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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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