File size: 2,854 Bytes
b797337
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
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 };