const vertex = ThreeFactory.create(ThreeFactory.POOL_TYPE_VECTOR3) as THREE.Vector3;
const uv = ThreeFactory.create(ThreeFactory.POOL_TYPE_VECTOR2) as THREE.Vector2;
vertices.push(vertex);
uvs.push(uv);
uv.set(
floatArray[uvOffset + iD],
floatArray[uvOffset + iD + 1]
);
vertex.set(
*floatArray[vertexOffset + iD] scale,**
*floatArray[vertexOffset + iD + 1] scale,**
0.0
);
ThreeSlot.ts line:464
for (let i = 0, l = vertexCount 2; i < l; i += 2) {
const x = floatArray[vertexOffset + i] scale + deformVertices[i];
const y = floatArray[vertexOffset + i + 1] * scale + deformVertices[i + 1];
网格动画 生产 播放的时候显示异常
修复如下
ThreeSlot.ts line: 272
for (let i = 0, l = vertexCount; i < l; ++i) {
*let iD = i 2**
const vertex = ThreeFactory.create(ThreeFactory.POOL_TYPE_VECTOR3) as THREE.Vector3; const uv = ThreeFactory.create(ThreeFactory.POOL_TYPE_VECTOR2) as THREE.Vector2; vertices.push(vertex); uvs.push(uv); uv.set(
floatArray[uvOffset + iD],
floatArray[uvOffset + iD + 1]
); vertex.set(
*floatArray[vertexOffset + iD] scale,**
*floatArray[vertexOffset + iD + 1] scale,**
0.0 );
ThreeSlot.ts line:464
for (let i = 0, l = vertexCount 2; i < l; i += 2) { const x = floatArray[vertexOffset + i] scale + deformVertices[i]; const y = floatArray[vertexOffset + i + 1] * scale + deformVertices[i + 1];
const vertex = vertices[i / 2];
if (isSurface) { .......
**ThreeSlot.ts line 452
else if (hasDeform) {
geometry.verticesNeedUpdate = true;
const isSurface = this._parent._boneData.type !== BoneType.Bone;