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Fix temporaryBoneInverse code style and generate ES6 module
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2 files changed

+7
-4
lines changed

2 files changed

+7
-4
lines changed

examples/js/exporters/GLTFExporter.js

Lines changed: 3 additions & 3 deletions
Original file line numberDiff line numberDiff line change
@@ -1693,15 +1693,15 @@ THREE.GLTFExporter.prototype = {
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var joints = [];
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var inverseBindMatrices = new Float32Array( skeleton.bones.length * 16 );
1696-
var temporaryBoneInverse = new THREE.Matrix4;
1696+
var temporaryBoneInverse = new THREE.Matrix4();
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for ( var i = 0; i < skeleton.bones.length; ++ i ) {
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joints.push( nodeMap.get( skeleton.bones[ i ] ) );
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1702-
temporaryBoneInverse.copy(skeleton.boneInverses[ i ]);
1702+
temporaryBoneInverse.copy( skeleton.boneInverses[ i ] );
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1704-
temporaryBoneInverse.multiply(object.bindMatrix).toArray( inverseBindMatrices, i * 16 );
1704+
temporaryBoneInverse.multiply( object.bindMatrix ).toArray( inverseBindMatrices, i * 16 );
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}
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examples/jsm/exporters/GLTFExporter.js

Lines changed: 4 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1716,12 +1716,15 @@ GLTFExporter.prototype = {
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var joints = [];
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var inverseBindMatrices = new Float32Array( skeleton.bones.length * 16 );
1719+
var temporaryBoneInverse = new THREE.Matrix4();
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for ( var i = 0; i < skeleton.bones.length; ++ i ) {
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joints.push( nodeMap.get( skeleton.bones[ i ] ) );
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1724-
skeleton.boneInverses[ i ].toArray( inverseBindMatrices, i * 16 );
1725+
temporaryBoneInverse.copy( skeleton.boneInverses[ i ] );
1726+
1727+
temporaryBoneInverse.multiply( object.bindMatrix ).toArray( inverseBindMatrices, i * 16 );
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}
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