| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107 | 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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