started slow refactor to break things down for easier understanding

This commit is contained in:
Kirk Spencer 2020-03-25 23:28:47 -07:00
parent dc7f84cdb9
commit b4563afa6e
4 changed files with 243 additions and 246 deletions

6
.editorconfig Normal file
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@ -0,0 +1,6 @@
charset = utf-8
indent_size = 2
indent_style = space
insert_final_newline = true
tab_width = 2
trim_trailing_whitespace = true

6
dist/saver.min.js vendored

File diff suppressed because one or more lines are too long

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@ -1,45 +1,38 @@
import { Matrix4, Vector3, Vector4 } from "three";
var finalizeMesh = function() {};
finalizeMesh.prototype = {
constructor: finalizeMesh,
parse: function (mesh) {
let matrixRotation = new Matrix4().makeRotationX(90 * Math.PI / 180);
let matrixScale = new Matrix4().makeScale(10, 10, 10);
let vertex = new Vector3();
let geometry = mesh.geometry;
export function parse(mesh) {
if (!mesh.isMesh) {
console.warn('Mesh type unsupported', mesh);
return;
}
var vertex = new Vector3();
var i, l = [];
var nbVertex = 0;
var geometry = mesh.geometry;
var mrot = new Matrix4().makeRotationX(90 * Math.PI / 180);
var msca = new Matrix4().makeScale(10, 10, 10);
if (geometry.isBufferGeometry) {
var newGeometry = geometry.clone(geometry);
var vertices = geometry.getAttribute('position');
// vertices
if (vertices !== undefined) {
for (i = 0, l = vertices.count; i < l; i++ , nbVertex++) {
let verticesCount = vertices.count;
for (let i = 0; i < verticesCount; i++) {
vertex.x = vertices.getX(i);
vertex.y = vertices.getY(i);
vertex.z = vertices.getZ(i);
if (geometry.skinIndexNames == undefined
|| geometry.skinIndexNames == 0) {
vertex.applyMatrix4(mesh.matrixWorld).applyMatrix4(mrot).applyMatrix4(msca);
if (geometry.skinIndexNames == undefined || geometry.skinIndexNames == 0) {
vertex
.applyMatrix4(mesh.matrixWorld)
.applyMatrix4(matrixRotation)
.applyMatrix4(matrixScale);
newGeometry.attributes.position.setXYZ(i, vertex.x, vertex.y, vertex.z);
} else {
var finalVector = new Vector4();
if (geometry.morphTargetInfluences !== undefined) {
var morphVector = new Vector4(vertex.x, vertex.y, vertex.z);
var tempMorph = new Vector4();
@ -57,50 +50,8 @@ finalizeMesh.prototype = {
morphVector.add(tempMorph);
}
for (var si = 0; si < geometry.skinIndexNames.length; si++) {
var skinIndices = geometry.getAttribute([geometry.skinIndexNames[si]])
var weights = geometry.getAttribute([geometry.skinWeightNames[si]])
var skinIndex = [];
skinIndex[0] = skinIndices.getX(i);
skinIndex[1] = skinIndices.getY(i);
skinIndex[2] = skinIndices.getZ(i);
skinIndex[3] = skinIndices.getW(i);
var skinWeight = [];
skinWeight[0] = weights.getX(i);
skinWeight[1] = weights.getY(i);
skinWeight[2] = weights.getZ(i);
skinWeight[3] = weights.getW(i);
var inverses = [];
inverses[0] = mesh.skeleton.boneInverses[skinIndex[0]];
inverses[1] = mesh.skeleton.boneInverses[skinIndex[1]];
inverses[2] = mesh.skeleton.boneInverses[skinIndex[2]];
inverses[3] = mesh.skeleton.boneInverses[skinIndex[3]];
var skinMatrices = [];
skinMatrices[0] = mesh.skeleton.bones[skinIndex[0]].matrixWorld;
skinMatrices[1] = mesh.skeleton.bones[skinIndex[1]].matrixWorld;
skinMatrices[2] = mesh.skeleton.bones[skinIndex[2]].matrixWorld;
skinMatrices[3] = mesh.skeleton.bones[skinIndex[3]].matrixWorld;
for (var k = 0; k < 4; k++) {
if (geometry.morphTargetInfluences !== undefined) {
var tempVector = new Vector4(morphVector.x, morphVector.y, morphVector.z);
} else {
var tempVector = new Vector4(vertex.x, vertex.y, vertex.z);
}
tempVector.multiplyScalar(skinWeight[k]);
//the inverse takes the vector into local bone space
//which is then transformed to the appropriate world space
tempVector.applyMatrix4(inverses[k])
.applyMatrix4(skinMatrices[k])
.applyMatrix4(mrot).applyMatrix4(msca);
finalVector.add(tempVector);
}
for (let j = 0; j < geometry.skinIndexNames.length; j++) {
newFunction_1(geometry, i, j, mesh, morphVector, finalVector);
}
newGeometry.attributes.position.setXYZ(i, finalVector.x, finalVector.y, finalVector.z);
}
@ -112,6 +63,48 @@ finalizeMesh.prototype = {
return newGeometry;
}
};
export { finalizeMesh };
function newFunction_1(geometry, i, j, mesh, morphVector, finalVector) {
var skinIndices = geometry.getAttribute([geometry.skinIndexNames[j]]);
var weights = geometry.getAttribute([geometry.skinWeightNames[j]]);
var skinIndex = [];
skinIndex[0] = skinIndices.getX(i);
skinIndex[1] = skinIndices.getY(i);
skinIndex[2] = skinIndices.getZ(i);
skinIndex[3] = skinIndices.getW(i);
var skinWeight = [];
skinWeight[0] = weights.getX(i);
skinWeight[1] = weights.getY(i);
skinWeight[2] = weights.getZ(i);
skinWeight[3] = weights.getW(i);
var inverses = [];
inverses[0] = mesh.skeleton.boneInverses[skinIndex[0]];
inverses[1] = mesh.skeleton.boneInverses[skinIndex[1]];
inverses[2] = mesh.skeleton.boneInverses[skinIndex[2]];
inverses[3] = mesh.skeleton.boneInverses[skinIndex[3]];
var skinMatrices = [];
skinMatrices[0] = mesh.skeleton.bones[skinIndex[0]].matrixWorld;
skinMatrices[1] = mesh.skeleton.bones[skinIndex[1]].matrixWorld;
skinMatrices[2] = mesh.skeleton.bones[skinIndex[2]].matrixWorld;
skinMatrices[3] = mesh.skeleton.bones[skinIndex[3]].matrixWorld;
for (var k = 0; k < 4; k++) {
newFunction(geometry, morphVector, skinWeight, k, inverses, skinMatrices, finalVector);
}
}
function newFunction(geometry, morphVector, skinWeight, k, inverses, skinMatrices, finalVector) {
var vectorToCopy = geometry.morphTargetInfluences !== undefined
? morphVector
: vertex;
var tempVector = new Vector4(vectorToCopy.x, vectorToCopy.y, vectorToCopy.z)
tempVector.multiplyScalar(skinWeight[k]);
//the inverse takes the vector into local bone space
//which is then transformed to the appropriate world space
tempVector
.applyMatrix4(inverses[k])
.applyMatrix4(skinMatrices[k])
.applyMatrix4(matrixRotation)
.applyMatrix4(matrixScale);
finalVector.add(tempVector);
}

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@ -4,8 +4,7 @@ import { OBJExporter } from 'three/examples/jsm/exporters/OBJExporter.js';
import { SubdivisionModifier } from 'three/examples/jsm/modifiers/SubdivisionModifier.js';
import { saveAs } from 'file-saver';
import jQuery from 'jquery';
import { arrive } from 'arrive';
import { finalizeMesh } from './finalizeMesh.js';
import * as exporter from './finalizeMesh.js';
function save_stl() {
var smooth = jQuery('#subdivideSLT').val() > 0 ? jQuery('#subdivideSLT').val() : undefined;
@ -98,7 +97,6 @@ function process(object3d, smooth, mirroredPose) {
object3d.traverseVisible(function (object) {
if (object.isMesh) {
var exporter = new finalizeMesh();
var geometry = exporter.parse(object);
if (mirroredPose == true) {