278 lines
5.0 KiB
JavaScript
278 lines
5.0 KiB
JavaScript
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import {
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RGBAFormat,
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FloatType
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} from '../constants.js';
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import { Bone } from './Bone.js';
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import { Matrix4 } from '../math/Matrix4.js';
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import { DataTexture } from '../textures/DataTexture.js';
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import * as MathUtils from '../math/MathUtils.js';
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const _offsetMatrix = /*@__PURE__*/ new Matrix4();
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const _identityMatrix = /*@__PURE__*/ new Matrix4();
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class Skeleton {
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constructor( bones = [], boneInverses = [] ) {
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this.uuid = MathUtils.generateUUID();
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this.bones = bones.slice( 0 );
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this.boneInverses = boneInverses;
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this.boneMatrices = null;
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this.boneTexture = null;
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this.init();
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}
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init() {
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const bones = this.bones;
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const boneInverses = this.boneInverses;
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this.boneMatrices = new Float32Array( bones.length * 16 );
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// calculate inverse bone matrices if necessary
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if ( boneInverses.length === 0 ) {
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this.calculateInverses();
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} else {
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// handle special case
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if ( bones.length !== boneInverses.length ) {
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console.warn( 'THREE.Skeleton: Number of inverse bone matrices does not match amount of bones.' );
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this.boneInverses = [];
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for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
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this.boneInverses.push( new Matrix4() );
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}
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}
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}
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}
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calculateInverses() {
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this.boneInverses.length = 0;
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for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
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const inverse = new Matrix4();
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if ( this.bones[ i ] ) {
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inverse.copy( this.bones[ i ].matrixWorld ).invert();
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}
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this.boneInverses.push( inverse );
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}
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}
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pose() {
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// recover the bind-time world matrices
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for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
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const bone = this.bones[ i ];
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if ( bone ) {
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bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
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}
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}
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// compute the local matrices, positions, rotations and scales
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for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
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const bone = this.bones[ i ];
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if ( bone ) {
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if ( bone.parent && bone.parent.isBone ) {
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bone.matrix.copy( bone.parent.matrixWorld ).invert();
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bone.matrix.multiply( bone.matrixWorld );
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} else {
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bone.matrix.copy( bone.matrixWorld );
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}
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bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
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}
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}
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}
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update() {
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const bones = this.bones;
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const boneInverses = this.boneInverses;
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const boneMatrices = this.boneMatrices;
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const boneTexture = this.boneTexture;
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// flatten bone matrices to array
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for ( let i = 0, il = bones.length; i < il; i ++ ) {
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// compute the offset between the current and the original transform
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const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
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_offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
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_offsetMatrix.toArray( boneMatrices, i * 16 );
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}
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if ( boneTexture !== null ) {
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boneTexture.needsUpdate = true;
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}
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}
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clone() {
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return new Skeleton( this.bones, this.boneInverses );
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}
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computeBoneTexture() {
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// layout (1 matrix = 4 pixels)
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// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
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// with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
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// 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
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// 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
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// 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
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let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
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size = Math.ceil( size / 4 ) * 4;
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size = Math.max( size, 4 );
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const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
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boneMatrices.set( this.boneMatrices ); // copy current values
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const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
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boneTexture.needsUpdate = true;
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this.boneMatrices = boneMatrices;
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this.boneTexture = boneTexture;
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return this;
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}
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getBoneByName( name ) {
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for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
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const bone = this.bones[ i ];
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if ( bone.name === name ) {
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return bone;
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}
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}
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return undefined;
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}
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dispose( ) {
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if ( this.boneTexture !== null ) {
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this.boneTexture.dispose();
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this.boneTexture = null;
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}
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}
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fromJSON( json, bones ) {
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this.uuid = json.uuid;
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for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
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const uuid = json.bones[ i ];
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let bone = bones[ uuid ];
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if ( bone === undefined ) {
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console.warn( 'THREE.Skeleton: No bone found with UUID:', uuid );
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bone = new Bone();
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}
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this.bones.push( bone );
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this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
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}
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this.init();
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return this;
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}
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toJSON() {
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const data = {
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metadata: {
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version: 4.6,
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type: 'Skeleton',
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generator: 'Skeleton.toJSON'
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},
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bones: [],
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boneInverses: []
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};
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data.uuid = this.uuid;
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const bones = this.bones;
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const boneInverses = this.boneInverses;
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for ( let i = 0, l = bones.length; i < l; i ++ ) {
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const bone = bones[ i ];
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data.bones.push( bone.uuid );
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const boneInverse = boneInverses[ i ];
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data.boneInverses.push( boneInverse.toArray() );
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}
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return data;
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}
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}
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export { Skeleton };
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