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- import { LineSegments } from '../objects/LineSegments.js';
- import { Matrix4 } from '../math/Matrix4.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';
- const _vector = /*@__PURE__*/ new Vector3();
- const _boneMatrix = /*@__PURE__*/ new Matrix4();
- const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
- class SkeletonHelper extends LineSegments {
- constructor( object ) {
- const bones = getBoneList( object );
- const geometry = new BufferGeometry();
- const vertices = [];
- const colors = [];
- const color1 = new Color( 0, 0, 1 );
- const color2 = new Color( 0, 1, 0 );
- for ( let i = 0; i < bones.length; i ++ ) {
- const 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.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
- geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
- const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
- super( geometry, material );
- this.type = 'SkeletonHelper';
- this.isSkeletonHelper = true;
- this.root = object;
- this.bones = bones;
- this.matrix = object.matrixWorld;
- this.matrixAutoUpdate = false;
- }
- updateMatrixWorld( force ) {
- const bones = this.bones;
- const geometry = this.geometry;
- const position = geometry.getAttribute( 'position' );
- _matrixWorldInv.getInverse( this.root.matrixWorld );
- for ( let i = 0, j = 0; i < bones.length; i ++ ) {
- const 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;
- super.updateMatrixWorld( force );
- }
- }
- function getBoneList( object ) {
- const boneList = [];
- if ( object && object.isBone ) {
- boneList.push( object );
- }
- for ( let i = 0; i < object.children.length; i ++ ) {
- boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
- }
- return boneList;
- }
- export { SkeletonHelper };
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