getSkeletonOffsets static method
dynamic
getSkeletonOffsets(
- dynamic target,
- dynamic source, [
- dynamic options
Implementation
static getSkeletonOffsets(target, source, [options]) {
options = options ?? {};
var targetParentPos = Vector3(),
targetPos = Vector3(),
sourceParentPos = Vector3(),
sourcePos = Vector3(),
targetDir = Vector2(),
sourceDir = Vector2();
options.hip = options.hip ?? 'hip';
options.names = options.names ?? {};
if (!source.isObject3D) {
source = getHelperFromSkeleton(source);
}
var nameKeys = options.names.keys,
nameValues = options.names.values,
sourceBones = source.isObject3D ? source.skeleton.bones : getBones(source),
bones = target.isObject3D ? target.skeleton.bones : getBones(target),
offsets = [];
var bone, boneTo, name, i;
target.skeleton.pose();
for (i = 0; i < bones.length; ++i) {
bone = bones[i];
name = options.names[bone.name] || bone.name;
boneTo = getBoneByName(name, sourceBones);
if (boneTo && name != options.hip) {
var boneParent = getNearestBone(bone.parent, nameKeys),
boneToParent = getNearestBone(boneTo.parent, nameValues);
boneParent.updateMatrixWorld();
boneToParent.updateMatrixWorld();
targetParentPos.setFromMatrixPosition(boneParent.matrixWorld);
targetPos.setFromMatrixPosition(bone.matrixWorld);
sourceParentPos.setFromMatrixPosition(boneToParent.matrixWorld);
sourcePos.setFromMatrixPosition(boneTo.matrixWorld);
targetDir
.subVectors(Vector2(targetPos.x, targetPos.y), Vector2(targetParentPos.x, targetParentPos.y))
.normalize();
sourceDir
.subVectors(Vector2(sourcePos.x, sourcePos.y), Vector2(sourceParentPos.x, sourceParentPos.y))
.normalize();
var laterialAngle = targetDir.angle() - sourceDir.angle();
var offset = Matrix4().makeRotationFromEuler(Euler(0, 0, laterialAngle));
bone.matrix.multiply(offset);
bone.matrix.decompose(bone.position, bone.quaternion, bone.scale);
bone.updateMatrixWorld();
offsets[name] = offset;
}
}
return offsets;
}