import { Bone } from './Bone.js'; import { Matrix4 } from '../math/Matrix4.js'; import { MathUtils } from '../math/MathUtils.js'; const _offsetMatrix = new Matrix4(); const _identityMatrix = new Matrix4(); function Skeleton( bones = [], boneInverses = [] ) { this.uuid = MathUtils.generateUUID(); this.bones = bones.slice( 0 ); this.boneInverses = boneInverses; this.boneMatrices = null; this.boneTexture = null; this.boneTextureSize = 0; this.frame = - 1; this.init(); } Object.assign( Skeleton.prototype, { init: function () { const bones = this.bones; const boneInverses = this.boneInverses; this.boneMatrices = new Float32Array( bones.length * 16 ); // calculate inverse bone matrices if necessary if ( boneInverses.length === 0 ) { this.calculateInverses(); } else { // handle special case if ( bones.length !== boneInverses.length ) { console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' ); this.boneInverses = []; for ( let i = 0, il = this.bones.length; i < il; i ++ ) { this.boneInverses.push( new Matrix4() ); } } } }, calculateInverses: function () { this.boneInverses.length = 0; for ( let i = 0, il = this.bones.length; i < il; i ++ ) { const inverse = new Matrix4(); if ( this.bones[ i ] ) { inverse.copy( this.bones[ i ].matrixWorld ).invert(); } this.boneInverses.push( inverse ); } }, pose: function () { // recover the bind-time world matrices for ( let i = 0, il = this.bones.length; i < il; i ++ ) { const bone = this.bones[ i ]; if ( bone ) { bone.matrixWorld.copy( this.boneInverses[ i ] ).invert(); } } // compute the local matrices, positions, rotations and scales for ( let i = 0, il = this.bones.length; i < il; i ++ ) { const bone = this.bones[ i ]; if ( bone ) { if ( bone.parent && bone.parent.isBone ) { bone.matrix.copy( bone.parent.matrixWorld ).invert(); bone.matrix.multiply( bone.matrixWorld ); } else { bone.matrix.copy( bone.matrixWorld ); } bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); } } }, update: function () { const bones = this.bones; const boneInverses = this.boneInverses; const boneMatrices = this.boneMatrices; const boneTexture = this.boneTexture; // flatten bone matrices to array for ( let i = 0, il = bones.length; i < il; i ++ ) { // compute the offset between the current and the original transform const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix; _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] ); _offsetMatrix.toArray( boneMatrices, i * 16 ); } if ( boneTexture !== null ) { boneTexture.needsUpdate = true; } }, clone: function () { return new Skeleton( this.bones, this.boneInverses ); }, getBoneByName: function ( name ) { for ( let i = 0, il = this.bones.length; i < il; i ++ ) { const bone = this.bones[ i ]; if ( bone.name === name ) { return bone; } } return undefined; }, dispose: function ( ) { if ( this.boneTexture !== null ) { this.boneTexture.dispose(); this.boneTexture = null; } }, fromJSON: function ( json, bones ) { this.uuid = json.uuid; for ( let i = 0, l = json.bones.length; i < l; i ++ ) { const uuid = json.bones[ i ]; let bone = bones[ uuid ]; if ( bone === undefined ) { console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid ); bone = new Bone(); } this.bones.push( bone ); this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) ); } this.init(); return this; }, toJSON: function () { const data = { metadata: { version: 4.5, type: 'Skeleton', generator: 'Skeleton.toJSON' }, bones: [], boneInverses: [] }; data.uuid = this.uuid; const bones = this.bones; const boneInverses = this.boneInverses; for ( let i = 0, l = bones.length; i < l; i ++ ) { const bone = bones[ i ]; data.bones.push( bone.uuid ); const boneInverse = boneInverses[ i ]; data.boneInverses.push( boneInverse.toArray() ); } return data; } } ); export { Skeleton };