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0c5e2de9
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three.js
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0c5e2de9
编写于
5月 19, 2017
作者:
M
Mr.doob
提交者:
GitHub
5月 19, 2017
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差异文件
Merge pull request #11350 from takahirox/GLTF2Morph
glTF 2.0 morph animation support
上级
968d0f3e
ee87cc5c
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
157 addition
and
10 deletion
+157
-10
examples/js/loaders/GLTF2Loader.js
examples/js/loaders/GLTF2Loader.js
+157
-10
未找到文件。
examples/js/loaders/GLTF2Loader.js
浏览文件 @
0c5e2de9
...
...
@@ -842,7 +842,8 @@ THREE.GLTF2Loader = ( function () {
var
PATH_PROPERTIES
=
{
scale
:
'
scale
'
,
translation
:
'
position
'
,
rotation
:
'
quaternion
'
rotation
:
'
quaternion
'
,
weights
:
'
morphTargetInfluences
'
};
var
INTERPOLATION
=
{
...
...
@@ -2155,6 +2156,104 @@ THREE.GLTF2Loader = ( function () {
meshNode
=
new
THREE
.
Mesh
(
geometry
,
material
);
meshNode
.
castShadow
=
true
;
if
(
primitive
.
targets
!==
undefined
)
{
var
targets
=
primitive
.
targets
;
var
morphAttributes
=
geometry
.
morphAttributes
;
morphAttributes
.
position
=
[];
morphAttributes
.
normal
=
[];
material
.
morphTargets
=
true
;
for
(
var
i
=
0
,
il
=
targets
.
length
;
i
<
il
;
i
++
)
{
var
target
=
targets
[
i
];
var
attributeName
=
'
morphTarget
'
+
i
;
var
positionAttribute
,
normalAttribute
;
if
(
target
.
POSITION
!==
undefined
)
{
// Three.js morph formula is
// position
// + weight0 * ( morphTarget0 - position )
// + weight1 * ( morphTarget1 - position )
// ...
// while the glTF one is
// position
// + weight0 * morphTarget0
// + weight1 * morphTarget1
// ...
// then adding position to morphTarget.
// So morphTarget value will depend on mesh's position, then cloning attribute
// for the case if attribute is shared among two or more meshes.
positionAttribute
=
dependencies
.
accessors
[
target
.
POSITION
].
clone
();
var
position
=
geometry
.
attributes
.
position
;
for
(
var
j
=
0
,
jl
=
positionAttribute
.
array
.
length
;
j
<
jl
;
j
++
)
{
positionAttribute
.
array
[
j
]
+=
position
.
array
[
j
];
}
}
else
{
// Copying the original position not to affect the final position.
// See the formula above.
positionAttribute
=
geometry
.
attributes
.
position
.
clone
();
}
if
(
target
.
NORMAL
!==
undefined
)
{
material
.
morphNormals
=
true
;
// see target.POSITION's comment
normalAttribute
=
dependencies
.
accessors
[
target
.
NORMAL
].
clone
();
var
normal
=
geometry
.
attributes
.
normal
;
for
(
var
j
=
0
,
jl
=
normalAttribute
.
array
.
length
;
j
<
jl
;
j
++
)
{
normalAttribute
.
array
[
j
]
+=
normal
.
array
[
j
];
}
}
else
{
normalAttribute
=
geometry
.
attributes
.
normal
.
clone
();
}
// TODO: implement
if
(
target
.
TANGENT
!==
undefined
)
{
}
positionAttribute
.
name
=
attributeName
;
normalAttribute
.
name
=
attributeName
;
morphAttributes
.
position
.
push
(
positionAttribute
);
morphAttributes
.
normal
.
push
(
normalAttribute
);
}
meshNode
.
updateMorphTargets
();
if
(
mesh
.
weights
!==
undefined
)
{
for
(
var
i
=
0
,
il
=
mesh
.
weights
.
length
;
i
<
il
;
i
++
)
{
meshNode
.
morphTargetInfluences
[
i
]
=
mesh
.
weights
[
i
];
}
}
}
}
else
if
(
primitive
.
mode
===
WEBGL_CONSTANTS
.
LINES
)
{
geometry
=
new
THREE
.
BufferGeometry
();
...
...
@@ -2330,22 +2429,70 @@ THREE.GLTF2Loader = ( function () {
node
.
updateMatrix
();
node
.
matrixAutoUpdate
=
true
;
var
TypedKeyframeTrack
=
PATH_PROPERTIES
[
target
.
path
]
===
PATH_PROPERTIES
.
rotation
?
THREE
.
QuaternionKeyframeTrack
:
THREE
.
VectorKeyframeTrack
;
var
TypedKeyframeTrack
;
switch
(
PATH_PROPERTIES
[
target
.
path
]
)
{
case
PATH_PROPERTIES
.
weights
:
TypedKeyframeTrack
=
THREE
.
NumberKeyframeTrack
;
break
;
case
PATH_PROPERTIES
.
rotation
:
TypedKeyframeTrack
=
THREE
.
QuaternionKeyframeTrack
;
break
;
case
PATH_PROPERTIES
.
position
:
case
PATH_PROPERTIES
.
scale
:
default
:
TypedKeyframeTrack
=
THREE
.
VectorKeyframeTrack
;
break
;
}
var
targetName
=
node
.
name
?
node
.
name
:
node
.
uuid
;
var
interpolation
=
sampler
.
interpolation
!==
undefined
?
INTERPOLATION
[
sampler
.
interpolation
]
:
THREE
.
InterpolateLinear
;
var
targetNames
=
[];
if
(
PATH_PROPERTIES
[
target
.
path
]
===
PATH_PROPERTIES
.
weights
)
{
// node should be THREE.Group here but
// PATH_PROPERTIES.weights(morphTargetInfluences) should be
// the property of a mesh object under node.
// So finding targets here.
node
.
traverse
(
function
(
object
)
{
if
(
object
.
isMesh
===
true
&&
object
.
material
.
morphTargets
===
true
)
{
targetNames
.
push
(
object
.
name
?
object
.
name
:
object
.
uuid
);
}
}
);
}
else
{
targetNames
.
push
(
targetName
);
}
// KeyframeTrack.optimize() will modify given 'times' and 'values'
// buffers before creating a truncated copy to keep. Because buffers may
// be reused by other tracks, make copies here.
tracks
.
push
(
new
TypedKeyframeTrack
(
targetName
+
'
.
'
+
PATH_PROPERTIES
[
target
.
path
],
THREE
.
AnimationUtils
.
arraySlice
(
inputAccessor
.
array
,
0
),
THREE
.
AnimationUtils
.
arraySlice
(
outputAccessor
.
array
,
0
),
interpolation
)
);
for
(
var
i
=
0
,
il
=
targetNames
.
length
;
i
<
il
;
i
++
)
{
tracks
.
push
(
new
TypedKeyframeTrack
(
targetNames
[
i
]
+
'
.
'
+
PATH_PROPERTIES
[
target
.
path
],
THREE
.
AnimationUtils
.
arraySlice
(
inputAccessor
.
array
,
0
),
THREE
.
AnimationUtils
.
arraySlice
(
outputAccessor
.
array
,
0
),
interpolation
)
);
}
}
...
...
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