const scene = new THREE.Scene();
const camera = new THREE.PerspectiveCamera(75, 2, 0.1, 200);
camera.position.z = 3;
camera.position.y = 2;
camera.lookAt(0, 0, 0);
const renderer = new THREE.WebGLRenderer({canvas:document.querySelector('canvas')});
renderer.setSize(512, 256, false);
document.body.appendChild(renderer.domElement);
const geometry = new THREE.BoxGeometry(1, 1, 1);
geometry.morphTargets.push({name: "morph", vertices: []});
for (const vertex of geometry.vertices) {
geometry.skinIndices.push(new THREE.Vector4(vertex.x < 0 ? 0 : 1, 0, 0, 0));
geometry.skinWeights.push(new THREE.Vector4(1, 0, 0, 0));
geometry.morphTargets[0].vertices.push(vertex.clone().add(new THREE.Vector3(0, 1, 0)));
}
const material = new THREE.MeshPhongMaterial({
skinning: true,
emissive: 0xffffff,
wireframe: true,
morphTargets: true
});
const mesh = new THREE.SkinnedMesh(geometry, material);
const bones = [new THREE.Bone(), new THREE.Bone()];
for (const bone of bones) {
mesh.add(bone);
}
const skeleton = new THREE.Skeleton(bones);
mesh.bind(skeleton);
bones[0].position.x = -2;
bones[1].position.x = 2;
mesh.morphTargetInfluences[0] = 1;
scene.add(mesh);
const putMeshesAtSkinnedVertices = (function() {
// These are so we can avoid doing allocations
// in the inner loop.
const position = new THREE.Vector3();
const transformed = new THREE.Vector3();
const temp1 = new THREE.Vector3();
const tempBoneMatrix = new THREE.Matrix4();
const tempSkinnedVertex = new THREE.Vector3();
const tempSkinned = new THREE.Vector3();
return function putMarkersAtSkinnedVertices(mesh, scene, marker, markerMaterial, markers) {
const bindMatrix = mesh.bindMatrix;
const bindMatrixInverse = mesh.bindMatrixInverse;
const geometry = mesh.geometry;
const vertices = geometry.vertices;
const morphTargets = geometry.morphTargets;
const skeleton = mesh.skeleton;
for (let vndx = 0; vndx < vertices.length; ++vndx) {
position.copy(vertices[vndx]);
transformed.copy(position);
for (let i = 0; i < morphTargets.length; ++i) {
temp1.copy(morphTargets[i].vertices[vndx]);
transformed.add(temp1.sub(position).multiplyScalar(mesh.morphTargetInfluences[i]));
}
tempSkinnedVertex.copy(transformed).applyMatrix4(bindMatrix);
tempSkinned.set(0, 0, 0);
const skinIndices = geometry.skinIndices[vndx];
const skinWeights = geometry.skinWeights[vndx];
for (let i = 0; i < 4; ++i) {
const boneNdx = skinIndices.getComponent(i);
const weight = skinWeights.getComponent(i);
tempBoneMatrix.fromArray(skeleton.boneMatrices, boneNdx * 16);
temp1.copy(tempSkinnedVertex);
tempSkinned.add(temp1.applyMatrix4(tempBoneMatrix).multiplyScalar(weight));
}
transformed.copy(tempSkinned).applyMatrix4(bindMatrixInverse);
transformed.applyMatrix4(mesh.matrixWorld);
// create them the first time this is called
let markerMesh = markers[vndx];
if (!markerMesh) {
markerMesh = new THREE.Mesh(marker, markerMaterial);
markers[vndx] = markerMesh;
scene.add(markerMesh);
}
markerMesh.position.copy(transformed);
}
}
}());
// Make sure all matrices are up to date
scene.updateMatrixWorld();
skeleton.update();
const marker = new THREE.BoxBufferGeometry(0.1, 0.1, 0.1);
const markerMaterial = new THREE.MeshBasicMaterial({color: 0xFF0000});
const markers = [];
putMeshesAtSkinnedVertices(mesh, scene, marker, markerMaterial, markers);
(function render() {
// requestAnimationFrame(render);
renderer.render(scene, camera);
})();
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