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site/game/node_modules/three/src/helpers/SkeletonHelper.js
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128
site/game/node_modules/three/src/helpers/SkeletonHelper.js
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import { LineSegments } from '../objects/LineSegments.js';
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import { Matrix4 } from '../math/Matrix4.js';
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import { LineBasicMaterial } from '../materials/LineBasicMaterial.js';
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import { Color } from '../math/Color.js';
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import { Vector3 } from '../math/Vector3.js';
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import { BufferGeometry } from '../core/BufferGeometry.js';
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import { Float32BufferAttribute } from '../core/BufferAttribute.js';
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const _vector = /*@__PURE__*/ new Vector3();
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const _boneMatrix = /*@__PURE__*/ new Matrix4();
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const _matrixWorldInv = /*@__PURE__*/ new Matrix4();
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class SkeletonHelper extends LineSegments {
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constructor( object ) {
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const bones = getBoneList( object );
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const geometry = new BufferGeometry();
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const vertices = [];
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const colors = [];
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const color1 = new Color( 0, 0, 1 );
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const color2 = new Color( 0, 1, 0 );
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for ( let i = 0; i < bones.length; i ++ ) {
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const bone = bones[ i ];
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if ( bone.parent && bone.parent.isBone ) {
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vertices.push( 0, 0, 0 );
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vertices.push( 0, 0, 0 );
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colors.push( color1.r, color1.g, color1.b );
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colors.push( color2.r, color2.g, color2.b );
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}
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}
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geometry.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
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geometry.setAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
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const material = new LineBasicMaterial( { vertexColors: true, depthTest: false, depthWrite: false, toneMapped: false, transparent: true } );
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super( geometry, material );
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this.isSkeletonHelper = true;
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this.type = 'SkeletonHelper';
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this.root = object;
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this.bones = bones;
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this.matrix = object.matrixWorld;
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this.matrixAutoUpdate = false;
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}
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updateMatrixWorld( force ) {
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const bones = this.bones;
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const geometry = this.geometry;
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const position = geometry.getAttribute( 'position' );
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_matrixWorldInv.copy( this.root.matrixWorld ).invert();
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for ( let i = 0, j = 0; i < bones.length; i ++ ) {
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const bone = bones[ i ];
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if ( bone.parent && bone.parent.isBone ) {
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_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.matrixWorld );
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_vector.setFromMatrixPosition( _boneMatrix );
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position.setXYZ( j, _vector.x, _vector.y, _vector.z );
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_boneMatrix.multiplyMatrices( _matrixWorldInv, bone.parent.matrixWorld );
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_vector.setFromMatrixPosition( _boneMatrix );
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position.setXYZ( j + 1, _vector.x, _vector.y, _vector.z );
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j += 2;
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}
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}
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geometry.getAttribute( 'position' ).needsUpdate = true;
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super.updateMatrixWorld( force );
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}
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dispose() {
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this.geometry.dispose();
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this.material.dispose();
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}
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}
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function getBoneList( object ) {
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const boneList = [];
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if ( object.isBone === true ) {
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boneList.push( object );
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}
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for ( let i = 0; i < object.children.length; i ++ ) {
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boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
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}
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return boneList;
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}
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export { SkeletonHelper };
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