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.type = 'SkeletonHelper'; this.isSkeletonHelper = true; 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); } } function getBoneList(object) { const boneList = []; if (object && object.isBone) { boneList.push(object); } for (let i = 0; i < object.children.length; i++) { boneList.push.apply(boneList, getBoneList(object.children[i])); } return boneList; } export { SkeletonHelper };