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SkeletonHelper.js
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import { LineSegments } from '../objects/LineSegments.js';
import { Matrix4 } from '../math/Matrix4.js';
import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
import { Color } from '../math/Color.js';
import { Vector3 } from '../math/Vector3.js';
import { BufferGeometry } from '../core/BufferGeometry.js';
import { Float32BufferAttribute } from '../core/BufferAttribute.js';
const _vector = /*@__PURE__*/ new Vector3();
const _boneMatrix = /*@__PURE__*/ new Matrix4();
const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
class SkeletonHelper extends LineSegments {
constructor( object ) {
const bones = getBoneList( object );
const geometry = new BufferGeometry();
const vertices = [];
const colors = [];
const color1 = new Color( 0, 0, 1 );
const color2 = new Color( 0, 1, 0 );
for ( let i = 0; i < bones.length; i ++ ) {
const bone = bones[ i ];
if ( bone.parent && bone.parent.isBone ) {
vertices.push( 0, 0, 0 );
vertices.push( 0, 0, 0 );
colors.push( color1.r, color1.g, color1.b );
colors.push( color2.r, color2.g, color2.b );
}
}
geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
super( geometry, material );
this.isSkeletonHelper = true;
this.type = 'SkeletonHelper';
this.root = object;
this.bones = bones;
this.matrix = object.matrixWorld;
this.matrixAutoUpdate = false;
}
updateMatrixWorld( force ) {
const bones = this.bones;
const geometry = this.geometry;
const position = geometry.getAttribute( 'position' );
_matrixWorldInv.copy( this.root.matrixWorld ).invert();
for ( let i = 0, j = 0; i < bones.length; i ++ ) {
const bone = bones[ i ];
if ( bone.parent && bone.parent.isBone ) {
_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
_vector.setFromMatrixPosition( _boneMatrix );
position.setXYZ( j, _vector.x, _vector.y, _vector.z );
_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
_vector.setFromMatrixPosition( _boneMatrix );
position.setXYZ( j + 1, _vector.x, _vector.y, _vector.z );
j += 2;
}
}
geometry.getAttribute( 'position' ).needsUpdate = true;
super.updateMatrixWorld( force );
}
dispose() {
this.geometry.dispose();
this.material.dispose();
}
}
function getBoneList( object ) {
const boneList = [];
if ( object.isBone === true ) {
boneList.push( object );
}
for ( let i = 0; i < object.children.length; i ++ ) {
boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
}
return boneList;
}
export { SkeletonHelper };