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- import { Matrix4 } from '../math/Matrix4';
- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- * @author michael guerrero / http://realitymeltdown.com
- * @author ikerr / http://verold.com
- */
- function Skeleton( bones, boneInverses ) {
- this.identityMatrix = new Matrix4();
- // copy the bone array
- bones = bones || [];
- this.bones = bones.slice( 0 );
- this.boneMatrices = new Float32Array( this.bones.length * 16 );
- // 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 boneInverses is the wrong length.' );
- this.boneInverses = [];
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- this.boneInverses.push( new Matrix4() );
- }
- }
- }
- }
- Object.assign( Skeleton.prototype, {
- calculateInverses: function () {
- this.boneInverses = [];
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- var inverse = new Matrix4();
- if ( this.bones[ b ] ) {
- inverse.getInverse( this.bones[ b ].matrixWorld );
- }
- this.boneInverses.push( inverse );
- }
- },
- 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.parent.isBone ) {
- 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 );
- }
- }
- },
- update: ( function () {
- var offsetMatrix = new Matrix4();
- return function update() {
- var bones = this.bones;
- var boneInverses = this.boneInverses;
- var boneMatrices = this.boneMatrices;
- var boneTexture = this.boneTexture;
- // flatten bone matrices to array
- for ( var b = 0, bl = bones.length; b < bl; b ++ ) {
- // compute the offset between the current and the original transform
- var matrix = bones[ b ] ? bones[ b ].matrixWorld : this.identityMatrix;
- offsetMatrix.multiplyMatrices( matrix, boneInverses[ b ] );
- offsetMatrix.toArray( boneMatrices, b * 16 );
- }
- if ( boneTexture !== undefined ) {
- boneTexture.needsUpdate = true;
- }
- };
- } )(),
- clone: function () {
- return new Skeleton( this.bones, this.boneInverses );
- }
- } );
- export { Skeleton };
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