Buckets:
| import { LineSegments } from '../objects/LineSegments.js'; | |
| import { Matrix4 } from '../math/Matrix4.js'; | |
| import { LineBasicMaterial } from '../materials/LineBasicMaterial.js'; | |
| import { Color } from '../math/Color.js'; | |
| import { Vector3 } from '../math/Vector3.js'; | |
| import { BufferGeometry } from '../core/BufferGeometry.js'; | |
| import { Float32BufferAttribute } from '../core/BufferAttribute.js'; | |
| const _vector = /*@__PURE__*/ new Vector3(); | |
| const _boneMatrix = /*@__PURE__*/ new Matrix4(); | |
| const _matrixWorldInv = /*@__PURE__*/ new Matrix4(); | |
| /** | |
| * A helper object to assist with visualizing a {@link Skeleton}. | |
| * | |
| * ```js | |
| * const helper = new THREE.SkeletonHelper( skinnedMesh ); | |
| * scene.add( helper ); | |
| * ``` | |
| * | |
| * @augments LineSegments | |
| */ | |
| class SkeletonHelper extends LineSegments { | |
| /** | |
| * Constructs a new hemisphere light helper. | |
| * | |
| * @param {Object3D} object - Usually an instance of {@link SkinnedMesh}. However, any 3D object | |
| * can be used if it represents a hierarchy of bones (see {@link Bone}). | |
| */ | |
| constructor( object ) { | |
| const bones = getBoneList( object ); | |
| const geometry = new BufferGeometry(); | |
| const vertices = []; | |
| const colors = []; | |
| const color1 = new Color( 0, 0, 1 ); | |
| const color2 = new Color( 0, 1, 0 ); | |
| for ( let i = 0; i < bones.length; i ++ ) { | |
| const bone = bones[ i ]; | |
| if ( bone.parent && bone.parent.isBone ) { | |
| vertices.push( 0, 0, 0 ); | |
| vertices.push( 0, 0, 0 ); | |
| colors.push( color1.r, color1.g, color1.b ); | |
| colors.push( color2.r, color2.g, color2.b ); | |
| } | |
| } | |
| geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
| geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); | |
| const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } ); | |
| super( geometry, material ); | |
| /** | |
| * This flag can be used for type testing. | |
| * | |
| * @type {boolean} | |
| * @readonly | |
| * @default true | |
| */ | |
| this.isSkeletonHelper = true; | |
| this.type = 'SkeletonHelper'; | |
| /** | |
| * The object being visualized. | |
| * | |
| * @type {Object3D} | |
| */ | |
| this.root = object; | |
| /** | |
| * he list of bones that the helper visualizes. | |
| * | |
| * @type {Array<Bone>} | |
| */ | |
| this.bones = bones; | |
| this.matrix = object.matrixWorld; | |
| this.matrixAutoUpdate = false; | |
| } | |
| updateMatrixWorld( force ) { | |
| const bones = this.bones; | |
| const geometry = this.geometry; | |
| const position = geometry.getAttribute( 'position' ); | |
| _matrixWorldInv.copy( this.root.matrixWorld ).invert(); | |
| for ( let i = 0, j = 0; i < bones.length; i ++ ) { | |
| const bone = bones[ i ]; | |
| if ( bone.parent && bone.parent.isBone ) { | |
| _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld ); | |
| _vector.setFromMatrixPosition( _boneMatrix ); | |
| position.setXYZ( j, _vector.x, _vector.y, _vector.z ); | |
| _boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld ); | |
| _vector.setFromMatrixPosition( _boneMatrix ); | |
| position.setXYZ( j + 1, _vector.x, _vector.y, _vector.z ); | |
| j += 2; | |
| } | |
| } | |
| geometry.getAttribute( 'position' ).needsUpdate = true; | |
| super.updateMatrixWorld( force ); | |
| } | |
| /** | |
| * Frees the GPU-related resources allocated by this instance. Call this | |
| * method whenever this instance is no longer used in your app. | |
| */ | |
| dispose() { | |
| this.geometry.dispose(); | |
| this.material.dispose(); | |
| } | |
| } | |
| function getBoneList( object ) { | |
| const boneList = []; | |
| if ( object.isBone === true ) { | |
| boneList.push( object ); | |
| } | |
| for ( let i = 0; i < object.children.length; i ++ ) { | |
| boneList.push( ...getBoneList( object.children[ i ] ) ); | |
| } | |
| return boneList; | |
| } | |
| export { SkeletonHelper }; | |
Xet Storage Details
- Size:
- 3.71 kB
- Xet hash:
- e42364d0f527e9f7239fc99ba0d474eac0ec46cfcd54a5764da0b2f7bd7320e6
·
Xet efficiently stores files, intelligently splitting them into unique chunks and accelerating uploads and downloads. More info.