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SkinnedMesh: support weight normalization for BufferGeometry #7679

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Nov 26, 2015
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33 changes: 29 additions & 4 deletions src/objects/SkinnedMesh.js
Original file line number Diff line number Diff line change
Expand Up @@ -97,7 +97,7 @@ THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {

if ( this.geometry instanceof THREE.Geometry ) {

for ( var i = 0; i < this.geometry.skinIndices.length; i ++ ) {
for ( var i = 0; i < this.geometry.skinWeights.length; i ++ ) {

var sw = this.geometry.skinWeights[ i ];

Expand All @@ -109,15 +109,40 @@ THREE.SkinnedMesh.prototype.normalizeSkinWeights = function () {

} else {

sw.set( 1 ); // this will be normalized by the shader anyway
// do nothing

}

}

} else {
} else if ( this.geometry instanceof THREE.BufferGeometry ) {

var vec = new THREE.Vector4();

var skinWeight = this.geometry.attributes.skinWeight;

for ( var i = 0; i < skinWeight.count; i ++ ) {

vec.x = skinWeight.getX( i );
vec.y = skinWeight.getY( i );
vec.z = skinWeight.getZ( i );
vec.w = skinWeight.getW( i );

var scale = 1.0 / vec.lengthManhattan();

if ( scale !== Infinity ) {

// skinning weights assumed to be normalized for THREE.BufferGeometry
vec.multiplyScalar( scale );

} else {

// do nothing

}

skinWeight.setXYZ( i, vec.x, vec.y, vec.z, vec.w )
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Owner

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setXYZW() maybe?

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Oops... Good eyes! : - )


}

}

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