- 23 6月, 2015 1 次提交
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由 hena-3 提交于
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- 19 2月, 2015 2 次提交
- 11 11月, 2014 1 次提交
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由 Elisée Maurer 提交于
Fixes #5570
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- 19 7月, 2014 1 次提交
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由 Ian Kerr 提交于
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- 31 5月, 2014 1 次提交
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由 Joshua Koo 提交于
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- 22 5月, 2014 1 次提交
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由 Ian Kerr 提交于
from the transforms that bind a THREE.Skeleton to a THREE.SkinnedMesh. This allows us to animate multiple THREE.SkinnedMesh instances with a single THREE.Skeleton. Here is a summary of the major changes: extras/helpers/SkeletonHelper.js * Fixed code mistakes (missing 'THREE'). objects/Bone.js * Removed duplicate code that is already in THREE.Object3D. objects/Skeleton.js * Not a descendant of THREE.Object3D (previous version was). * Stores boneMatrices and boneTexture. * Independent of THREE.SkinnedMesh. objects/SkinnedMesh.js * Refactored boneMatrices and boneTexture related code into THREE.Skeleton. * Added two bind matrix modes: "attached" and "detached". renderers/WebGLRenderer.js renderers/webgl/WebGLProgram.js * Attach bindMatrix and bindMatrixInverse to shaders. renderers/shaders/ShaderChunk.js renderers/shaders/ShaderLib.js * Use bind matrices during skinning.
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- 14 5月, 2014 1 次提交
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由 Ian Kerr 提交于
Object3D instace to be used for skinning--not just Bone instances. Furthermore, this commit removes the restriction that a SkinnedMesh can only be skinned by child objects/bones. Now, a SkinnedMesh can reference arbitrary objects for the purpose of skinning. One implication of this is that Bone.skinMatrix has been removed as it is no longer necessary. Here is a breakdown of the notable changes: src/extras/animation/Animation.js * Fixed animation of non-bones * Removed references to skinMatrix src/extras/animation/AnimationHandler.js * Removed special handling of SkinnedMatrix instances src/extras/animation/KeyFrameAnimation.js * Removed special handling of Bone instances * Removed references to skinMatrix src/extras/helpers/SkeletonHelper.js * Removed references to skinMatrix and Skeleton src/objects/Bone.js * Removed references to skinMatrix src/objects/Skeleton.js * Removed entirely, refactoring functionality back into SkinnedMesh src/objects/SkinnedMesh.js * Re-added code to construct the skeleton hierarchy when it is present in the geometry object that is passed to the constructor. This is here for backwards compatibility and could be refactored at a later time. * Added bind() function that takes an array of bones (Object3D instances) that are used to skin the mesh. This function establishes the initial bind transforms of the mesh and bones. * Added initBoneInverses() function that is used internally by bind() to calculate the bind matrices. * Added initBoneMatrices(), which contains refactored code that previously existed in the constructor (prior to the THREE.Skeleton refactor). This code sets up storage for the bone matrices and/or texture. It is used internally by bind(). * Added updateBoneMatrices(), which is called by the renderer after the scene's world matrices have been updated. This is done in a separate pass because SkinnedMesh can depend on objects that are stored anywhere in the scene hierarchy, not necessarily child objects. src/renderers/WebGLRenderer.js * Call updateBoneMatrices() on SkinnedMesh instances after world matrices have been updated * Removed references to Skeleton
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- 09 4月, 2014 1 次提交
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由 michael 提交于
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- 13 3月, 2014 2 次提交
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由 Mr.doob 提交于
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由 Elwin Arens 提交于
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- 04 1月, 2013 1 次提交
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由 Mr.doob 提交于
Removed Vector* add() to addVectors() and addSelf() to add(). Same with sub, cross, min, max, lerp... Renamed Matrix* and Quaternion multiply() to multiplyMatrices(), multiplyQuaternions() and multiplySelf() to multiply(). See #2860. Good thing we have a ton of examples to make sure nothing is broken. The unit tests also helped. However, I suspect I've left something unchanged.
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- 26 6月, 2012 1 次提交
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由 Mr.doob 提交于
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- 07 5月, 2012 1 次提交
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由 Mr.doob 提交于
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- 24 10月, 2011 1 次提交
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由 alteredq 提交于
Code is a horrible mess but at least it works. Anyways, some day we should revisit GPU accelerated skinning with a proper pipeline.
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- 23 10月, 2011 1 次提交
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由 Mr.doob 提交于
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- 15 10月, 2011 1 次提交
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由 alteredq 提交于
Lots of code got cleaner with seconds, seems we used them before all around. Also changed examples that didn't need deltas to simple Date.now() plus some more examples cleaning, trying to get rid of obsolescence warnings.
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- 06 3月, 2011 1 次提交
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由 Mr.doob 提交于
Object3D::lookAt works! (and Vector3.setRotationFromMatrix too!) Next: Object3D::translate...
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- 26 2月, 2011 2 次提交
- 20 2月, 2011 1 次提交
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由 Mr.doob 提交于
Object3D::matrixNeedsToUpdate ⟶ Object3D::matrixNeedsUpdate
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- 18 2月, 2011 1 次提交
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由 alteredq 提交于
- getters/setters are no more in Vector3 - object hierarchies thus don't use "isDirty" - this was completely killing performance for anything that was touching a lot of Vector3 like creation of meshes and dynamic buffers - even without this, performance of hierarchies went up (a lot) - objects do not get passed renderer anymore - camera was almost also removed, but this is useful for LOD (though there may be some cleaner way to do this?) - material ids are now unified, this makes "geometry.sortFacesByMaterial" faster (thus scene init / GUI blocking is shorter) - all WebGL examples should work now (render-to-texture has weird lights and in some camera control feels different) - CanvasRender still broken, despite many efforts :( - currently only points and lines work, faces don't show up. I think this may need assistance from mrdoob.
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- 17 2月, 2011 1 次提交
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由 alteredq 提交于
Otherwise things are very much work in progress, expect everything to be broken.
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