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2b7aae2 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 | 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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