import { Mesh } from './Mesh.js'; import { Matrix4 } from '../math/Matrix4.js'; import { Vector3 } from '../math/Vector3.js'; import { Vector4 } from '../math/Vector4.js'; const _basePosition = /*@__PURE__*/ new Vector3(); const _skinIndex = /*@__PURE__*/ new Vector4(); const _skinWeight = /*@__PURE__*/ new Vector4(); const _vector = /*@__PURE__*/ new Vector3(); const _matrix = /*@__PURE__*/ new Matrix4(); class SkinnedMesh extends Mesh { constructor(geometry, material) { super(geometry, material); this.type = 'SkinnedMesh'; this.bindMode = 'attached'; this.bindMatrix = new Matrix4(); this.bindMatrixInverse = new Matrix4(); } copy(source) { super.copy(source); this.bindMode = source.bindMode; this.bindMatrix.copy(source.bindMatrix); this.bindMatrixInverse.copy(source.bindMatrixInverse); this.skeleton = source.skeleton; return this; } bind(skeleton, bindMatrix) { this.skeleton = skeleton; if (bindMatrix === undefined) { this.updateMatrixWorld(true); this.skeleton.calculateInverses(); bindMatrix = this.matrixWorld; } this.bindMatrix.copy(bindMatrix); this.bindMatrixInverse.copy(bindMatrix).invert(); } pose() { this.skeleton.pose(); } normalizeSkinWeights() { const vector = new Vector4(); const skinWeight = this.geometry.attributes.skinWeight; for (let i = 0, l = skinWeight.count; i < l; i++) { vector.x = skinWeight.getX(i); vector.y = skinWeight.getY(i); vector.z = skinWeight.getZ(i); vector.w = skinWeight.getW(i); const scale = 1.0 / vector.manhattanLength(); if (scale !== Infinity) { vector.multiplyScalar(scale); } else { vector.set(1, 0, 0, 0); // do something reasonable } skinWeight.setXYZW(i, vector.x, vector.y, vector.z, vector.w); } } updateMatrixWorld(force) { super.updateMatrixWorld(force); if (this.bindMode === 'attached') { this.bindMatrixInverse.copy(this.matrixWorld).invert(); } else if (this.bindMode === 'detached') { this.bindMatrixInverse.copy(this.bindMatrix).invert(); } else { console.warn('THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode); } } boneTransform(index, target) { const skeleton = this.skeleton; const geometry = this.geometry; _skinIndex.fromBufferAttribute(geometry.attributes.skinIndex, index); _skinWeight.fromBufferAttribute(geometry.attributes.skinWeight, index); _basePosition.copy(target).applyMatrix4(this.bindMatrix); target.set(0, 0, 0); for (let i = 0; i < 4; i++) { const weight = _skinWeight.getComponent(i); if (weight !== 0) { const boneIndex = _skinIndex.getComponent(i); _matrix.multiplyMatrices(skeleton.bones[boneIndex].matrixWorld, skeleton.boneInverses[boneIndex]); target.addScaledVector(_vector.copy(_basePosition).applyMatrix4(_matrix), weight); } } return target.applyMatrix4(this.bindMatrixInverse); } } SkinnedMesh.prototype.isSkinnedMesh = true; export { SkinnedMesh };