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- import {
- RGBAFormat,
- FloatType
- } from '../constants.js';
- import { Bone } from './Bone.js';
- import { Matrix4 } from '../math/Matrix4.js';
- import { DataTexture } from '../textures/DataTexture.js';
- import { generateUUID } from '../math/MathUtils.js';
- import { warn } from '../utils.js';
- const _offsetMatrix = /*@__PURE__*/ new Matrix4();
- const _identityMatrix = /*@__PURE__*/ new Matrix4();
- /**
- * Class for representing the armatures in `three.js`. The skeleton
- * is defined by a hierarchy of bones.
- *
- * ```js
- * const bones = [];
- *
- * const shoulder = new THREE.Bone();
- * const elbow = new THREE.Bone();
- * const hand = new THREE.Bone();
- *
- * shoulder.add( elbow );
- * elbow.add( hand );
- *
- * bones.push( shoulder , elbow, hand);
- *
- * shoulder.position.y = -5;
- * elbow.position.y = 0;
- * hand.position.y = 5;
- *
- * const armSkeleton = new THREE.Skeleton( bones );
- * ```
- */
- class Skeleton {
- /**
- * Constructs a new skeleton.
- *
- * @param {Array<Bone>} [bones] - An array of bones.
- * @param {Array<Matrix4>} [boneInverses] - An array of bone inverse matrices.
- * If not provided, these matrices will be computed automatically via {@link Skeleton#calculateInverses}.
- */
- constructor( bones = [], boneInverses = [] ) {
- this.uuid = generateUUID();
- /**
- * An array of bones defining the skeleton.
- *
- * @type {Array<Bone>}
- */
- this.bones = bones.slice( 0 );
- /**
- * An array of bone inverse matrices.
- *
- * @type {Array<Matrix4>}
- */
- this.boneInverses = boneInverses;
- /**
- * An array buffer holding the bone data.
- * Input data for {@link Skeleton#boneTexture}.
- *
- * @type {?Float32Array}
- * @default null
- */
- this.boneMatrices = null;
- /**
- * An array buffer holding the bone data of the previous frame.
- * Required for computing velocity. Maintained in {@link SkinningNode}.
- *
- * @type {?Float32Array}
- * @default null
- */
- this.previousBoneMatrices = null;
- /**
- * A texture holding the bone data for use
- * in the vertex shader.
- *
- * @type {?DataTexture}
- * @default null
- */
- this.boneTexture = null;
- this.init();
- }
- /**
- * Initializes the skeleton. This method gets automatically called by the constructor
- * but depending on how the skeleton is created it might be necessary to call this method
- * manually.
- */
- init() {
- const bones = this.bones;
- const boneInverses = this.boneInverses;
- this.boneMatrices = new Float32Array( bones.length * 16 );
- // calculate inverse bone matrices if necessary
- if ( boneInverses.length === 0 ) {
- this.calculateInverses();
- } else {
- // handle special case
- if ( bones.length !== boneInverses.length ) {
- warn( 'Skeleton: Number of inverse bone matrices does not match amount of bones.' );
- this.boneInverses = [];
- for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
- this.boneInverses.push( new Matrix4() );
- }
- }
- }
- }
- /**
- * Computes the bone inverse matrices. This method resets {@link Skeleton#boneInverses}
- * and fills it with new matrices.
- */
- calculateInverses() {
- this.boneInverses.length = 0;
- for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
- const inverse = new Matrix4();
- if ( this.bones[ i ] ) {
- inverse.copy( this.bones[ i ].matrixWorld ).invert();
- }
- this.boneInverses.push( inverse );
- }
- }
- /**
- * Resets the skeleton to the base pose.
- */
- pose() {
- // recover the bind-time world matrices
- for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
- const bone = this.bones[ i ];
- if ( bone ) {
- bone.matrixWorld.copy( this.boneInverses[ i ] ).invert();
- }
- }
- // compute the local matrices, positions, rotations and scales
- for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
- const bone = this.bones[ i ];
- if ( bone ) {
- if ( bone.parent && bone.parent.isBone ) {
- bone.matrix.copy( bone.parent.matrixWorld ).invert();
- bone.matrix.multiply( bone.matrixWorld );
- } else {
- bone.matrix.copy( bone.matrixWorld );
- }
- bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
- }
- }
- }
- /**
- * Resets the skeleton to the base pose.
- */
- update() {
- const bones = this.bones;
- const boneInverses = this.boneInverses;
- const boneMatrices = this.boneMatrices;
- const boneTexture = this.boneTexture;
- // flatten bone matrices to array
- for ( let i = 0, il = bones.length; i < il; i ++ ) {
- // compute the offset between the current and the original transform
- const matrix = bones[ i ] ? bones[ i ].matrixWorld : _identityMatrix;
- _offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
- _offsetMatrix.toArray( boneMatrices, i * 16 );
- }
- if ( boneTexture !== null ) {
- boneTexture.needsUpdate = true;
- }
- }
- /**
- * Returns a new skeleton with copied values from this instance.
- *
- * @return {Skeleton} A clone of this instance.
- */
- clone() {
- return new Skeleton( this.bones, this.boneInverses );
- }
- /**
- * Computes a data texture for passing bone data to the vertex shader.
- *
- * @return {Skeleton} A reference of this instance.
- */
- computeBoneTexture() {
- // layout (1 matrix = 4 pixels)
- // RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
- // with 8x8 pixel texture max 16 bones * 4 pixels = (8 * 8)
- // 16x16 pixel texture max 64 bones * 4 pixels = (16 * 16)
- // 32x32 pixel texture max 256 bones * 4 pixels = (32 * 32)
- // 64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
- let size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
- size = Math.ceil( size / 4 ) * 4;
- size = Math.max( size, 4 );
- const boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
- boneMatrices.set( this.boneMatrices ); // copy current values
- const boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
- boneTexture.needsUpdate = true;
- this.boneMatrices = boneMatrices;
- this.boneTexture = boneTexture;
- return this;
- }
- /**
- * Searches through the skeleton's bone array and returns the first with a
- * matching name.
- *
- * @param {string} name - The name of the bone.
- * @return {Bone|undefined} The found bone. `undefined` if no bone has been found.
- */
- getBoneByName( name ) {
- for ( let i = 0, il = this.bones.length; i < il; i ++ ) {
- const bone = this.bones[ i ];
- if ( bone.name === name ) {
- return bone;
- }
- }
- return undefined;
- }
- /**
- * Frees the GPU-related resources allocated by this instance. Call this
- * method whenever this instance is no longer used in your app.
- */
- dispose( ) {
- if ( this.boneTexture !== null ) {
- this.boneTexture.dispose();
- this.boneTexture = null;
- }
- }
- /**
- * Setups the skeleton by the given JSON and bones.
- *
- * @param {Object} json - The skeleton as serialized JSON.
- * @param {Object<string, Bone>} bones - An array of bones.
- * @return {Skeleton} A reference of this instance.
- */
- fromJSON( json, bones ) {
- this.uuid = json.uuid;
- for ( let i = 0, l = json.bones.length; i < l; i ++ ) {
- const uuid = json.bones[ i ];
- let bone = bones[ uuid ];
- if ( bone === undefined ) {
- warn( 'Skeleton: No bone found with UUID:', uuid );
- bone = new Bone();
- }
- this.bones.push( bone );
- this.boneInverses.push( new Matrix4().fromArray( json.boneInverses[ i ] ) );
- }
- this.init();
- return this;
- }
- /**
- * Serializes the skeleton into JSON.
- *
- * @return {Object} A JSON object representing the serialized skeleton.
- * @see {@link ObjectLoader#parse}
- */
- toJSON() {
- const data = {
- metadata: {
- version: 4.7,
- type: 'Skeleton',
- generator: 'Skeleton.toJSON'
- },
- bones: [],
- boneInverses: []
- };
- data.uuid = this.uuid;
- const bones = this.bones;
- const boneInverses = this.boneInverses;
- for ( let i = 0, l = bones.length; i < l; i ++ ) {
- const bone = bones[ i ];
- data.bones.push( bone.uuid );
- const boneInverse = boneInverses[ i ];
- data.boneInverses.push( boneInverse.toArray() );
- }
- return data;
- }
- }
- export { Skeleton };
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