前段时间three.js forum 讨论过类似的话题。我在那里展示了一个小提琴,它计算每帧蒙皮网格的 AABB。代码实际上通过 JavaScript 执行相同的顶点置换,就像在顶点着色器中一样。例程如下所示:
function updateAABB( skinnedMesh, aabb ) {
var skeleton = skinnedMesh.skeleton;
var boneMatrices = skeleton.boneMatrices;
var geometry = skinnedMesh.geometry;
var index = geometry.index;
var position = geometry.attributes.position;
var skinIndex = geometry.attributes.skinIndex;
var skinWeigth = geometry.attributes.skinWeight;
var bindMatrix = skinnedMesh.bindMatrix;
var bindMatrixInverse = skinnedMesh.bindMatrixInverse;
var i, j, si, sw;
aabb.makeEmpty();
//
if ( index !== null ) {
// indexed geometry
for ( i = 0; i < index.count; i ++ ) {
vertex.fromBufferAttribute( position, index[ i ] );
skinIndices.fromBufferAttribute( skinIndex, index[ i ] );
skinWeights.fromBufferAttribute( skinWeigth, index[ i ] );
// the following code section is normally implemented in the vertex shader
vertex.applyMatrix4( bindMatrix ); // transform to bind space
skinned.set( 0, 0, 0 );
for ( j = 0; j < 4; j ++ ) {
si = skinIndices.getComponent( j );
sw = skinWeights.getComponent( j );
boneMatrix.fromArray( boneMatrices, si * 16 );
// weighted vertex transformation
temp.copy( vertex ).applyMatrix4( boneMatrix ).multiplyScalar( sw );
skinned.add( temp );
}
skinned.applyMatrix4( bindMatrixInverse ); // back to local space
// expand aabb
aabb.expandByPoint( skinned );
}
} else {
// non-indexed geometry
for ( i = 0; i < position.count; i ++ ) {
vertex.fromBufferAttribute( position, i );
skinIndices.fromBufferAttribute( skinIndex, i );
skinWeights.fromBufferAttribute( skinWeigth, i );
// the following code section is normally implemented in the vertex shader
vertex.applyMatrix4( bindMatrix ); // transform to bind space
skinned.set( 0, 0, 0 );
for ( j = 0; j < 4; j ++ ) {
si = skinIndices.getComponent( j );
sw = skinWeights.getComponent( j );
boneMatrix.fromArray( boneMatrices, si * 16 );
// weighted vertex transformation
temp.copy( vertex ).applyMatrix4( boneMatrix ).multiplyScalar( sw );
skinned.add( temp );
}
skinned.applyMatrix4( bindMatrixInverse ); // back to local space
// expand aabb
aabb.expandByPoint( skinned );
}
}
aabb.applyMatrix4( skinnedMesh.matrixWorld );
}
另外,对于变形目标,有人指出此代码已经存在于 Mesh.raycast 函数中
是的,您可以针对变形网格进行光线投射。尚不支持针对蒙皮网格的光线投射。 Mesh.raycast() 中的代码已经很复杂了。我认为在进一步增强之前,它需要进行一些认真的重构。同时,您可以使用提供的代码 sn-p 自行构建解决方案。顶点位移逻辑其实是最复杂的部分。
现场演示:https://jsfiddle.net/fnjkeg9x/1/
three.js R107