import { Mesh } from './Mesh'; import { Vector4 } from '../math/Vector4'; import { Skeleton } from './Skeleton'; import { Bone } from './Bone'; import { Matrix4 } from '../math/Matrix4'; /** * @author mikael emtinger / http://gomo.se/ * @author alteredq / http://alteredqualia.com/ * @author ikerr / http://verold.com */ function SkinnedMesh( geometry, material, useVertexTexture ) { Mesh.call( this, geometry, material ); this.type = 'SkinnedMesh'; this.bindMode = "attached"; this.bindMatrix = new Matrix4(); this.bindMatrixInverse = new Matrix4(); // init bones // TODO: remove bone creation as there is no reason (other than // convenience) for THREE.SkinnedMesh to do this. var bones = []; if ( this.geometry && this.geometry.bones !== undefined ) { var bone, gbone; for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { gbone = this.geometry.bones[ b ]; bone = new Bone(); bones.push( bone ); bone.name = gbone.name; bone.position.fromArray( gbone.pos ); bone.quaternion.fromArray( gbone.rotq ); if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl ); } for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) { gbone = this.geometry.bones[ b ]; if ( gbone.parent !== - 1 && gbone.parent !== null && bones[ gbone.parent ] !== undefined ) { bones[ gbone.parent ].add( bones[ b ] ); } else { this.add( bones[ b ] ); } } } this.normalizeSkinWeights(); this.updateMatrixWorld( true ); this.bind( new Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld ); } SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), { constructor: SkinnedMesh, isSkinnedMesh: true, bind: function( skeleton, bindMatrix ) { this.skeleton = skeleton; if ( bindMatrix === undefined ) { this.updateMatrixWorld( true ); this.skeleton.calculateInverses(); bindMatrix = this.matrixWorld; } this.bindMatrix.copy( bindMatrix ); this.bindMatrixInverse.getInverse( bindMatrix ); }, pose: function () { this.skeleton.pose(); }, normalizeSkinWeights: function () { if ( this.geometry && this.geometry.isGeometry ) { for ( var i = 0; i < this.geometry.skinWeights.length; i ++ ) { var sw = this.geometry.skinWeights[ i ]; var scale = 1.0 / sw.lengthManhattan(); if ( scale !== Infinity ) { sw.multiplyScalar( scale ); } else { sw.set( 1, 0, 0, 0 ); // do something reasonable } } } else if ( this.geometry && this.geometry.isBufferGeometry ) { var vec = new Vector4(); var skinWeight = this.geometry.attributes.skinWeight; for ( var i = 0; i < skinWeight.count; i ++ ) { vec.x = skinWeight.getX( i ); vec.y = skinWeight.getY( i ); vec.z = skinWeight.getZ( i ); vec.w = skinWeight.getW( i ); var scale = 1.0 / vec.lengthManhattan(); if ( scale !== Infinity ) { vec.multiplyScalar( scale ); } else { vec.set( 1, 0, 0, 0 ); // do something reasonable } skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w ); } } }, updateMatrixWorld: function( force ) { Mesh.prototype.updateMatrixWorld.call( this, true ); if ( this.bindMode === "attached" ) { this.bindMatrixInverse.getInverse( this.matrixWorld ); } else if ( this.bindMode === "detached" ) { this.bindMatrixInverse.getInverse( this.bindMatrix ); } else { console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode ); } }, clone: function() { return new this.constructor( this.geometry, this.material, this.skeleton.useVertexTexture ).copy( this ); } } ); export { SkinnedMesh };