Skip to content

⬅️ Back to Table of Contents

📄 MorphBlendMesh.js

📊 Analysis Summary

Metric Count
🔧 Functions 13
🧱 Classes 1
📦 Imports 2
📊 Variables & Constants 30

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/misc/MorphBlendMesh.js

📦 Imports

Name Source
MathUtils three
Mesh three

Variables & Constants

Name Type Kind Value Exported
numFrames number let/var Object.keys( this.morphTargetDictionary ).length
name "__default" let/var '__default'
startFrame 0 let/var 0
endFrame number let/var numFrames - 1
fps number let/var numFrames / 1
animation { start: number; end: number; length:... let/var { start: start, end: end, length: end - start + 1, fps: fps, duration: ( end ...
pattern RegExp let/var /([a-z]+)_?(\d+)/i
firstAnimation any let/var *not shown*
frameRanges {} let/var {}
i number let/var 0
name string let/var chunks[ 1 ]
range any let/var frameRanges[ name ]
range any let/var frameRanges[ name ]
animation any let/var this.animationsMap[ name ]
animation any let/var this.animationsMap[ name ]
animation any let/var this.animationsMap[ name ]
animation any let/var this.animationsMap[ name ]
animation any let/var this.animationsMap[ name ]
animation any let/var this.animationsMap[ name ]
time number let/var 0
animation any let/var this.animationsMap[ name ]
duration number let/var - 1
animation any let/var this.animationsMap[ name ]
animation any let/var this.animationsMap[ name ]
animation any let/var this.animationsMap[ name ]
animation any let/var this.animationsList[ i ]
frameTime number let/var animation.duration / animation.length
keyframe any let/var animation.start + MathUtils.clamp( Math.floor( animation.time / frameTime ), ...
weight any let/var animation.weight
mix number let/var ( animation.time % frameTime ) / frameTime

Functions

MorphBlendMesh.createAnimation(name: string, start: number, end: number, fps: number): void

JSDoc:

/**
     * Creates a new animation.
     *
     * @param {string} name - The animation name.
     * @param {number} start - The start time.
     * @param {number} end - The end time.
     * @param {number} fps - The FPS.
     */

Parameters:

  • name string
  • start number
  • end number
  • fps number

Returns: void

Calls:

  • this.animationsList.push
Code
createAnimation( name, start, end, fps ) {

        const animation = {

            start: start,
            end: end,

            length: end - start + 1,

            fps: fps,
            duration: ( end - start ) / fps,

            lastFrame: 0,
            currentFrame: 0,

            active: false,

            time: 0,
            direction: 1,
            weight: 1,

            directionBackwards: false,
            mirroredLoop: false

        };

        this.animationsMap[ name ] = animation;
        this.animationsList.push( animation );

    }

MorphBlendMesh.autoCreateAnimations(fps: number): void

JSDoc:

/**
     * Automatically creates animations based on the values in
     * {@link Mesh#morphTargetDictionary}.
     *
     * @param {number} fps - The FPS of all animations.
     */

Parameters:

  • fps number

Returns: void

Calls:

  • key.match
  • this.createAnimation
Code
autoCreateAnimations( fps ) {

        const pattern = /([a-z]+)_?(\d+)/i;

        let firstAnimation;

        const frameRanges = {};

        let i = 0;

        for ( const key in this.morphTargetDictionary ) {

            const chunks = key.match( pattern );

            if ( chunks && chunks.length > 1 ) {

                const name = chunks[ 1 ];

                if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };

                const range = frameRanges[ name ];

                if ( i < range.start ) range.start = i;
                if ( i > range.end ) range.end = i;

                if ( ! firstAnimation ) firstAnimation = name;

            }

            i ++;

        }

        for ( const name in frameRanges ) {

            const range = frameRanges[ name ];
            this.createAnimation( name, range.start, range.end, fps );

        }

        this.firstAnimation = firstAnimation;

    }

MorphBlendMesh.setAnimationDirectionForward(name: string): void

JSDoc:

/**
     * Sets the animation playback direction to "forward" for the
     * defined animation.
     *
     * @param {string} name - The animation name.
     */

Parameters:

  • name string

Returns: void

Code
setAnimationDirectionForward( name ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.direction = 1;
            animation.directionBackwards = false;

        }

    }

MorphBlendMesh.setAnimationDirectionBackward(name: string): void

JSDoc:

/**
     * Sets the animation playback direction to "backward" for the
     * defined animation.
     *
     * @param {string} name - The animation name.
     */

Parameters:

  • name string

Returns: void

Code
setAnimationDirectionBackward( name ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.direction = - 1;
            animation.directionBackwards = true;

        }

    }

MorphBlendMesh.setAnimationFPS(name: string, fps: number): void

JSDoc:

/**
     * Sets the FPS to the given value for the defined animation.
     *
     * @param {string} name - The animation name.
     * @param {number} fps - The FPS to set.
     */

Parameters:

  • name string
  • fps number

Returns: void

Code
setAnimationFPS( name, fps ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.fps = fps;
            animation.duration = ( animation.end - animation.start ) / animation.fps;

        }

    }

MorphBlendMesh.setAnimationDuration(name: string, duration: number): void

JSDoc:

/**
     * Sets the duration to the given value for the defined animation.
     *
     * @param {string} name - The animation name.
     * @param {number} duration - The duration to set.
     */

Parameters:

  • name string
  • duration number

Returns: void

Code
setAnimationDuration( name, duration ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.duration = duration;
            animation.fps = ( animation.end - animation.start ) / animation.duration;

        }

    }

MorphBlendMesh.setAnimationWeight(name: string, weight: number): void

JSDoc:

/**
     * Sets the weight to the given value for the defined animation.
     *
     * @param {string} name - The animation name.
     * @param {number} weight - The weight to set.
     */

Parameters:

  • name string
  • weight number

Returns: void

Code
setAnimationWeight( name, weight ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.weight = weight;

        }

    }

MorphBlendMesh.setAnimationTime(name: string, time: number): void

JSDoc:

/**
     * Sets the time to the given value for the defined animation.
     *
     * @param {string} name - The animation name.
     * @param {number} time - The time to set.
     */

Parameters:

  • name string
  • time number

Returns: void

Code
setAnimationTime( name, time ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.time = time;

        }

    }

MorphBlendMesh.getAnimationTime(name: string): number

JSDoc:

/**
     * Returns the time for the defined animation.
     *
     * @param {string} name - The animation name.
     * @return {number} The time.
     */

Parameters:

  • name string

Returns: number

Code
getAnimationTime( name ) {

        let time = 0;

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            time = animation.time;

        }

        return time;

    }

MorphBlendMesh.getAnimationDuration(name: string): number

JSDoc:

/**
     * Returns the duration for the defined animation.
     *
     * @param {string} name - The animation name.
     * @return {number} The duration.
     */

Parameters:

  • name string

Returns: number

Code
getAnimationDuration( name ) {

        let duration = - 1;

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            duration = animation.duration;

        }

        return duration;

    }

MorphBlendMesh.playAnimation(name: string): void

JSDoc:

/**
     * Plays the defined animation.
     *
     * @param {string} name - The animation name.
     */

Parameters:

  • name string

Returns: void

Calls:

  • console.warn
Code
playAnimation( name ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.time = 0;
            animation.active = true;

        } else {

            console.warn( 'THREE.MorphBlendMesh: animation[' + name + '] undefined in .playAnimation()' );

        }

    }

MorphBlendMesh.stopAnimation(name: string): void

JSDoc:

/**
     * Stops the defined animation.
     *
     * @param {string} name - The animation name.
     */

Parameters:

  • name string

Returns: void

Code
stopAnimation( name ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.active = false;

        }

    }

MorphBlendMesh.update(delta: number): void

JSDoc:

/**
     * Updates the animations of the mesh.
     *
     * @param {number} delta - The delta time in seconds.
     */

Parameters:

  • delta number

Returns: void

Calls:

  • MathUtils.clamp
  • Math.floor
Code
update( delta ) {

        for ( let i = 0, il = this.animationsList.length; i < il; i ++ ) {

            const animation = this.animationsList[ i ];

            if ( ! animation.active ) continue;

            const frameTime = animation.duration / animation.length;

            animation.time += animation.direction * delta;

            if ( animation.mirroredLoop ) {

                if ( animation.time > animation.duration || animation.time < 0 ) {

                    animation.direction *= - 1;

                    if ( animation.time > animation.duration ) {

                        animation.time = animation.duration;
                        animation.directionBackwards = true;

                    }

                    if ( animation.time < 0 ) {

                        animation.time = 0;
                        animation.directionBackwards = false;

                    }

                }

            } else {

                animation.time = animation.time % animation.duration;

                if ( animation.time < 0 ) animation.time += animation.duration;

            }

            const keyframe = animation.start + MathUtils.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
            const weight = animation.weight;

            if ( keyframe !== animation.currentFrame ) {

                this.morphTargetInfluences[ animation.lastFrame ] = 0;
                this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;

                this.morphTargetInfluences[ keyframe ] = 0;

                animation.lastFrame = animation.currentFrame;
                animation.currentFrame = keyframe;

            }

            let mix = ( animation.time % frameTime ) / frameTime;

            if ( animation.directionBackwards ) mix = 1 - mix;

            if ( animation.currentFrame !== animation.lastFrame ) {

                this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
                this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;

            } else {

                this.morphTargetInfluences[ animation.currentFrame ] = weight;

            }

        }

    }

Classes

MorphBlendMesh

Class Code
class MorphBlendMesh extends Mesh {

    /**
     * Constructs a new morph blend mesh.
     *
     * @param {BufferGeometry} [geometry] - The mesh geometry.
     * @param {Material|Array<Material>} [material] - The mesh material.
     */
    constructor( geometry, material ) {

        super( geometry, material );

        /**
         * A dictionary of animations.
         *
         * @type {Object<string,Object>}
         */
        this.animationsMap = {};

        /**
         * A list of animations.
         *
         * @type {Array<Object>}
         */
        this.animationsList = [];

        // prepare default animation
        // (all frames played together in 1 second)

        const numFrames = Object.keys( this.morphTargetDictionary ).length;

        const name = '__default';

        const startFrame = 0;
        const endFrame = numFrames - 1;

        const fps = numFrames / 1;

        this.createAnimation( name, startFrame, endFrame, fps );
        this.setAnimationWeight( name, 1 );

    }

    /**
     * Creates a new animation.
     *
     * @param {string} name - The animation name.
     * @param {number} start - The start time.
     * @param {number} end - The end time.
     * @param {number} fps - The FPS.
     */
    createAnimation( name, start, end, fps ) {

        const animation = {

            start: start,
            end: end,

            length: end - start + 1,

            fps: fps,
            duration: ( end - start ) / fps,

            lastFrame: 0,
            currentFrame: 0,

            active: false,

            time: 0,
            direction: 1,
            weight: 1,

            directionBackwards: false,
            mirroredLoop: false

        };

        this.animationsMap[ name ] = animation;
        this.animationsList.push( animation );

    }

    /**
     * Automatically creates animations based on the values in
     * {@link Mesh#morphTargetDictionary}.
     *
     * @param {number} fps - The FPS of all animations.
     */
    autoCreateAnimations( fps ) {

        const pattern = /([a-z]+)_?(\d+)/i;

        let firstAnimation;

        const frameRanges = {};

        let i = 0;

        for ( const key in this.morphTargetDictionary ) {

            const chunks = key.match( pattern );

            if ( chunks && chunks.length > 1 ) {

                const name = chunks[ 1 ];

                if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };

                const range = frameRanges[ name ];

                if ( i < range.start ) range.start = i;
                if ( i > range.end ) range.end = i;

                if ( ! firstAnimation ) firstAnimation = name;

            }

            i ++;

        }

        for ( const name in frameRanges ) {

            const range = frameRanges[ name ];
            this.createAnimation( name, range.start, range.end, fps );

        }

        this.firstAnimation = firstAnimation;

    }

    /**
     * Sets the animation playback direction to "forward" for the
     * defined animation.
     *
     * @param {string} name - The animation name.
     */
    setAnimationDirectionForward( name ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.direction = 1;
            animation.directionBackwards = false;

        }

    }

    /**
     * Sets the animation playback direction to "backward" for the
     * defined animation.
     *
     * @param {string} name - The animation name.
     */
    setAnimationDirectionBackward( name ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.direction = - 1;
            animation.directionBackwards = true;

        }

    }

    /**
     * Sets the FPS to the given value for the defined animation.
     *
     * @param {string} name - The animation name.
     * @param {number} fps - The FPS to set.
     */
    setAnimationFPS( name, fps ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.fps = fps;
            animation.duration = ( animation.end - animation.start ) / animation.fps;

        }

    }

    /**
     * Sets the duration to the given value for the defined animation.
     *
     * @param {string} name - The animation name.
     * @param {number} duration - The duration to set.
     */
    setAnimationDuration( name, duration ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.duration = duration;
            animation.fps = ( animation.end - animation.start ) / animation.duration;

        }

    }

    /**
     * Sets the weight to the given value for the defined animation.
     *
     * @param {string} name - The animation name.
     * @param {number} weight - The weight to set.
     */
    setAnimationWeight( name, weight ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.weight = weight;

        }

    }

    /**
     * Sets the time to the given value for the defined animation.
     *
     * @param {string} name - The animation name.
     * @param {number} time - The time to set.
     */
    setAnimationTime( name, time ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.time = time;

        }

    }

    /**
     * Returns the time for the defined animation.
     *
     * @param {string} name - The animation name.
     * @return {number} The time.
     */
    getAnimationTime( name ) {

        let time = 0;

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            time = animation.time;

        }

        return time;

    }

    /**
     * Returns the duration for the defined animation.
     *
     * @param {string} name - The animation name.
     * @return {number} The duration.
     */
    getAnimationDuration( name ) {

        let duration = - 1;

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            duration = animation.duration;

        }

        return duration;

    }

    /**
     * Plays the defined animation.
     *
     * @param {string} name - The animation name.
     */
    playAnimation( name ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.time = 0;
            animation.active = true;

        } else {

            console.warn( 'THREE.MorphBlendMesh: animation[' + name + '] undefined in .playAnimation()' );

        }

    }

    /**
     * Stops the defined animation.
     *
     * @param {string} name - The animation name.
     */
    stopAnimation( name ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.active = false;

        }

    }

    /**
     * Updates the animations of the mesh.
     *
     * @param {number} delta - The delta time in seconds.
     */
    update( delta ) {

        for ( let i = 0, il = this.animationsList.length; i < il; i ++ ) {

            const animation = this.animationsList[ i ];

            if ( ! animation.active ) continue;

            const frameTime = animation.duration / animation.length;

            animation.time += animation.direction * delta;

            if ( animation.mirroredLoop ) {

                if ( animation.time > animation.duration || animation.time < 0 ) {

                    animation.direction *= - 1;

                    if ( animation.time > animation.duration ) {

                        animation.time = animation.duration;
                        animation.directionBackwards = true;

                    }

                    if ( animation.time < 0 ) {

                        animation.time = 0;
                        animation.directionBackwards = false;

                    }

                }

            } else {

                animation.time = animation.time % animation.duration;

                if ( animation.time < 0 ) animation.time += animation.duration;

            }

            const keyframe = animation.start + MathUtils.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
            const weight = animation.weight;

            if ( keyframe !== animation.currentFrame ) {

                this.morphTargetInfluences[ animation.lastFrame ] = 0;
                this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;

                this.morphTargetInfluences[ keyframe ] = 0;

                animation.lastFrame = animation.currentFrame;
                animation.currentFrame = keyframe;

            }

            let mix = ( animation.time % frameTime ) / frameTime;

            if ( animation.directionBackwards ) mix = 1 - mix;

            if ( animation.currentFrame !== animation.lastFrame ) {

                this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
                this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;

            } else {

                this.morphTargetInfluences[ animation.currentFrame ] = weight;

            }

        }

    }

}

Methods

createAnimation(name: string, start: number, end: number, fps: number): void
Code
createAnimation( name, start, end, fps ) {

        const animation = {

            start: start,
            end: end,

            length: end - start + 1,

            fps: fps,
            duration: ( end - start ) / fps,

            lastFrame: 0,
            currentFrame: 0,

            active: false,

            time: 0,
            direction: 1,
            weight: 1,

            directionBackwards: false,
            mirroredLoop: false

        };

        this.animationsMap[ name ] = animation;
        this.animationsList.push( animation );

    }
autoCreateAnimations(fps: number): void
Code
autoCreateAnimations( fps ) {

        const pattern = /([a-z]+)_?(\d+)/i;

        let firstAnimation;

        const frameRanges = {};

        let i = 0;

        for ( const key in this.morphTargetDictionary ) {

            const chunks = key.match( pattern );

            if ( chunks && chunks.length > 1 ) {

                const name = chunks[ 1 ];

                if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };

                const range = frameRanges[ name ];

                if ( i < range.start ) range.start = i;
                if ( i > range.end ) range.end = i;

                if ( ! firstAnimation ) firstAnimation = name;

            }

            i ++;

        }

        for ( const name in frameRanges ) {

            const range = frameRanges[ name ];
            this.createAnimation( name, range.start, range.end, fps );

        }

        this.firstAnimation = firstAnimation;

    }
setAnimationDirectionForward(name: string): void
Code
setAnimationDirectionForward( name ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.direction = 1;
            animation.directionBackwards = false;

        }

    }
setAnimationDirectionBackward(name: string): void
Code
setAnimationDirectionBackward( name ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.direction = - 1;
            animation.directionBackwards = true;

        }

    }
setAnimationFPS(name: string, fps: number): void
Code
setAnimationFPS( name, fps ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.fps = fps;
            animation.duration = ( animation.end - animation.start ) / animation.fps;

        }

    }
setAnimationDuration(name: string, duration: number): void
Code
setAnimationDuration( name, duration ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.duration = duration;
            animation.fps = ( animation.end - animation.start ) / animation.duration;

        }

    }
setAnimationWeight(name: string, weight: number): void
Code
setAnimationWeight( name, weight ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.weight = weight;

        }

    }
setAnimationTime(name: string, time: number): void
Code
setAnimationTime( name, time ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.time = time;

        }

    }
getAnimationTime(name: string): number
Code
getAnimationTime( name ) {

        let time = 0;

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            time = animation.time;

        }

        return time;

    }
getAnimationDuration(name: string): number
Code
getAnimationDuration( name ) {

        let duration = - 1;

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            duration = animation.duration;

        }

        return duration;

    }
playAnimation(name: string): void
Code
playAnimation( name ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.time = 0;
            animation.active = true;

        } else {

            console.warn( 'THREE.MorphBlendMesh: animation[' + name + '] undefined in .playAnimation()' );

        }

    }
stopAnimation(name: string): void
Code
stopAnimation( name ) {

        const animation = this.animationsMap[ name ];

        if ( animation ) {

            animation.active = false;

        }

    }
update(delta: number): void
Code
update( delta ) {

        for ( let i = 0, il = this.animationsList.length; i < il; i ++ ) {

            const animation = this.animationsList[ i ];

            if ( ! animation.active ) continue;

            const frameTime = animation.duration / animation.length;

            animation.time += animation.direction * delta;

            if ( animation.mirroredLoop ) {

                if ( animation.time > animation.duration || animation.time < 0 ) {

                    animation.direction *= - 1;

                    if ( animation.time > animation.duration ) {

                        animation.time = animation.duration;
                        animation.directionBackwards = true;

                    }

                    if ( animation.time < 0 ) {

                        animation.time = 0;
                        animation.directionBackwards = false;

                    }

                }

            } else {

                animation.time = animation.time % animation.duration;

                if ( animation.time < 0 ) animation.time += animation.duration;

            }

            const keyframe = animation.start + MathUtils.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
            const weight = animation.weight;

            if ( keyframe !== animation.currentFrame ) {

                this.morphTargetInfluences[ animation.lastFrame ] = 0;
                this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;

                this.morphTargetInfluences[ keyframe ] = 0;

                animation.lastFrame = animation.currentFrame;
                animation.currentFrame = keyframe;

            }

            let mix = ( animation.time % frameTime ) / frameTime;

            if ( animation.directionBackwards ) mix = 1 - mix;

            if ( animation.currentFrame !== animation.lastFrame ) {

                this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
                this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;

            } else {

                this.morphTargetInfluences[ animation.currentFrame ] = weight;

            }

        }

    }