Download node_modules/three/src/helpers/SkeletonHelper.js from SimWorld-AI/industrial-harbor-viewer: direct link, hf CLI and curl.
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2.85 kB
| 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 }; | |