Spaces:
Running
Running
| /** | |
| * @author Sean Griffin / http://twitter.com/sgrif | |
| * @author Michael Guerrero / http://realitymeltdown.com | |
| * @author mrdoob / http://mrdoob.com/ | |
| * @author ikerr / http://verold.com | |
| * @author Mugen87 / https://github.com/Mugen87 | |
| */ | |
| import { LineSegments } from '../objects/LineSegments.js'; | |
| import { Matrix4 } from '../math/Matrix4.js'; | |
| import { VertexColors } from '../constants.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'; | |
| import { Object3D } from '../core/Object3D.js'; | |
| function getBoneList( object ) { | |
| var boneList = []; | |
| if ( object && object.isBone ) { | |
| boneList.push( object ); | |
| } | |
| for ( var i = 0; i < object.children.length; i ++ ) { | |
| boneList.push.apply( boneList, getBoneList( object.children[ i ] ) ); | |
| } | |
| return boneList; | |
| } | |
| function SkeletonHelper( object ) { | |
| var bones = getBoneList( object ); | |
| var geometry = new BufferGeometry(); | |
| var vertices = []; | |
| var colors = []; | |
| var color1 = new Color( 0, 0, 1 ); | |
| var color2 = new Color( 0, 1, 0 ); | |
| for ( var i = 0; i < bones.length; i ++ ) { | |
| var 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.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) ); | |
| geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) ); | |
| var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } ); | |
| LineSegments.call( this, geometry, material ); | |
| this.root = object; | |
| this.bones = bones; | |
| this.matrix = object.matrixWorld; | |
| this.matrixAutoUpdate = false; | |
| } | |
| SkeletonHelper.prototype = Object.create( LineSegments.prototype ); | |
| SkeletonHelper.prototype.constructor = SkeletonHelper; | |
| SkeletonHelper.prototype.updateMatrixWorld = function () { | |
| var vector = new Vector3(); | |
| var boneMatrix = new Matrix4(); | |
| var matrixWorldInv = new Matrix4(); | |
| return function updateMatrixWorld( force ) { | |
| var bones = this.bones; | |
| var geometry = this.geometry; | |
| var position = geometry.getAttribute( 'position' ); | |
| matrixWorldInv.getInverse( this.root.matrixWorld ); | |
| for ( var i = 0, j = 0; i < bones.length; i ++ ) { | |
| var 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; | |
| Object3D.prototype.updateMatrixWorld.call( this, force ); | |
| }; | |
| }(); | |
| export { SkeletonHelper }; | |