content/hifi-content/dave/walk-tools/walkTools/libraries/three.js/objects/Skeleton.js
2022-02-13 22:49:05 +01:00

181 lines
3.7 KiB
JavaScript

/**
* @author mikael emtinger / http://gomo.se/
* @author alteredq / http://alteredqualia.com/
* @author michael guerrero / http://realitymeltdown.com
* @author ikerr / http://verold.com
*/
THREE.Skeleton = function ( bones, boneInverses, useVertexTexture ) {
this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;
this.identityMatrix = new THREE.Matrix4();
// copy the bone array
bones = bones || [];
this.bones = bones.slice( 0 );
// create a bone texture or an array of floats
if ( this.useVertexTexture ) {
// layout (1 matrix = 4 pixels)
// RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
// with 8x8 pixel texture max 16 bones (8 * 8 / 4)
// 16x16 pixel texture max 64 bones (16 * 16 / 4)
// 32x32 pixel texture max 256 bones (32 * 32 / 4)
// 64x64 pixel texture max 1024 bones (64 * 64 / 4)
var size;
if ( this.bones.length > 256 )
size = 64;
else if ( this.bones.length > 64 )
size = 32;
else if ( this.bones.length > 16 )
size = 16;
else
size = 8;
this.boneTextureWidth = size;
this.boneTextureHeight = size;
this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
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 * this.bones.length );
}
// use the supplied bone inverses or calculate the inverses
if ( boneInverses === undefined ) {
this.calculateInverses();
} else {
if ( this.bones.length === boneInverses.length ) {
this.boneInverses = boneInverses.slice( 0 );
} else {
THREE.warn( 'THREE.Skeleton bonInverses is the wrong length.' );
this.boneInverses = [];
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
this.boneInverses.push( new THREE.Matrix4() );
}
}
}
};
THREE.Skeleton.prototype.calculateInverses = function () {
this.boneInverses = [];
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
var inverse = new THREE.Matrix4();
if ( this.bones[ b ] ) {
inverse.getInverse( this.bones[ b ].matrixWorld );
}
this.boneInverses.push( inverse );
}
};
THREE.Skeleton.prototype.pose = function () {
var bone;
// recover the bind-time world matrices
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
bone = this.bones[ b ];
if ( bone ) {
bone.matrixWorld.getInverse( this.boneInverses[ b ] );
}
}
// compute the local matrices, positions, rotations and scales
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
bone = this.bones[ b ];
if ( bone ) {
if ( bone.parent ) {
bone.matrix.getInverse( bone.parent.matrixWorld );
bone.matrix.multiply( bone.matrixWorld );
} else {
bone.matrix.copy( bone.matrixWorld );
}
bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
}
}
};
THREE.Skeleton.prototype.update = ( function () {
var offsetMatrix = new THREE.Matrix4();
return function () {
// flatten bone matrices to array
for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {
// compute the offset between the current and the original transform
var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;
offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
offsetMatrix.flattenToArrayOffset( this.boneMatrices, b * 16 );
}
if ( this.useVertexTexture ) {
this.boneTexture.needsUpdate = true;
}
};
} )();