true;
- }
- };
- } )();
- THREE.Skeleton.prototype.clone = function () {
- return new THREE.Skeleton( this.bones, this.boneInverses, this.useVertexTexture );
- };
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