SkinnedMesh.js 3.7 KB

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  1. /**
  2. * @author mikael emtinger / http://gomo.se/
  3. * @author alteredq / http://alteredqualia.com/
  4. */
  5. THREE.SkinnedMesh = function( geometry, material ) {
  6. THREE.Mesh.call( this, geometry, material );
  7. // init bones
  8. this.identityMatrix = new THREE.Matrix4();
  9. this.bones = [];
  10. this.boneMatrices = [];
  11. var b, bone, gbone, p, q, s;
  12. if ( this.geometry.bones !== undefined ) {
  13. for ( b = 0; b < this.geometry.bones.length; b ++ ) {
  14. gbone = this.geometry.bones[ b ];
  15. p = gbone.pos;
  16. q = gbone.rotq;
  17. s = gbone.scl;
  18. bone = this.addBone();
  19. bone.name = gbone.name;
  20. bone.position.set( p[0], p[1], p[2] );
  21. bone.quaternion.set( q[0], q[1], q[2], q[3] );
  22. bone.useQuaternion = true;
  23. if ( s !== undefined ) {
  24. bone.scale.set( s[0], s[1], s[2] );
  25. } else {
  26. bone.scale.set( 1, 1, 1 );
  27. }
  28. }
  29. for ( b = 0; b < this.bones.length; b ++ ) {
  30. gbone = this.geometry.bones[ b ];
  31. bone = this.bones[ b ];
  32. if ( gbone.parent === -1 ) {
  33. this.add( bone );
  34. } else {
  35. this.bones[ gbone.parent ].add( bone );
  36. }
  37. }
  38. this.boneMatrices = new Float32Array( 16 * this.bones.length );
  39. this.pose();
  40. }
  41. };
  42. THREE.SkinnedMesh.prototype = new THREE.Mesh();
  43. THREE.SkinnedMesh.prototype.constructor = THREE.SkinnedMesh;
  44. THREE.SkinnedMesh.prototype.addBone = function( bone ) {
  45. if ( bone === undefined ) {
  46. bone = new THREE.Bone( this );
  47. }
  48. this.bones.push( bone );
  49. return bone;
  50. };
  51. THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
  52. this.matrixAutoUpdate && this.updateMatrix();
  53. // update matrixWorld
  54. if ( this.matrixWorldNeedsUpdate || force ) {
  55. if ( this.parent ) {
  56. this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
  57. } else {
  58. this.matrixWorld.copy( this.matrix );
  59. }
  60. this.matrixWorldNeedsUpdate = false;
  61. force = true;
  62. }
  63. // update children
  64. for ( var i = 0, l = this.children.length; i < l; i ++ ) {
  65. var child = this.children[ i ];
  66. if ( child instanceof THREE.Bone ) {
  67. child.update( this.identityMatrix, false );
  68. } else {
  69. child.updateMatrixWorld( true );
  70. }
  71. }
  72. // flatten bone matrices to array
  73. var b, bl = this.bones.length,
  74. ba = this.bones,
  75. bm = this.boneMatrices;
  76. for ( b = 0; b < bl; b ++ ) {
  77. ba[ b ].skinMatrix.flattenToArrayOffset( bm, b * 16 );
  78. }
  79. };
  80. /*
  81. * Pose
  82. */
  83. THREE.SkinnedMesh.prototype.pose = function() {
  84. this.updateMatrixWorld( true );
  85. var bim, bone, boneInverses = [];
  86. for ( var b = 0; b < this.bones.length; b ++ ) {
  87. bone = this.bones[ b ];
  88. var inverseMatrix = new THREE.Matrix4();
  89. inverseMatrix.getInverse( bone.skinMatrix );
  90. boneInverses.push( inverseMatrix );
  91. bone.skinMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
  92. }
  93. // project vertices to local
  94. if ( this.geometry.skinVerticesA === undefined ) {
  95. this.geometry.skinVerticesA = [];
  96. this.geometry.skinVerticesB = [];
  97. var orgVertex, vertex;
  98. for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
  99. orgVertex = this.geometry.vertices[ i ].position;
  100. var indexA = this.geometry.skinIndices[ i ].x;
  101. var indexB = this.geometry.skinIndices[ i ].y;
  102. vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z );
  103. this.geometry.skinVerticesA.push( boneInverses[ indexA ].multiplyVector3( vertex ) );
  104. vertex = new THREE.Vector3( orgVertex.x, orgVertex.y, orgVertex.z );
  105. this.geometry.skinVerticesB.push( boneInverses[ indexB ].multiplyVector3( vertex ) );
  106. // todo: add more influences
  107. // normalize weights
  108. if ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y !== 1 ) {
  109. var len = ( 1.0 - ( this.geometry.skinWeights[ i ].x + this.geometry.skinWeights[ i ].y ) ) * 0.5;
  110. this.geometry.skinWeights[ i ].x += len;
  111. this.geometry.skinWeights[ i ].y += len;
  112. }
  113. }
  114. }
  115. };
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