添加关照、全局等高线、修改图层问题
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124
static/sdk/three/jsm/nodes/accessors/SkinningNode.js
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124
static/sdk/three/jsm/nodes/accessors/SkinningNode.js
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import Node, { addNodeClass } from '../core/Node.js';
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import { NodeUpdateType } from '../core/constants.js';
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import { nodeObject } from '../shadernode/ShaderNode.js';
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import { attribute } from '../core/AttributeNode.js';
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import { reference, referenceBuffer } from './ReferenceNode.js';
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import { add } from '../math/OperatorNode.js';
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import { normalLocal } from './NormalNode.js';
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import { positionLocal } from './PositionNode.js';
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import { tangentLocal } from './TangentNode.js';
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import { uniform } from '../core/UniformNode.js';
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import { buffer } from './BufferNode.js';
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class SkinningNode extends Node {
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constructor( skinnedMesh, useReference = false ) {
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super( 'void' );
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this.skinnedMesh = skinnedMesh;
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this.useReference = useReference;
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this.updateType = NodeUpdateType.OBJECT;
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//
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this.skinIndexNode = attribute( 'skinIndex', 'uvec4' );
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this.skinWeightNode = attribute( 'skinWeight', 'vec4' );
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let bindMatrixNode, bindMatrixInverseNode, boneMatricesNode;
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if ( useReference ) {
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bindMatrixNode = reference( 'bindMatrix', 'mat4' );
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bindMatrixInverseNode = reference( 'bindMatrixInverse', 'mat4' );
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boneMatricesNode = referenceBuffer( 'skeleton.boneMatrices', 'mat4', skinnedMesh.skeleton.bones.length );
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} else {
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bindMatrixNode = uniform( skinnedMesh.bindMatrix, 'mat4' );
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bindMatrixInverseNode = uniform( skinnedMesh.bindMatrixInverse, 'mat4' );
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boneMatricesNode = buffer( skinnedMesh.skeleton.boneMatrices, 'mat4', skinnedMesh.skeleton.bones.length );
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}
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this.bindMatrixNode = bindMatrixNode;
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this.bindMatrixInverseNode = bindMatrixInverseNode;
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this.boneMatricesNode = boneMatricesNode;
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}
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setup( builder ) {
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const { skinIndexNode, skinWeightNode, bindMatrixNode, bindMatrixInverseNode, boneMatricesNode } = this;
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const boneMatX = boneMatricesNode.element( skinIndexNode.x );
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const boneMatY = boneMatricesNode.element( skinIndexNode.y );
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const boneMatZ = boneMatricesNode.element( skinIndexNode.z );
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const boneMatW = boneMatricesNode.element( skinIndexNode.w );
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// POSITION
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const skinVertex = bindMatrixNode.mul( positionLocal );
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const skinned = add(
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boneMatX.mul( skinWeightNode.x ).mul( skinVertex ),
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boneMatY.mul( skinWeightNode.y ).mul( skinVertex ),
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boneMatZ.mul( skinWeightNode.z ).mul( skinVertex ),
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boneMatW.mul( skinWeightNode.w ).mul( skinVertex )
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);
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const skinPosition = bindMatrixInverseNode.mul( skinned ).xyz;
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// NORMAL
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let skinMatrix = add(
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skinWeightNode.x.mul( boneMatX ),
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skinWeightNode.y.mul( boneMatY ),
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skinWeightNode.z.mul( boneMatZ ),
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skinWeightNode.w.mul( boneMatW )
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);
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skinMatrix = bindMatrixInverseNode.mul( skinMatrix ).mul( bindMatrixNode );
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const skinNormal = skinMatrix.transformDirection( normalLocal ).xyz;
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// ASSIGNS
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positionLocal.assign( skinPosition );
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normalLocal.assign( skinNormal );
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if ( builder.hasGeometryAttribute( 'tangent' ) ) {
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tangentLocal.assign( skinNormal );
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}
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}
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generate( builder, output ) {
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if ( output !== 'void' ) {
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return positionLocal.build( builder, output );
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}
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}
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update( frame ) {
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const object = this.useReference ? frame.object : this.skinnedMesh;
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object.skeleton.update();
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}
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}
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export default SkinningNode;
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export const skinning = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh ) );
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export const skinningReference = ( skinnedMesh ) => nodeObject( new SkinningNode( skinnedMesh, true ) );
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addNodeClass( 'SkinningNode', SkinningNode );
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