📄 skincontroller.as.svn-base
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/*
* PAPER ON ERVIS NPAPER ISION PE IS ON PERVI IO APER SI PA
* AP VI ONPA RV IO PA SI PA ER SI NP PE ON AP VI ION AP
* PERVI ON PE VISIO APER IONPA RV IO PA RVIS NP PE IS ONPAPE
* ER NPAPER IS PE ON PE ISIO AP IO PA ER SI NP PER
* RV PA RV SI ERVISI NP ER IO PE VISIO AP VISI PA RV3D
* ______________________________________________________________________
* papervision3d.org + blog.papervision3d.org + osflash.org/papervision3d
*
* Copyright 2006 (c) Carlos Ulloa Matesanz, noventaynueve.com.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
package org.papervision3d.core.animation.controllers
{
import org.papervision3d.core.animation.core.KeyFrameController;
import org.papervision3d.core.*;
import org.papervision3d.core.geom.renderables.Vertex3D;
import org.papervision3d.core.math.*;
import org.papervision3d.core.proto.*;
import org.papervision3d.objects.parsers.ascollada.Node3D;
import org.papervision3d.objects.parsers.ascollada.Skin3D;
/**
* @author Tim Knip
*/
public class SkinController extends KeyFrameController
{
public var skin:Skin3D;
/**
* contstructor.
*
* @param geometry
* @return
*/
public function SkinController( skin:Skin3D, yUp:Boolean = true ):void
{
super(skin.geometry);
this.skin = skin;
if( yUp )
_fixZUP = Matrix3D.IDENTITY;
else
_fixZUP = new Matrix3D([1, 0, 0, 0, 0, 0, -1, 0, 0, 1, 0, 0]);
}
/**
*
* @param dt current time in milliseconds
* @return
*/
override public function tick( dt:Number ):void
{
if( this.skin && (!_cached || this.skin.geometry.dirty) )
cacheVertices();
var joints:Array = this.skin.joints;
var verts:Array = this.skin.geometry.vertices;
var i:int = verts.length;
var v:Vertex3D;
// reset verts to 0
while( v = verts[ --i ] )
v.x = v.y = v.z = 0;
for each( var joint:Node3D in joints )
skinMesh(joint, _cached, verts);
}
/**
* cache original vertices.
*
* @return
*/
private function cacheVertices():void
{
var vertices:Array = this.skin.geometry.vertices;
var i:int;
_cached = new Array(vertices.length);
for( i = 0; i < vertices.length; i++ )
{
_cached[i] = new Number3D(vertices[i].x, vertices[i].y, vertices[i].z);
Matrix3D.multiplyVector(this.skin.bindPose, _cached[i]);
}
//this.skin.transform.calculateMultiply(_fixZUP, this.skin.transform);
}
/**
* skins the mesh.
*
* @param joint
* @param meshVerts
* @param skinnedVerts
* @return
*/
private function skinMesh( joint:Node3D, meshVerts:Array, skinnedVerts:Array ):void
{
var i:int;
var pos:Number3D = new Number3D();
var original:Number3D;
var skinned:Vertex3D;
var blendVerts:Array = joint.blendVerts;
var matrix:Matrix3D = Matrix3D.multiply(joint.world, joint.bindMatrix);
for( i = 0; i < blendVerts.length; i++ )
{
var weight:Number = blendVerts[i].weight;
var vertexIndex:int = blendVerts[i].vertexIndex;
if( weight <= 0.0001 || weight >= 1.0001) continue;
original = meshVerts[ vertexIndex ];
skinned = skinnedVerts[ vertexIndex ];
pos.x = original.x;
pos.y = original.y;
pos.z = original.z;
// joint transform
Matrix3D.multiplyVector( matrix, pos );
//update the vertex
skinned.x += (pos.x * weight) ;
skinned.y += (pos.y * weight) ;
skinned.z -= (pos.z * weight) ;
}
}
private var _cached:Array;
private static var _fixZUP:Matrix3D;
}
}
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