k-l-lambda's picture
feat: add Python ML services (CPU mode) with model download
2b7aae2
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 };