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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 ) {
...
@@ -10841,38 +10841,39 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
}
}
}
}
// make a snapshot of the bones' rest position
// make a snapshot of the bones' rest position
if (
this.boneInverses == undefined)
if (
this.boneInverses == undefined ) {
{
this.boneInverses = [];
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();
var inverse = new THREE.Matrix4();
inverse.getInverse( this.bones[ b ].skinMatrix );
inverse.getInverse( this.bones[ b ].skinMatrix );
this.boneInverses.push( inverse );
this.boneInverses.push( inverse );
}
}
}
}
// flatten bone matrices to array
// flatten bone matrices to array
for ( var b = 0; b < this.bones.length; b ++ )
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
{
var offset = new THREE.Matrix4();
// compute the offset between the current and the original transform;
// compute the offset between the current and the original transform;
//TODO: we could get rid of this multiplication step if the skinMatrix
//TODO: we could get rid of this multiplication step if the skinMatrix
// was already representing the offset; however, this requires some
// was already representing the offset; however, this requires some
// major changes to the animation system
// 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 ) {
if ( this.useVertexTexture ) {
...
@@ -10890,27 +10891,31 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
...
@@ -10890,27 +10891,31 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
THREE.SkinnedMesh.prototype.pose = function() {
THREE.SkinnedMesh.prototype.pose = function() {
this.updateMatrixWorld( true );
this.updateMatrixWorld( true );
for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
// normalize weights
// normalize weights
var sw = this.geometry.skinWeights[ i ];
var sw = this.geometry.skinWeights[ i ];
var scale = 1.0 / sw.lengthManhattan();
var scale = 1.0 / sw.lengthManhattan();
if ( scale != Infinity ) {
if ( scale !=
=
Infinity ) {
sw.multiplyScalar( scale );
sw.multiplyScalar( scale );
} else {
} else {
sw.set( 1 ); // this will be normalized by the shader anyway
sw.set( 1 ); // this will be normalized by the shader anyway
}
}
}
}
};
};
THREE.SkinnedMesh.offsetMatrix = new THREE.Matrix4();
/**
/**
* @author alteredq / http://alteredqualia.com/
* @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
...
@@ -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=
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=
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.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
=
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<
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
};
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
.
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.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
.
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=function(a,b){THREE.Mesh.call(this,a,b);this.duration=1E3;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.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=1E3*((c.end-c.start)/b);this.time=0}else console.warn("animation["+a+"] undefined")};
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=1E3*((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/
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 ) {
...
@@ -169,38 +169,39 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
}
}
}
}
// make a snapshot of the bones' rest position
// make a snapshot of the bones' rest position
if
(
this
.
boneInverses
==
undefined
)
if
(
this
.
boneInverses
==
undefined
)
{
{
this
.
boneInverses
=
[];
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
();
var
inverse
=
new
THREE
.
Matrix4
();
inverse
.
getInverse
(
this
.
bones
[
b
].
skinMatrix
);
inverse
.
getInverse
(
this
.
bones
[
b
].
skinMatrix
);
this
.
boneInverses
.
push
(
inverse
);
this
.
boneInverses
.
push
(
inverse
);
}
}
}
}
// flatten bone matrices to array
// flatten bone matrices to array
for
(
var
b
=
0
;
b
<
this
.
bones
.
length
;
b
++
)
for
(
var
b
=
0
,
bl
=
this
.
bones
.
length
;
b
<
bl
;
b
++
)
{
{
var
offset
=
new
THREE
.
Matrix4
();
// compute the offset between the current and the original transform;
// compute the offset between the current and the original transform;
//TODO: we could get rid of this multiplication step if the skinMatrix
//TODO: we could get rid of this multiplication step if the skinMatrix
// was already representing the offset; however, this requires some
// was already representing the offset; however, this requires some
// major changes to the animation system
// 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
)
{
if
(
this
.
useVertexTexture
)
{
...
@@ -218,24 +219,28 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
...
@@ -218,24 +219,28 @@ THREE.SkinnedMesh.prototype.updateMatrixWorld = function ( force ) {
THREE
.
SkinnedMesh
.
prototype
.
pose
=
function
()
{
THREE
.
SkinnedMesh
.
prototype
.
pose
=
function
()
{
this
.
updateMatrixWorld
(
true
);
this
.
updateMatrixWorld
(
true
);
for
(
var
i
=
0
;
i
<
this
.
geometry
.
skinIndices
.
length
;
i
++
)
{
for
(
var
i
=
0
;
i
<
this
.
geometry
.
skinIndices
.
length
;
i
++
)
{
// normalize weights
// normalize weights
var
sw
=
this
.
geometry
.
skinWeights
[
i
];
var
sw
=
this
.
geometry
.
skinWeights
[
i
];
var
scale
=
1.0
/
sw
.
lengthManhattan
();
var
scale
=
1.0
/
sw
.
lengthManhattan
();
if
(
scale
!=
Infinity
)
{
if
(
scale
!=
=
Infinity
)
{
sw
.
multiplyScalar
(
scale
);
sw
.
multiplyScalar
(
scale
);
}
else
{
}
else
{
sw
.
set
(
1
);
// this will be normalized by the shader anyway
sw
.
set
(
1
);
// this will be normalized by the shader anyway
}
}
}
}
};
};
THREE
.
SkinnedMesh
.
offsetMatrix
=
new
THREE
.
Matrix4
();
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