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[READ-ONLY] Mirror of https://github.com/flo-bit/shapecraft. flo-bit.dev/shapecraft
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5.2 kB · 277 lines
JavaScript
at commit da69385e
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278import { 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.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 = Math.ceil( size / 4 ) * 4; 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;
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: 4.6, 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 };