node-ejs-renderer/node_modules/three/examples/jsm/nodes/accessors/SkinningNode.js

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2024-06-09 13:55:01 -04:00
import Node, { addNodeClass } from '../core/Node.js';
import { NodeUpdateType } from '../core/constants.js';
import { nodeObject } from '../shadernode/ShaderNode.js';
import { attribute } from '../core/AttributeNode.js';
import { reference, referenceBuffer } from './ReferenceNode.js';
import { add } from '../math/OperatorNode.js';
import { normalLocal } from './NormalNode.js';
import { positionLocal } from './PositionNode.js';
import { tangentLocal } from './TangentNode.js';
import { uniform } from '../core/UniformNode.js';
import { buffer } from './BufferNode.js';
class SkinningNode extends Node {
constructor( skinnedMesh, useReference = false ) {
super( 'void' );
this.skinnedMesh = skinnedMesh;
this.useReference = useReference;
this.updateType = NodeUpdateType.OBJECT;
//
this.skinIndexNode = attribute( 'skinIndex', 'uvec4' );
this.skinWeightNode = attribute( 'skinWeight', 'vec4' );
let bindMatrixNode, bindMatrixInverseNode, boneMatricesNode;
if ( useReference ) {
bindMatrixNode = reference( 'bindMatrix', 'mat4' );
bindMatrixInverseNode = reference( 'bindMatrixInverse', 'mat4' );
boneMatricesNode = referenceBuffer( 'skeleton.boneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
} else {
bindMatrixNode = uniform( skinnedMesh.bindMatrix, 'mat4' );
bindMatrixInverseNode = uniform( skinnedMesh.bindMatrixInverse, 'mat4' );
boneMatricesNode = buffer( skinnedMesh.skeleton.boneMatrices, 'mat4', skinnedMesh.skeleton.bones.length );
}
this.bindMatrixNode = bindMatrixNode;
this.bindMatrixInverseNode = bindMatrixInverseNode;
this.boneMatricesNode = boneMatricesNode;
}
setup( builder ) {
const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode, boneMatricesNode } = this;
const boneMatX = boneMatricesNode.element( skinIndexNode.x );
const boneMatY = boneMatricesNode.element( skinIndexNode.y );
const boneMatZ = boneMatricesNode.element( skinIndexNode.z );
const boneMatW = boneMatricesNode.element( skinIndexNode.w );
// POSITION
const skinVertex = bindMatrixNode.mul( positionLocal );
const skinned = add(
boneMatX.mul( skinWeightNode.x ).mul( skinVertex ),
boneMatY.mul( skinWeightNode.y ).mul( skinVertex ),
boneMatZ.mul( skinWeightNode.z ).mul( skinVertex ),
boneMatW.mul( skinWeightNode.w ).mul( skinVertex )
);
const skinPosition = bindMatrixInverseNode.mul( skinned ).xyz;
// NORMAL
let skinMatrix = add(
skinWeightNode.x.mul( boneMatX ),
skinWeightNode.y.mul( boneMatY ),
skinWeightNode.z.mul( boneMatZ ),
skinWeightNode.w.mul( boneMatW )
);
skinMatrix = bindMatrixInverseNode.mul( skinMatrix ).mul( bindMatrixNode );
const skinNormal = skinMatrix.transformDirection( normalLocal ).xyz;
// ASSIGNS
positionLocal.assign( skinPosition );
normalLocal.assign( skinNormal );
if ( builder.hasGeometryAttribute( 'tangent' ) ) {
tangentLocal.assign( skinNormal );
}
}
generate( builder, output ) {
if ( output !== 'void' ) {
return positionLocal.build( builder, output );
}
}
update( frame ) {
const object = this.useReference ? frame.object : this.skinnedMesh;
object.skeleton.update();
}
}
export default SkinningNode;
export const skinning = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh ) );
export const skinningReference = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh, true ) );
addNodeClass( 'SkinningNode', SkinningNode );