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esengine/packages/mesh-3d/src/SkeletonComponent.ts
YHH 828ff969e1 feat(3d): FBX/GLTF/OBJ 加载器与骨骼动画支持 (#315)
* feat(3d): FBX/GLTF/OBJ 加载器与骨骼动画支持

* chore: 更新 pnpm-lock.yaml

* fix: 移除未使用的变量和方法

* fix: 修复 mesh-3d-editor tsconfig 引用路径

* fix: 修复正则表达式 ReDoS 漏洞
2025-12-23 15:34:01 +08:00

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/**
* SkeletonComponent - 3D skeleton data component for skinned meshes.
* SkeletonComponent - 用于蒙皮网格的 3D 骨骼数据组件。
*/
import { Component, ECSComponent, Serializable } from '@esengine/ecs-framework';
import type { ISkeletonData, ISkeletonJoint } from '@esengine/asset-system';
/**
* Local transform for a bone/joint.
* 骨骼/关节的局部变换。
*/
export interface BoneTransform {
/** Position XYZ. | 位置 XYZ。 */
position: [number, number, number];
/** Rotation quaternion XYZW. | 旋转四元数 XYZW。 */
rotation: [number, number, number, number];
/** Scale XYZ. | 缩放 XYZ。 */
scale: [number, number, number];
}
/**
* 3D Skeleton component for skeletal animation.
* 用于骨骼动画的 3D 骨骼组件。
*
* Requires MeshComponent for skeleton data source.
* 需要 MeshComponent 作为骨骼数据来源。
*/
@ECSComponent('Skeleton', { requires: ['Mesh', 'Animation3D'] })
@Serializable({ version: 1, typeId: 'Skeleton' })
export class SkeletonComponent extends Component {
// ===== Runtime Data | 运行时数据 =====
/**
* 骨骼数据(从 MeshAsset 加载)
* Skeleton data (loaded from MeshAsset)
*/
private _skeletonData: ISkeletonData | null = null;
/**
* 烘烤的骨骼矩阵(输出给渲染器)
* Baked bone matrices (output for renderer)
*
* Each matrix is a 4x4 column-major matrix (16 floats).
* 每个矩阵是 4x4 列优先矩阵16 个浮点数)。
*/
private _boneMatrices: Float32Array = new Float32Array(0);
/**
* 当前帧的骨骼局部变换
* Current frame's bone local transforms
*/
private _boneTransforms: BoneTransform[] = [];
/**
* 骨骼世界变换矩阵缓存
* Bone world transform matrix cache
*/
private _worldMatrices: Float32Array = new Float32Array(0);
/**
* 是否需要更新骨骼矩阵
* Whether bone matrices need update
*/
private _dirty: boolean = true;
// ===== Public Getters | 公共获取器 =====
/**
* 获取骨骼数据
* Get skeleton data
*/
public get skeletonData(): ISkeletonData | null {
return this._skeletonData;
}
/**
* 获取关节数量
* Get joint count
*/
public get jointCount(): number {
return this._skeletonData?.joints.length ?? 0;
}
/**
* 获取烘烤的骨骼矩阵
* Get baked bone matrices
*/
public get boneMatrices(): Float32Array {
return this._boneMatrices;
}
/**
* 获取骨骼局部变换
* Get bone local transforms
*/
public get boneTransforms(): readonly BoneTransform[] {
return this._boneTransforms;
}
/**
* 骨骼是否已加载
* Whether skeleton is loaded
*/
public get isLoaded(): boolean {
return this._skeletonData !== null && this._skeletonData.joints.length > 0;
}
/**
* 获取关节列表
* Get joint list
*/
public get joints(): readonly ISkeletonJoint[] {
return this._skeletonData?.joints ?? [];
}
// ===== Public Methods | 公共方法 =====
/**
* 设置骨骼数据(由系统调用)
* Set skeleton data (called by system)
*/
public setSkeletonData(data: ISkeletonData): void {
this._skeletonData = data;
const jointCount = data.joints.length;
// Initialize bone matrices (each joint has a 4x4 matrix = 16 floats)
// 初始化骨骼矩阵(每个关节有 4x4 矩阵 = 16 个浮点数)
this._boneMatrices = new Float32Array(jointCount * 16);
this._worldMatrices = new Float32Array(jointCount * 16);
// Initialize bone transforms with identity
// 用单位变换初始化骨骼变换
this._boneTransforms = [];
for (let i = 0; i < jointCount; i++) {
this._boneTransforms.push({
position: [0, 0, 0],
rotation: [0, 0, 0, 1], // Identity quaternion
scale: [1, 1, 1]
});
}
// Initialize bone matrices to identity
// 将骨骼矩阵初始化为单位矩阵
for (let i = 0; i < jointCount; i++) {
this.setIdentityMatrix(this._boneMatrices, i * 16);
this.setIdentityMatrix(this._worldMatrices, i * 16);
}
this._dirty = true;
}
/**
* 设置指定骨骼的局部变换
* Set local transform for a bone
*/
public setBoneTransform(jointIndex: number, transform: Partial<BoneTransform>): void {
if (jointIndex < 0 || jointIndex >= this._boneTransforms.length) {
return;
}
const bone = this._boneTransforms[jointIndex];
if (transform.position) {
bone.position = [...transform.position];
}
if (transform.rotation) {
bone.rotation = [...transform.rotation];
}
if (transform.scale) {
bone.scale = [...transform.scale];
}
this._dirty = true;
}
/**
* 标记骨骼矩阵需要更新
* Mark bone matrices as dirty
*/
public markDirty(): void {
this._dirty = true;
}
/**
* 检查是否需要更新
* Check if update is needed
*/
public isDirty(): boolean {
return this._dirty;
}
/**
* 清除脏标记(由系统在更新后调用)
* Clear dirty flag (called by system after update)
*/
public clearDirty(): void {
this._dirty = false;
}
/**
* 获取指定骨骼的世界矩阵
* Get world matrix for a bone
*/
public getWorldMatrix(jointIndex: number): Float32Array | null {
if (jointIndex < 0 || jointIndex >= this.jointCount) {
return null;
}
return this._worldMatrices.subarray(jointIndex * 16, (jointIndex + 1) * 16);
}
/**
* 设置指定骨骼的世界矩阵(由 SkeletonBakingSystem 调用)
* Set world matrix for a bone (called by SkeletonBakingSystem)
*/
public setWorldMatrix(jointIndex: number, matrix: Float32Array): void {
if (jointIndex < 0 || jointIndex >= this.jointCount) {
return;
}
const offset = jointIndex * 16;
for (let i = 0; i < 16; i++) {
this._worldMatrices[offset + i] = matrix[i];
}
}
/**
* 设置指定骨骼的最终矩阵(由 SkeletonBakingSystem 调用)
* Set final matrix for a bone (called by SkeletonBakingSystem)
*/
public setFinalMatrix(jointIndex: number, matrix: Float32Array): void {
if (jointIndex < 0 || jointIndex >= this.jointCount) {
return;
}
const offset = jointIndex * 16;
for (let i = 0; i < 16; i++) {
this._boneMatrices[offset + i] = matrix[i];
}
}
/**
* 按名称查找骨骼索引
* Find bone index by name
*/
public findBoneIndex(name: string): number {
if (!this._skeletonData) return -1;
for (let i = 0; i < this._skeletonData.joints.length; i++) {
if (this._skeletonData.joints[i].name === name) {
return i;
}
}
return -1;
}
/**
* 重置组件
* Reset component
*/
reset(): void {
this._skeletonData = null;
this._boneMatrices = new Float32Array(0);
this._worldMatrices = new Float32Array(0);
this._boneTransforms = [];
this._dirty = true;
}
// ===== Private Methods | 私有方法 =====
/**
* Set identity matrix at offset in array.
* 在数组的偏移位置设置单位矩阵。
*/
private setIdentityMatrix(arr: Float32Array, offset: number): void {
arr[offset] = 1; arr[offset + 1] = 0; arr[offset + 2] = 0; arr[offset + 3] = 0;
arr[offset + 4] = 0; arr[offset + 5] = 1; arr[offset + 6] = 0; arr[offset + 7] = 0;
arr[offset + 8] = 0; arr[offset + 9] = 0; arr[offset + 10] = 1; arr[offset + 11] = 0;
arr[offset + 12] = 0; arr[offset + 13] = 0; arr[offset + 14] = 0; arr[offset + 15] = 1;
}
}