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- import {
- RGBAFormat,
- FloatType
- } from '../constants.js';
- import { Bone } from './Bone.js';
- import { Matrix4 } from '../math/Matrix4.js';
- import { DataTexture } from '../textures/DataTexture.js';
- import * as MathUtils from '../math/MathUtils.js';
- const _offsetMatrix = /*@__PURE__*/ new Matrix4();
- const _identityMatrix = /*@__PURE__*/ new Matrix4();
- class Skeleton {
- constructor( 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();
- }
- init() {
- 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() {
- 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() {
- // 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() {
- 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() {
- return new Skeleton( this.bones, this.boneInverses );
- }
- computeBoneTexture() {
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
- // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
- // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
- // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
- let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
- size = MathUtils.ceilPowerOfTwo( size );
- size = Math.max( size, 4 );
- const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
- boneMatrices.set( this.boneMatrices ); // copy current values
- const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
- boneTexture.needsUpdate = true;
- this.boneMatrices = boneMatrices;
- this.boneTexture = boneTexture;
- this.boneTextureSize = size;
- return this;
- }
- getBoneByName( 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( ) {
- if ( this.boneTexture !== null ) {
- this.boneTexture.dispose();
- this.boneTexture = null;
- }
- }
- fromJSON( 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() {
- 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 };
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