My favorites | Sign in
Logo
                
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
package org.papervision3d.core.controller
{
import org.papervision3d.core.geom.renderables.Vertex3D;
import org.papervision3d.core.math.Matrix3D;
import org.papervision3d.core.math.Number3D;
import org.papervision3d.objects.DisplayObject3D;
import org.papervision3d.objects.special.Skin3D;

public class SkinController implements IObjectController
{
/** */
public var poseMatrix:Matrix3D;

/** */
public var bindShapeMatrix:Matrix3D;

/** */
public var target:Skin3D;

/** */
public var joints:Array;

/** */
public var invBindMatrices:Array;

/** */
public var vertexWeights:Array;

/**
* Constructor.
*
* @param target
*/
public function SkinController(target:Skin3D)
{
this.target = target;
this.joints = new Array();
this.invBindMatrices = new Array();
this.vertexWeights = new Array();
}

/**
* Update.
*/
public function update():void
{
if(!joints.length || !bindShapeMatrix)
return;

if(!_cached)
cacheVertices();

if(invBindMatrices.length != this.joints.length)
return;

var vertices:Array = target.geometry.vertices;
var i:int;

// reset mesh's vertices to 0
for(i = 0; i < vertices.length; i++)
vertices[i].x = vertices[i].y = vertices[i].z = 0;

// skin the mesh!
for(i = 0; i < joints.length; i++)
skinMesh(joints[i], this.vertexWeights[i], invBindMatrices[i], _cached, vertices);
}

/**
* Cache original vertices.
*/
private function cacheVertices():void
{
this.target.transformVertices(this.bindShapeMatrix);
this.target.geometry.ready = true;

var vertices:Array = this.target.geometry.vertices;

_cached = new Array(vertices.length);

for(var i:int = 0; i < vertices.length; i++)
_cached[i] = new Number3D(vertices[i].x, vertices[i].y, vertices[i].z);
}

/**
* Skins a mesh.
*
* @param joint
* @param meshVerts
* @param skinnedVerts
*/
private function skinMesh(joint:DisplayObject3D, weights:Array, inverseBindMatrix:Matrix3D, meshVerts:Array, skinnedVerts:Array):void
{
var i:int;
var pos:Number3D = new Number3D();
var original:Number3D;
var skinned:Vertex3D;

var matrix:Matrix3D = Matrix3D.multiply(joint.world, inverseBindMatrix);

for( i = 0; i < weights.length; i++ )
{
var weight:Number = weights[i].weight;
var vertexIndex:int = weights[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;
}
}
Show details Hide details

Change log

r708 by neoriley on Aug 25, 2008   Diff
Updating Trunk to 2.0 Beta
Go to: 
Project members, sign in to write a code review

Older revisions

All revisions of this file

File info

Size: 2918 bytes, 126 lines
Hosted by Google Code