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6e89f675
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体验新版 GitCode,发现更多精彩内容 >>
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6e89f675
编写于
11月 25, 2018
作者:
M
Mr.doob
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电子邮件补丁
差异文件
SEA3DLoader: Fixed breakage after removing Geometry support in SkinnedMesh.
上级
803bb9fe
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
64 addition
and
2 deletion
+64
-2
examples/js/loaders/sea3d/SEA3DLoader.js
examples/js/loaders/sea3d/SEA3DLoader.js
+64
-2
未找到文件。
examples/js/loaders/sea3d/SEA3DLoader.js
浏览文件 @
6e89f675
...
...
@@ -1296,9 +1296,11 @@ THREE.SEA3D.Mesh.prototype = Object.assign( Object.create( THREE.Mesh.prototype
// Skinning
//
THREE
.
SEA3D
.
SkinnedMesh
=
function
(
geometry
,
material
,
useVertexTexture
)
{
THREE
.
SEA3D
.
SkinnedMesh
=
function
(
geometry
,
material
)
{
THREE
.
SkinnedMesh
.
call
(
this
,
geometry
,
material
,
useVertexTexture
);
THREE
.
SkinnedMesh
.
call
(
this
,
geometry
,
material
);
this
.
bind
(
new
THREE
.
Skeleton
(
this
.
initBones
()
),
this
.
matrixWorld
);
this
.
updateAnimations
(
geometry
.
animations
,
new
THREE
.
AnimationMixer
(
this
)
);
...
...
@@ -1308,6 +1310,66 @@ THREE.SEA3D.SkinnedMesh.prototype = Object.assign( Object.create( THREE.SkinnedM
constructor
:
THREE
.
SEA3D
.
SkinnedMesh
,
initBones
:
function
()
{
var
bones
=
[],
bone
,
gbone
;
var
i
,
il
;
if
(
this
.
geometry
&&
this
.
geometry
.
bones
!==
undefined
)
{
// first, create array of 'Bone' objects from geometry data
for
(
i
=
0
,
il
=
this
.
geometry
.
bones
.
length
;
i
<
il
;
i
++
)
{
gbone
=
this
.
geometry
.
bones
[
i
];
// create new 'Bone' object
bone
=
new
THREE
.
Bone
();
bones
.
push
(
bone
);
// apply values
bone
.
name
=
gbone
.
name
;
bone
.
position
.
fromArray
(
gbone
.
pos
);
bone
.
quaternion
.
fromArray
(
gbone
.
rotq
);
if
(
gbone
.
scl
!==
undefined
)
bone
.
scale
.
fromArray
(
gbone
.
scl
);
}
// second, create bone hierarchy
for
(
i
=
0
,
il
=
this
.
geometry
.
bones
.
length
;
i
<
il
;
i
++
)
{
gbone
=
this
.
geometry
.
bones
[
i
];
if
(
(
gbone
.
parent
!==
-
1
)
&&
(
gbone
.
parent
!==
null
)
&&
(
bones
[
gbone
.
parent
]
!==
undefined
)
)
{
// subsequent bones in the hierarchy
bones
[
gbone
.
parent
].
add
(
bones
[
i
]
);
}
else
{
// topmost bone, immediate child of the skinned mesh
this
.
add
(
bones
[
i
]
);
}
}
}
// now the bones are part of the scene graph and children of the skinned mesh.
// let's update the corresponding matrices
this
.
updateMatrixWorld
(
true
);
return
bones
;
},
boneByName
:
function
(
name
)
{
var
bones
=
this
.
skeleton
.
bones
;
...
...
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