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							- import Node from '../core/Node.js';
 
- import AttributeNode from '../core/AttributeNode.js';
 
- import PositionNode from '../accessors/PositionNode.js';
 
- import NormalNode from '../accessors/NormalNode.js';
 
- import Matrix4Node from '../inputs/Matrix4Node.js';
 
- import BufferNode from '../inputs/BufferNode.js';
 
- import { ShaderNode, assign, element, add, mul, transformDirection } from '../ShaderNode.js';
 
- import { NodeUpdateType } from '../core/constants.js';
 
- const Skinning = new ShaderNode( ( inputs, builder ) => {
 
- 	const { position, normal, index, weight, bindMatrix, bindMatrixInverse, boneMatrices } = inputs;
 
- 	const boneMatX = element( boneMatrices, index.x );
 
- 	const boneMatY = element( boneMatrices, index.y );
 
- 	const boneMatZ = element( boneMatrices, index.z );
 
- 	const boneMatW = element( boneMatrices, index.w );
 
- 	// POSITION
 
- 	const skinVertex = mul( bindMatrix, position );
 
- 	const skinned = add(
 
- 		mul( mul( boneMatX, skinVertex ), weight.x ),
 
- 		mul( mul( boneMatY, skinVertex ), weight.y ),
 
- 		mul( mul( boneMatZ, skinVertex ), weight.z ),
 
- 		mul( mul( boneMatW, skinVertex ), weight.w )
 
- 	);
 
- 	const skinPosition = mul( bindMatrixInverse, skinned ).xyz;
 
- 	// NORMAL
 
- 	let skinMatrix = add(
 
- 		mul( weight.x, boneMatX ),
 
- 		mul( weight.y, boneMatY ),
 
- 		mul( weight.z, boneMatZ ),
 
- 		mul( weight.w, boneMatW )
 
- 	);
 
- 	skinMatrix = mul( mul( bindMatrixInverse, skinMatrix ), bindMatrix );
 
- 	const skinNormal = transformDirection( skinMatrix, normal ).xyz;
 
- 	// ASSIGNS
 
- 	assign( position, skinPosition ).build( builder );
 
- 	assign( normal, skinNormal ).build( builder );
 
- } );
 
- class SkinningNode extends Node {
 
- 	constructor( skinnedMesh ) {
 
- 		super( 'void' );
 
- 		this.skinnedMesh = skinnedMesh;
 
- 		this.updateType = NodeUpdateType.Object;
 
- 		//
 
- 		this.skinIndexNode = new AttributeNode( 'skinIndex', 'uvec4' );
 
- 		this.skinWeightNode = new AttributeNode( 'skinWeight', 'vec4' );
 
- 		this.bindMatrixNode = new Matrix4Node( skinnedMesh.bindMatrix );
 
- 		this.bindMatrixInverseNode = new Matrix4Node( skinnedMesh.bindMatrixInverse );
 
- 		this.boneMatricesNode = new BufferNode( skinnedMesh.skeleton.boneMatrices, 'mat4', skinnedMesh.skeleton.bones.length );
 
- 	}
 
- 	generate( builder ) {
 
- 		// inout nodes
 
- 		const position = new PositionNode( PositionNode.LOCAL );
 
- 		const normal = new NormalNode( NormalNode.LOCAL );
 
- 		const index = this.skinIndexNode;
 
- 		const weight = this.skinWeightNode;
 
- 		const bindMatrix = this.bindMatrixNode;
 
- 		const bindMatrixInverse = this.bindMatrixInverseNode;
 
- 		const boneMatrices = this.boneMatricesNode;
 
- 		Skinning( {
 
- 			position,
 
- 			normal,
 
- 			index,
 
- 			weight,
 
- 			bindMatrix,
 
- 			bindMatrixInverse,
 
- 			boneMatrices
 
- 		}, builder );
 
- 	}
 
- 	update() {
 
- 		this.skinnedMesh.skeleton.update();
 
- 	}
 
- }
 
- export default SkinningNode;
 
 
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