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15f46931
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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15f46931
编写于
8月 18, 2012
作者:
A
alteredq
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Fixed performance regress with skinning.
See #2336
上级
715507a9
变更
3
隐藏空白更改
内联
并排
Showing
3 changed file
with
65 addition
and
54 deletion
+65
-54
build/three.js
build/three.js
+30
-25
build/three.min.js
build/three.min.js
+5
-4
src/objects/SkinnedMesh.js
src/objects/SkinnedMesh.js
+30
-25
未找到文件。
build/three.js
浏览文件 @
15f46931
...
...
@@ -10841,38 +10841,39 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
}
}
// make a snapshot of the bones' rest position
if (
this.boneInverses == undefined)
{
if (
this.boneInverses == undefined ) {
this.boneInverses = [];
for ( var b = 0
; b < this.bones.length; b ++ )
{
for ( var b = 0
, bl = this.bones.length; b < bl; b ++ ) {
var inverse = new THREE.Matrix4();
inverse.getInverse( this.bones[ b ].skinMatrix );
this.boneInverses.push( inverse );
}
}
// flatten bone matrices to array
for ( var b = 0; b < this.bones.length; b ++ )
{
var offset = new THREE.Matrix4();
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
// compute the offset between the current and the original transform;
//TODO: we could get rid of this multiplication step if the skinMatrix
// was already representing the offset; however, this requires some
// major changes to the animation system
offset.multiply( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
offset.flattenToArrayOffset( this.boneMatrices, b * 16 );
THREE.SkinnedMesh.offsetMatrix.multiply( this.bones[ b ].skinMatrix, this.boneInverses[ b ] );
THREE.SkinnedMesh.offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
}
if ( this.useVertexTexture ) {
...
...
@@ -10890,27 +10891,31 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
THREE.SkinnedMesh.prototype.pose = function() {
this.updateMatrixWorld( true );
for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
// normalize weights
var sw = this.geometry.skinWeights[ i ];
var scale = 1.0 / sw.lengthManhattan();
if ( scale != Infinity ) {
if ( scale !=
=
Infinity ) {
sw.multiplyScalar( scale );
} else {
sw.set( 1 ); // this will be normalized by the shader anyway
}
}
};
THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
/**
* @author alteredq / http://alteredqualia.com/
*/
...
...
build/three.min.js
浏览文件 @
15f46931
...
...
@@ -234,10 +234,11 @@ THREE.Bone.prototype.update=function(a,b){this.matrixAutoUpdate&&(b=b|this.updat
THREE
.
SkinnedMesh
=
function
(
a
,
b
,
c
){
THREE
.
Mesh
.
call
(
this
,
a
,
b
);
this
.
useVertexTexture
=
c
!==
void
0
?
c
:
true
;
this
.
identityMatrix
=
new
THREE
.
Matrix4
;
this
.
bones
=
[];
this
.
boneMatrices
=
[];
var
d
,
f
,
e
;
if
(
this
.
geometry
.
bones
!==
void
0
){
for
(
a
=
0
;
a
<
this
.
geometry
.
bones
.
length
;
a
++
){
c
=
this
.
geometry
.
bones
[
a
];
d
=
c
.
pos
;
f
=
c
.
rotq
;
e
=
c
.
scl
;
b
=
this
.
addBone
();
b
.
name
=
c
.
name
;
b
.
position
.
set
(
d
[
0
],
d
[
1
],
d
[
2
]);
b
.
quaternion
.
set
(
f
[
0
],
f
[
1
],
f
[
2
],
f
[
3
]);
b
.
useQuaternion
=
true
;
e
!==
void
0
?
b
.
scale
.
set
(
e
[
0
],
e
[
1
],
e
[
2
]):
b
.
scale
.
set
(
1
,
1
,
1
)}
for
(
a
=
0
;
a
<
this
.
bones
.
length
;
a
++
){
c
=
this
.
geometry
.
bones
[
a
];
b
=
this
.
bones
[
a
];
c
.
parent
===-
1
?
this
.
add
(
b
):
this
.
bones
[
c
.
parent
].
add
(
b
)}
a
=
this
.
bones
.
length
;
if
(
this
.
useVertexTexture
){
this
.
boneTextureHeight
=
this
.
boneTextureWidth
=
a
=
a
>
256
?
64
:
a
>
64
?
32
:
a
>
16
?
16
:
8
;
this
.
boneMatrices
=
new
Float32Array
(
this
.
boneTextureWidth
*
this
.
boneTextureHeight
*
4
);
this
.
boneTexture
=
new
THREE
.
DataTexture
(
this
.
boneMatrices
,
this
.
boneTextureWidth
,
this
.
boneTextureHeight
,
THREE
.
RGBAFormat
,
THREE
.
FloatType
);
this
.
boneTexture
.
minFilter
=
THREE
.
NearestFilter
;
this
.
boneTexture
.
magFilter
=
THREE
.
NearestFilter
;
this
.
boneTexture
.
generateMipmaps
=
false
;
this
.
boneTexture
.
flipY
=
false
}
else
this
.
boneMatrices
=
new
Float32Array
(
16
*
a
);
this
.
pose
()}};
THREE
.
SkinnedMesh
.
prototype
=
Object
.
create
(
THREE
.
Mesh
.
prototype
);
THREE
.
SkinnedMesh
.
prototype
.
addBone
=
function
(
a
){
a
===
void
0
&&
(
a
=
new
THREE
.
Bone
(
this
));
this
.
bones
.
push
(
a
);
return
a
};
THREE
.
SkinnedMesh
.
prototype
.
updateMatrixWorld
=
function
(
a
){
this
.
matrixAutoUpdate
&&
this
.
updateMatrix
();
if
(
this
.
matrixWorldNeedsUpdate
||
a
){
this
.
parent
?
this
.
matrixWorld
.
multiply
(
this
.
parent
.
matrixWorld
,
this
.
matrix
):
this
.
matrixWorld
.
copy
(
this
.
matrix
);
this
.
matrixWorldNeedsUpdate
=
false
}
for
(
var
a
=
0
,
b
=
this
.
children
.
length
;
a
<
b
;
a
++
){
var
c
=
this
.
children
[
a
];
c
instanceof
THREE
.
Bone
?
c
.
update
(
this
.
identityMatrix
,
false
):
c
.
updateMatrixWorld
(
true
)}
if
(
this
.
boneInverses
==
void
0
){
this
.
boneInverses
=
[];
for
(
a
=
0
;
a
<
this
.
bones
.
length
;
a
++
){
b
=
new
THREE
.
Matrix4
;
b
.
getInverse
(
this
.
bones
[
a
].
skinMatrix
);
this
.
boneInverses
.
push
(
b
)}}
for
(
a
=
0
;
a
<
this
.
bones
.
length
;
a
++
){
b
=
new
THREE
.
Matrix4
;
b
.
multiply
(
this
.
bones
[
a
].
skinMatrix
,
this
.
boneInverses
[
a
]);
b
.
flattenToArrayOffset
(
this
.
boneMatrices
,
a
*
16
)}
if
(
this
.
useVertexTexture
)
this
.
boneTexture
.
needsUpdate
=
true
};
THREE
.
SkinnedMesh
.
prototype
.
pose
=
function
(){
this
.
updateMatrixWorld
(
true
);
for
(
var
a
=
0
;
a
<
this
.
geometry
.
skinIndices
.
length
;
a
++
){
var
b
=
this
.
geometry
.
skinWeights
[
a
],
c
=
1
/
b
.
lengthManhattan
();
c
!=
Infinity
?
b
.
multiplyScalar
(
c
):
b
.
set
(
1
)}};
THREE
.
MorphAnimMesh
=
function
(
a
,
b
){
THREE
.
Mesh
.
call
(
this
,
a
,
b
);
this
.
duration
=
1
E3
;
this
.
mirroredLoop
=
false
;
this
.
currentKeyframe
=
this
.
lastKeyframe
=
this
.
time
=
0
;
this
.
direction
=
1
;
this
.
directionBackwards
=
false
;
this
.
setFrameRange
(
0
,
this
.
geometry
.
morphTargets
.
length
-
1
)};
THREE
.
MorphAnimMesh
.
prototype
=
Object
.
create
(
THREE
.
Mesh
.
prototype
);
THREE
.
MorphAnimMesh
.
prototype
.
setFrameRange
=
function
(
a
,
b
){
this
.
startKeyframe
=
a
;
this
.
endKeyframe
=
b
;
this
.
length
=
this
.
endKeyframe
-
this
.
startKeyframe
+
1
};
THREE
.
MorphAnimMesh
.
prototype
.
setDirectionForward
=
function
(){
this
.
direction
=
1
;
this
.
directionBackwards
=
false
};
THREE
.
MorphAnimMesh
.
prototype
.
setDirectionBackward
=
function
(){
this
.
direction
=-
1
;
this
.
directionBackwards
=
true
};
THREE
.
SkinnedMesh
.
prototype
.
updateMatrixWorld
=
function
(
a
){
this
.
matrixAutoUpdate
&&
this
.
updateMatrix
();
if
(
this
.
matrixWorldNeedsUpdate
||
a
){
this
.
parent
?
this
.
matrixWorld
.
multiply
(
this
.
parent
.
matrixWorld
,
this
.
matrix
):
this
.
matrixWorld
.
copy
(
this
.
matrix
);
this
.
matrixWorldNeedsUpdate
=
false
}
for
(
var
a
=
0
,
b
=
this
.
children
.
length
;
a
<
b
;
a
++
){
var
c
=
this
.
children
[
a
];
c
instanceof
THREE
.
Bone
?
c
.
update
(
this
.
identityMatrix
,
false
):
c
.
updateMatrixWorld
(
true
)}
if
(
this
.
boneInverses
==
void
0
){
this
.
boneInverses
=
[];
a
=
0
;
for
(
b
=
this
.
bones
.
length
;
a
<
b
;
a
++
){
c
=
new
THREE
.
Matrix4
;
c
.
getInverse
(
this
.
bones
[
a
].
skinMatrix
);
this
.
boneInverses
.
push
(
c
)}}
a
=
0
;
for
(
b
=
this
.
bones
.
length
;
a
<
b
;
a
++
){
THREE
.
SkinnedMesh
.
offsetMatrix
.
multiply
(
this
.
bones
[
a
].
skinMatrix
,
this
.
boneInverses
[
a
]);
THREE
.
SkinnedMesh
.
offsetMatrix
.
flattenToArrayOffset
(
this
.
boneMatrices
,
a
*
16
)}
if
(
this
.
useVertexTexture
)
this
.
boneTexture
.
needsUpdate
=
true
};
THREE
.
SkinnedMesh
.
prototype
.
pose
=
function
(){
this
.
updateMatrixWorld
(
true
);
for
(
var
a
=
0
;
a
<
this
.
geometry
.
skinIndices
.
length
;
a
++
){
var
b
=
this
.
geometry
.
skinWeights
[
a
],
c
=
1
/
b
.
lengthManhattan
();
c
!==
Infinity
?
b
.
multiplyScalar
(
c
):
b
.
set
(
1
)}};
THREE
.
SkinnedMesh
.
offsetMatrix
=
new
THREE
.
Matrix4
;
THREE
.
MorphAnimMesh
=
function
(
a
,
b
){
THREE
.
Mesh
.
call
(
this
,
a
,
b
);
this
.
duration
=
1
E3
;
this
.
mirroredLoop
=
false
;
this
.
currentKeyframe
=
this
.
lastKeyframe
=
this
.
time
=
0
;
this
.
direction
=
1
;
this
.
directionBackwards
=
false
;
this
.
setFrameRange
(
0
,
this
.
geometry
.
morphTargets
.
length
-
1
)};
THREE
.
MorphAnimMesh
.
prototype
=
Object
.
create
(
THREE
.
Mesh
.
prototype
);
THREE
.
MorphAnimMesh
.
prototype
.
setFrameRange
=
function
(
a
,
b
){
this
.
startKeyframe
=
a
;
this
.
endKeyframe
=
b
;
this
.
length
=
this
.
endKeyframe
-
this
.
startKeyframe
+
1
};
THREE
.
MorphAnimMesh
.
prototype
.
setDirectionForward
=
function
(){
this
.
direction
=
1
;
this
.
directionBackwards
=
false
};
THREE
.
MorphAnimMesh
.
prototype
.
setDirectionBackward
=
function
(){
this
.
direction
=-
1
;
this
.
directionBackwards
=
true
};
THREE
.
MorphAnimMesh
.
prototype
.
parseAnimations
=
function
(){
var
a
=
this
.
geometry
;
if
(
!
a
.
animations
)
a
.
animations
=
{};
for
(
var
b
,
c
=
a
.
animations
,
d
=
/
([
a-z
]
+
)(\d
+
)
/
,
f
=
0
,
e
=
a
.
morphTargets
.
length
;
f
<
e
;
f
++
){
var
g
=
a
.
morphTargets
[
f
].
name
.
match
(
d
);
if
(
g
&&
g
.
length
>
1
){
g
=
g
[
1
];
c
[
g
]
||
(
c
[
g
]
=
{
start
:
Infinity
,
end
:
-
Infinity
});
var
h
=
c
[
g
];
if
(
f
<
h
.
start
)
h
.
start
=
f
;
if
(
f
>
h
.
end
)
h
.
end
=
f
;
b
||
(
b
=
g
)}}
a
.
firstAnimation
=
b
};
THREE
.
MorphAnimMesh
.
prototype
.
setAnimationLabel
=
function
(
a
,
b
,
c
){
if
(
!
this
.
geometry
.
animations
)
this
.
geometry
.
animations
=
{};
this
.
geometry
.
animations
[
a
]
=
{
start
:
b
,
end
:
c
}};
THREE
.
MorphAnimMesh
.
prototype
.
playAnimation
=
function
(
a
,
b
){
var
c
=
this
.
geometry
.
animations
[
a
];
if
(
c
){
this
.
setFrameRange
(
c
.
start
,
c
.
end
);
this
.
duration
=
1
E3
*
((
c
.
end
-
c
.
start
)
/
b
);
this
.
time
=
0
}
else
console
.
warn
(
"
animation[
"
+
a
+
"
] undefined
"
)};
THREE
.
MorphAnimMesh
.
prototype
.
updateAnimation
=
function
(
a
){
var
b
=
this
.
duration
/
this
.
length
;
this
.
time
=
this
.
time
+
this
.
direction
*
a
;
if
(
this
.
mirroredLoop
){
if
(
this
.
time
>
this
.
duration
||
this
.
time
<
0
){
this
.
direction
=
this
.
direction
*-
1
;
if
(
this
.
time
>
this
.
duration
){
this
.
time
=
this
.
duration
;
this
.
directionBackwards
=
true
}
if
(
this
.
time
<
0
){
this
.
time
=
0
;
this
.
directionBackwards
=
false
}}}
else
{
this
.
time
=
this
.
time
%
this
.
duration
;
if
(
this
.
time
<
0
)
this
.
time
=
this
.
time
+
this
.
duration
}
a
=
this
.
startKeyframe
+
THREE
.
Math
.
clamp
(
Math
.
floor
(
this
.
time
/
...
...
src/objects/SkinnedMesh.js
浏览文件 @
15f46931
...
...
@@ -169,38 +169,39 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
}
}
// make a snapshot of the bones' rest position
if
(
this
.
boneInverses
==
undefined
)
{
if
(
this
.
boneInverses
==
undefined
)
{
this
.
boneInverses
=
[];
for
(
var
b
=
0
;
b
<
this
.
bones
.
length
;
b
++
)
{
for
(
var
b
=
0
,
bl
=
this
.
bones
.
length
;
b
<
bl
;
b
++
)
{
var
inverse
=
new
THREE
.
Matrix4
();
inverse
.
getInverse
(
this
.
bones
[
b
].
skinMatrix
);
this
.
boneInverses
.
push
(
inverse
);
}
}
// flatten bone matrices to array
for
(
var
b
=
0
;
b
<
this
.
bones
.
length
;
b
++
)
{
var
offset
=
new
THREE
.
Matrix4
();
for
(
var
b
=
0
,
bl
=
this
.
bones
.
length
;
b
<
bl
;
b
++
)
{
// compute the offset between the current and the original transform;
//TODO: we could get rid of this multiplication step if the skinMatrix
// was already representing the offset; however, this requires some
// major changes to the animation system
offset
.
multiply
(
this
.
bones
[
b
].
skinMatrix
,
this
.
boneInverses
[
b
]
);
offset
.
flattenToArrayOffset
(
this
.
boneMatrices
,
b
*
16
);
THREE
.
SkinnedMesh
.
offsetMatrix
.
multiply
(
this
.
bones
[
b
].
skinMatrix
,
this
.
boneInverses
[
b
]
);
THREE
.
SkinnedMesh
.
offsetMatrix
.
flattenToArrayOffset
(
this
.
boneMatrices
,
b
*
16
);
}
if
(
this
.
useVertexTexture
)
{
...
...
@@ -218,24 +219,28 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
THREE
.
SkinnedMesh
.
prototype
.
pose
=
function
()
{
this
.
updateMatrixWorld
(
true
);
for
(
var
i
=
0
;
i
<
this
.
geometry
.
skinIndices
.
length
;
i
++
)
{
// normalize weights
var
sw
=
this
.
geometry
.
skinWeights
[
i
];
var
scale
=
1.0
/
sw
.
lengthManhattan
();
if
(
scale
!=
Infinity
)
{
if
(
scale
!=
=
Infinity
)
{
sw
.
multiplyScalar
(
scale
);
}
else
{
sw
.
set
(
1
);
// this will be normalized by the shader anyway
}
}
};
THREE
.
SkinnedMesh
.
offsetMatrix
=
new
THREE
.
Matrix4
();
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