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- /**
- * @author mikael emtinger / http://gomo.se/
- * @author alteredq / http://alteredqualia.com/
- */
- THREE.SkinnedMesh = function ( geometry, material, useVertexTexture ) {
- THREE.Mesh.call( this, geometry, material );
- //
- this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
- // init bones
- this.identityMatrix = new THREE.Matrix4();
- this.bones = [];
- this.boneMatrices = [];
- var b, bone, gbone, p, q, s;
- if ( this.geometry && this.geometry.bones !== undefined ) {
- for ( b = 0; b < this.geometry.bones.length; b ++ ) {
- gbone = this.geometry.bones[ b ];
- p = gbone.pos;
- q = gbone.rotq;
- s = gbone.scl;
- bone = this.addBone();
- bone.name = gbone.name;
- bone.position.set( p[0], p[1], p[2] );
- bone.quaternion.set( q[0], q[1], q[2], q[3] );
- bone.useQuaternion = true;
- if ( s !== undefined ) {
- bone.scale.set( s[0], s[1], s[2] );
- } else {
- bone.scale.set( 1, 1, 1 );
- }
- }
- for ( b = 0; b < this.bones.length; b ++ ) {
- gbone = this.geometry.bones[ b ];
- bone = this.bones[ b ];
- if ( gbone.parent === -1 ) {
- this.add( bone );
- } else {
- this.bones[ gbone.parent ].add( bone );
- }
- }
- //
- var nBones = this.bones.length;
- if ( this.useVertexTexture ) {
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 bones (8 * 8 / 4)
- // 16x16 pixel texture max 64 bones (16 * 16 / 4)
- // 32x32 pixel texture max 256 bones (32 * 32 / 4)
- // 64x64 pixel texture max 1024 bones (64 * 64 / 4)
- var size;
- if ( nBones > 256 )
- size = 64;
- else if ( nBones > 64 )
- size = 32;
- else if ( nBones > 16 )
- size = 16;
- else
- size = 8;
- this.boneTextureWidth = size;
- this.boneTextureHeight = size;
- this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
- this.boneTexture = new THREE.DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, THREE.RGBAFormat, THREE.FloatType );
- this.boneTexture.minFilter = THREE.NearestFilter;
- this.boneTexture.magFilter = THREE.NearestFilter;
- this.boneTexture.generateMipmaps = false;
- this.boneTexture.flipY = false;
- } else {
- this.boneMatrices = new Float32Array( 16 * nBones );
- }
- this.pose();
- }
- };
- THREE.SkinnedMesh.prototype = Object.create( THREE.Mesh.prototype );
- THREE.SkinnedMesh.prototype.addBone = function( bone ) {
- if ( bone === undefined ) {
- bone = new THREE.Bone( this );
- }
- this.bones.push( bone );
- return bone;
- };
- THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
- this.matrixAutoUpdate && this.updateMatrix();
- // update matrixWorld
- if ( this.matrixWorldNeedsUpdate || force ) {
- if ( this.parent ) {
- this.matrixWorld.multiply( this.parent.matrixWorld, this.matrix );
- } else {
- this.matrixWorld.copy( this.matrix );
- }
- this.matrixWorldNeedsUpdate = false;
- force = true;
- }
- // update children
- for ( var i = 0, l = this.children.length; i < l; i ++ ) {
- var child = this.children[ i ];
- if ( child instanceof THREE.Bone ) {
- child.update( this.identityMatrix, false );
- } else {
- child.updateMatrixWorld( true );
- }
- }
- // make a snapshot of the bones' rest position
- if ( this.boneInverses == undefined ) {
- this.boneInverses = [];
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- var inverse = new THREE.Matrix4();
- inverse.getInverse( this.bones[ b ].skinMatrix );
- this.boneInverses.push( inverse );
- }
- }
- // flatten bone matrices to array
- for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
- // compute the offset between the current and the original transform;
- //TODO: we could get rid of this multiplication step if the skinMatrix
- // was already representing the offset; however, this requires some
- // major changes to the animation system
- THREE.SkinnedMesh.offsetMatrix.multiply( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
- THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
- }
- if ( this.useVertexTexture ) {
- this.boneTexture.needsUpdate = true;
- }
- };
- THREE.SkinnedMesh.prototype.pose = function() {
- this.updateMatrixWorld( true );
- for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
- // normalize weights
- var sw = this.geometry.skinWeights[ i ];
- var scale = 1.0 / sw.lengthManhattan();
- if ( scale !== Infinity ) {
- sw.multiplyScalar( scale );
- } else {
- sw.set( 1 ); // this will be normalized by the shader anyway
- }
- }
- };
- THREE.SkinnedMesh.prototype.clone = function ( object ) {
- if ( object === undefined ) object = new THREE.SkinnedMesh( this.geometry, this.material, this.useVertexTexture );
- THREE.Mesh.prototype.clone.call( this, object );
- return object;
- };
- THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
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