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Code Editor : SkeletonHelper.js
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(); class SkeletonHelper extends LineSegments { 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.isSkeletonHelper = true; this.type = 'SkeletonHelper'; this.root = object; 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 ); } 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.apply( boneList, getBoneList( object.children[ i ] ) ); } return boneList; } export { SkeletonHelper };
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