installed three and vite
This commit is contained in:
425
node_modules/three/examples/jsm/misc/MorphBlendMesh.js
generated
vendored
Normal file
425
node_modules/three/examples/jsm/misc/MorphBlendMesh.js
generated
vendored
Normal file
@@ -0,0 +1,425 @@
|
||||
import {
|
||||
MathUtils,
|
||||
Mesh
|
||||
} from 'three';
|
||||
|
||||
/**
|
||||
* A special type of an animated mesh with a more advanced interface
|
||||
* for animation playback. Unlike {@link MorphAnimMesh}. It allows to
|
||||
* playback more than one morph animation at the same time but without
|
||||
* fading options.
|
||||
*
|
||||
* @augments Mesh
|
||||
* @three_import import { MorphBlendMesh } from 'three/addons/misc/MorphBlendMesh.js';
|
||||
*/
|
||||
class MorphBlendMesh extends Mesh {
|
||||
|
||||
/**
|
||||
* Constructs a new morph blend mesh.
|
||||
*
|
||||
* @param {BufferGeometry} [geometry] - The mesh geometry.
|
||||
* @param {Material|Array<Material>} [material] - The mesh material.
|
||||
*/
|
||||
constructor( geometry, material ) {
|
||||
|
||||
super( geometry, material );
|
||||
|
||||
/**
|
||||
* A dictionary of animations.
|
||||
*
|
||||
* @type {Object<string,Object>}
|
||||
*/
|
||||
this.animationsMap = {};
|
||||
|
||||
/**
|
||||
* A list of animations.
|
||||
*
|
||||
* @type {Array<Object>}
|
||||
*/
|
||||
this.animationsList = [];
|
||||
|
||||
// prepare default animation
|
||||
// (all frames played together in 1 second)
|
||||
|
||||
const numFrames = Object.keys( this.morphTargetDictionary ).length;
|
||||
|
||||
const name = '__default';
|
||||
|
||||
const startFrame = 0;
|
||||
const endFrame = numFrames - 1;
|
||||
|
||||
const fps = numFrames / 1;
|
||||
|
||||
this.createAnimation( name, startFrame, endFrame, fps );
|
||||
this.setAnimationWeight( name, 1 );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates a new animation.
|
||||
*
|
||||
* @param {string} name - The animation name.
|
||||
* @param {number} start - The start time.
|
||||
* @param {number} end - The end time.
|
||||
* @param {number} fps - The FPS.
|
||||
*/
|
||||
createAnimation( name, start, end, fps ) {
|
||||
|
||||
const animation = {
|
||||
|
||||
start: start,
|
||||
end: end,
|
||||
|
||||
length: end - start + 1,
|
||||
|
||||
fps: fps,
|
||||
duration: ( end - start ) / fps,
|
||||
|
||||
lastFrame: 0,
|
||||
currentFrame: 0,
|
||||
|
||||
active: false,
|
||||
|
||||
time: 0,
|
||||
direction: 1,
|
||||
weight: 1,
|
||||
|
||||
directionBackwards: false,
|
||||
mirroredLoop: false
|
||||
|
||||
};
|
||||
|
||||
this.animationsMap[ name ] = animation;
|
||||
this.animationsList.push( animation );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Automatically creates animations based on the values in
|
||||
* {@link Mesh#morphTargetDictionary}.
|
||||
*
|
||||
* @param {number} fps - The FPS of all animations.
|
||||
*/
|
||||
autoCreateAnimations( fps ) {
|
||||
|
||||
const pattern = /([a-z]+)_?(\d+)/i;
|
||||
|
||||
let firstAnimation;
|
||||
|
||||
const frameRanges = {};
|
||||
|
||||
let i = 0;
|
||||
|
||||
for ( const key in this.morphTargetDictionary ) {
|
||||
|
||||
const chunks = key.match( pattern );
|
||||
|
||||
if ( chunks && chunks.length > 1 ) {
|
||||
|
||||
const name = chunks[ 1 ];
|
||||
|
||||
if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };
|
||||
|
||||
const range = frameRanges[ name ];
|
||||
|
||||
if ( i < range.start ) range.start = i;
|
||||
if ( i > range.end ) range.end = i;
|
||||
|
||||
if ( ! firstAnimation ) firstAnimation = name;
|
||||
|
||||
}
|
||||
|
||||
i ++;
|
||||
|
||||
}
|
||||
|
||||
for ( const name in frameRanges ) {
|
||||
|
||||
const range = frameRanges[ name ];
|
||||
this.createAnimation( name, range.start, range.end, fps );
|
||||
|
||||
}
|
||||
|
||||
this.firstAnimation = firstAnimation;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the animation playback direction to "forward" for the
|
||||
* defined animation.
|
||||
*
|
||||
* @param {string} name - The animation name.
|
||||
*/
|
||||
setAnimationDirectionForward( name ) {
|
||||
|
||||
const animation = this.animationsMap[ name ];
|
||||
|
||||
if ( animation ) {
|
||||
|
||||
animation.direction = 1;
|
||||
animation.directionBackwards = false;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the animation playback direction to "backward" for the
|
||||
* defined animation.
|
||||
*
|
||||
* @param {string} name - The animation name.
|
||||
*/
|
||||
setAnimationDirectionBackward( name ) {
|
||||
|
||||
const animation = this.animationsMap[ name ];
|
||||
|
||||
if ( animation ) {
|
||||
|
||||
animation.direction = - 1;
|
||||
animation.directionBackwards = true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the FPS to the given value for the defined animation.
|
||||
*
|
||||
* @param {string} name - The animation name.
|
||||
* @param {number} fps - The FPS to set.
|
||||
*/
|
||||
setAnimationFPS( name, fps ) {
|
||||
|
||||
const animation = this.animationsMap[ name ];
|
||||
|
||||
if ( animation ) {
|
||||
|
||||
animation.fps = fps;
|
||||
animation.duration = ( animation.end - animation.start ) / animation.fps;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the duration to the given value for the defined animation.
|
||||
*
|
||||
* @param {string} name - The animation name.
|
||||
* @param {number} duration - The duration to set.
|
||||
*/
|
||||
setAnimationDuration( name, duration ) {
|
||||
|
||||
const animation = this.animationsMap[ name ];
|
||||
|
||||
if ( animation ) {
|
||||
|
||||
animation.duration = duration;
|
||||
animation.fps = ( animation.end - animation.start ) / animation.duration;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the weight to the given value for the defined animation.
|
||||
*
|
||||
* @param {string} name - The animation name.
|
||||
* @param {number} weight - The weight to set.
|
||||
*/
|
||||
setAnimationWeight( name, weight ) {
|
||||
|
||||
const animation = this.animationsMap[ name ];
|
||||
|
||||
if ( animation ) {
|
||||
|
||||
animation.weight = weight;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Sets the time to the given value for the defined animation.
|
||||
*
|
||||
* @param {string} name - The animation name.
|
||||
* @param {number} time - The time to set.
|
||||
*/
|
||||
setAnimationTime( name, time ) {
|
||||
|
||||
const animation = this.animationsMap[ name ];
|
||||
|
||||
if ( animation ) {
|
||||
|
||||
animation.time = time;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the time for the defined animation.
|
||||
*
|
||||
* @param {string} name - The animation name.
|
||||
* @return {number} The time.
|
||||
*/
|
||||
getAnimationTime( name ) {
|
||||
|
||||
let time = 0;
|
||||
|
||||
const animation = this.animationsMap[ name ];
|
||||
|
||||
if ( animation ) {
|
||||
|
||||
time = animation.time;
|
||||
|
||||
}
|
||||
|
||||
return time;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the duration for the defined animation.
|
||||
*
|
||||
* @param {string} name - The animation name.
|
||||
* @return {number} The duration.
|
||||
*/
|
||||
getAnimationDuration( name ) {
|
||||
|
||||
let duration = - 1;
|
||||
|
||||
const animation = this.animationsMap[ name ];
|
||||
|
||||
if ( animation ) {
|
||||
|
||||
duration = animation.duration;
|
||||
|
||||
}
|
||||
|
||||
return duration;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Plays the defined animation.
|
||||
*
|
||||
* @param {string} name - The animation name.
|
||||
*/
|
||||
playAnimation( name ) {
|
||||
|
||||
const animation = this.animationsMap[ name ];
|
||||
|
||||
if ( animation ) {
|
||||
|
||||
animation.time = 0;
|
||||
animation.active = true;
|
||||
|
||||
} else {
|
||||
|
||||
console.warn( 'THREE.MorphBlendMesh: animation[' + name + '] undefined in .playAnimation()' );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Stops the defined animation.
|
||||
*
|
||||
* @param {string} name - The animation name.
|
||||
*/
|
||||
stopAnimation( name ) {
|
||||
|
||||
const animation = this.animationsMap[ name ];
|
||||
|
||||
if ( animation ) {
|
||||
|
||||
animation.active = false;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the animations of the mesh.
|
||||
*
|
||||
* @param {number} delta - The delta time in seconds.
|
||||
*/
|
||||
update( delta ) {
|
||||
|
||||
for ( let i = 0, il = this.animationsList.length; i < il; i ++ ) {
|
||||
|
||||
const animation = this.animationsList[ i ];
|
||||
|
||||
if ( ! animation.active ) continue;
|
||||
|
||||
const frameTime = animation.duration / animation.length;
|
||||
|
||||
animation.time += animation.direction * delta;
|
||||
|
||||
if ( animation.mirroredLoop ) {
|
||||
|
||||
if ( animation.time > animation.duration || animation.time < 0 ) {
|
||||
|
||||
animation.direction *= - 1;
|
||||
|
||||
if ( animation.time > animation.duration ) {
|
||||
|
||||
animation.time = animation.duration;
|
||||
animation.directionBackwards = true;
|
||||
|
||||
}
|
||||
|
||||
if ( animation.time < 0 ) {
|
||||
|
||||
animation.time = 0;
|
||||
animation.directionBackwards = false;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
} else {
|
||||
|
||||
animation.time = animation.time % animation.duration;
|
||||
|
||||
if ( animation.time < 0 ) animation.time += animation.duration;
|
||||
|
||||
}
|
||||
|
||||
const keyframe = animation.start + MathUtils.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
|
||||
const weight = animation.weight;
|
||||
|
||||
if ( keyframe !== animation.currentFrame ) {
|
||||
|
||||
this.morphTargetInfluences[ animation.lastFrame ] = 0;
|
||||
this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;
|
||||
|
||||
this.morphTargetInfluences[ keyframe ] = 0;
|
||||
|
||||
animation.lastFrame = animation.currentFrame;
|
||||
animation.currentFrame = keyframe;
|
||||
|
||||
}
|
||||
|
||||
let mix = ( animation.time % frameTime ) / frameTime;
|
||||
|
||||
if ( animation.directionBackwards ) mix = 1 - mix;
|
||||
|
||||
if ( animation.currentFrame !== animation.lastFrame ) {
|
||||
|
||||
this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
|
||||
this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;
|
||||
|
||||
} else {
|
||||
|
||||
this.morphTargetInfluences[ animation.currentFrame ] = weight;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { MorphBlendMesh };
|
||||
Reference in New Issue
Block a user