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- 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 };
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