提交 5a3dd1fa 编写于 作者: S sunag

x to z

上级 5500d56a
......@@ -41,11 +41,11 @@ THREE.SEA3D.prototype.isLegacy = function ( sea ) {
};
THREE.SEA3D.prototype.flipXVec3 = function ( v ) {
THREE.SEA3D.prototype.flipVec3 = function ( v ) {
if ( ! v ) return;
var i = 0; // z
var i = 2;
while ( i < v.length ) {
......@@ -133,7 +133,7 @@ THREE.SEA3D.prototype.compressJoints = function ( sea ) {
};
THREE.SEA3D.prototype.flipYZIndex = function ( v ) {
THREE.SEA3D.prototype.flipIndexes = function ( v ) {
var i = 1; // y >-< z
......@@ -151,17 +151,17 @@ THREE.SEA3D.prototype.flipYZIndex = function ( v ) {
};
THREE.SEA3D.prototype.flipMatrixBone = function () {
THREE.SEA3D.prototype.flipBoneMatrix = function () {
var zero = new THREE.Vector3();
return function ( mtx ) {
var pos = THREE.SEA3D.VECBUF.setFromMatrixPosition( mtx );
pos.x = - pos.x;
pos.z = - pos.z;
mtx.setPosition( zero );
mtx.multiplyMatrices( THREE.SEA3D.MTXBUF.makeRotationX( THREE.Math.degToRad( 180 ) ), mtx );
mtx.multiplyMatrices( THREE.SEA3D.MTXBUF.makeRotationZ( THREE.Math.degToRad( 180 ) ), mtx );
mtx.setPosition( pos );
return mtx;
......@@ -170,7 +170,7 @@ THREE.SEA3D.prototype.flipMatrixBone = function () {
}();
THREE.SEA3D.prototype.flipMatrixScale = function () {
THREE.SEA3D.prototype.flipScaleMatrix = function () {
var pos = new THREE.Vector3();
var qua = new THREE.Quaternion();
......@@ -182,13 +182,13 @@ THREE.SEA3D.prototype.flipMatrixScale = function () {
local.decompose( pos, qua, slc );
slc.x = - slc.x;
slc.z = - slc.z;
local.compose( pos, qua, slc );
if ( rotate ) {
local.multiplyMatrices( local, THREE.SEA3D.MTXBUF.makeRotationX( THREE.Math.degToRad( 180 ) ) );
local.multiplyMatrices( local, THREE.SEA3D.MTXBUF.makeRotationZ( THREE.Math.degToRad( 180 ) ) );
}
......@@ -196,7 +196,7 @@ THREE.SEA3D.prototype.flipMatrixScale = function () {
parent = parent.clone();
this.flipMatrixScale( parent, parentRotate );
this.flipScaleMatrix( parent, parentRotate );
local.multiplyMatrices( parent.getInverse( parent ), local );
......@@ -265,17 +265,17 @@ THREE.SEA3D.prototype.flipDefaultAnimation = function () {
if ( relative ) {
buf1.identity();
parent = this.flipMatrixScale( buf2.copy( obj3d.matrixWorld ) );
parent = this.flipScaleMatrix( buf2.copy( obj3d.matrixWorld ) );
} else {
if ( obj3d.parent ) {
parent = this.flipMatrixScale( buf2.copy( obj3d.parent.matrixWorld ) );
parent = this.flipScaleMatrix( buf2.copy( obj3d.parent.matrixWorld ) );
}
this.flipMatrixScale( buf1.copy( obj3d.matrix ), false, parent );
this.flipScaleMatrix( buf1.copy( obj3d.matrix ), false, parent );
}
......@@ -333,7 +333,7 @@ THREE.SEA3D.prototype.flipDefaultAnimation = function () {
buf1.compose( pos, qua, slc );
this.flipMatrixScale( buf1, false, buf2 );
this.flipScaleMatrix( buf1, false, buf2 );
buf1.decompose( to_pos, to_qua, to_slc );
......@@ -449,7 +449,7 @@ THREE.SEA3D.prototype.updateTransform = function () {
if ( sea.transform ) buf1.elements.set( sea.transform );
else buf1.makeTranslation( sea.position.x, sea.position.y, sea.position.z );
this.flipMatrixScale(
this.flipScaleMatrix(
buf1, false,
obj3d.parent ? obj3d.parent.matrixWorld : identity,
obj3d.parent instanceof THREE.Bone
......@@ -502,7 +502,7 @@ THREE.SEA3D.prototype.readSkeleton = function () {
// convert to three.js order
if ( isLegacy ) this.flipMatrixBone( mtx_local );
if ( isLegacy ) this.flipBoneMatrix( mtx_local );
if ( bone.parentIndex > - 1 ) {
......@@ -513,7 +513,7 @@ THREE.SEA3D.prototype.readSkeleton = function () {
// convert parent to three.js order
if ( isLegacy ) this.flipMatrixBone( mtx_parent );
if ( isLegacy ) this.flipBoneMatrix( mtx_parent );
// to local
......@@ -603,11 +603,11 @@ THREE.SEA3D.prototype.readSkeletonAnimationLegacy = function () {
// convert to three.js matrix
this.flipMatrixBone( mtx_global );
this.flipBoneMatrix( mtx_global );
// flip parent inverse
this.flipMatrixBone( mtx_parent );
this.flipBoneMatrix( mtx_parent );
// to local
......@@ -617,7 +617,7 @@ THREE.SEA3D.prototype.readSkeletonAnimationLegacy = function () {
} else {
this.flipMatrixBone( mtx_local );
this.flipBoneMatrix( mtx_local );
}
......@@ -658,8 +658,8 @@ THREE.SEA3D.prototype.readVertexAnimation = function ( sea ) {
var frame = sea.frame[ i ];
this.flipXVec3( frame.vertex );
this.flipXVec3( frame.normal );
this.flipVec3( frame.vertex );
this.flipVec3( frame.normal );
}
......@@ -673,10 +673,10 @@ THREE.SEA3D.prototype.readGeometryBuffer = function ( sea ) {
if ( this.isLegacy( sea ) ) {
this.flipXVec3( sea.vertex );
this.flipXVec3( sea.normal );
this.flipVec3( sea.vertex, true );
this.flipVec3( sea.normal, true );
this.flipYZIndex( sea.indexes );
this.flipIndexes( sea.indexes );
if ( sea.jointPerVertex > 4 ) this.compressJoints( sea );
else if ( sea.jointPerVertex < 4 ) this.expandJoints( sea );
......@@ -691,7 +691,7 @@ THREE.SEA3D.prototype.readLines = function ( sea ) {
if ( this.isLegacy( sea ) ) {
this.flipXVec3( sea.vertex );
this.flipVec3( sea.vertex );
}
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册