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collada-dae-parser

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collada-dae-parser - npm Package Compare versions

Comparing version 0.10.0 to 0.11.1

src/validation/no-control-bones.js

6

docs/export-from-blender.md

@@ -33,2 +33,8 @@ ## How to Export

## Control Joints
lorem ipsum
explain how to use `Bake Action`
## Skeletons with only Rigid Motions

@@ -35,0 +41,0 @@

4

package.json
{
"name": "collada-dae-parser",
"version": "0.10.0",
"version": "0.11.1",
"description": "Parse collada .dae 3d animation files into json",

@@ -10,3 +10,3 @@ "main": "src/parse-collada.js",

"scripts": {
"demo": "budo demo/browser.js --open --live --dir=demo/assets -- -t brfs",
"demo": "budo demo/browser.js --host=127.0.0.1 --open --live --dir=demo/assets -- -t brfs",
"deploy": "mkdirp example-dist && browserify -t brfs demo/browser.js | htmlify > example-dist/index.html && gh-pages -d example-dist",

@@ -13,0 +13,0 @@ "test": "standard && node test/index.js"

@@ -16,3 +16,3 @@ collada-dae-parser [![npm version](https://badge.fury.io/js/collada-dae-parser.svg)](http://badge.fury.io/js/collada-dae-parser) [![Build Status](https://travis-ci.org/chinedufn/collada-dae-parser.svg?branch=master)](https://travis-ci.org/chinedufn/collada-dae-parser)

`collada-dae-parser` is only concerned with giving you JSON. An animation system is outside of this modules scope, but [skeletal-animation-system](https://github.com/chinedufn/skeleta-animation-system) could be a useful start.
`collada-dae-parser` is only concerned with giving you JSON. An animation system is outside of this modules scope, but [skeletal-animation-system](https://github.com/chinedufn/skeletal-animation-system) could be a useful start.

@@ -84,2 +84,3 @@ ## To Install

{
jointNamePositionIndex: {...},
keyframes: {...},

@@ -96,2 +97,50 @@ vertexNormalIndices: [...],

##### jointNamePositionIndex
Type: `Object`
lorem ipsum
##### keyframes
Type: `Object`
lorem ipsum
##### vertexNormalIndices
Type: `Array`
lorem ipsum
##### vertexNormals
Type: `Array`
lorem ipsum
##### vertexPositionIndices
Type: `Array`
lorem ipsum
##### vertexPositions
Type: `Array`
lorem ipsum
##### vertexUVIndices
Type: `Array`
lorem ipsum
##### vertexUVs
Type: `Array`
lorem ipsum
## TODO:

@@ -130,4 +179,5 @@

- [load-collada-dae](https://github.com/chinedufn/load-collada-dae)
- [skeletal-animation-system](https://github.com/chinedufn/skeletal-animation-system)
- [wavefront-obj-parser](https://github.com/chinedufn/wavefront-obj-parser)
- [skeletal-animation-system](https://github.com/chinedufn/skeletal-animation-system)

@@ -134,0 +184,0 @@ ## Credits

@@ -39,7 +39,7 @@ var mat4Multiply = require('gl-mat4/multiply')

// Joint bind poses
// TODO: Should we multiply in the bind shape matrix?
// ^ yes, but wait until we have a test file for it
// The matrices that transform each of our joints to their bind pose
var jointBindPoses = {}
var bindPoses = controller[0].skin[0].source[1].float_array[0]._.split(' ').map(Number)
// A way to look up each joint's index using it's name

@@ -46,0 +46,0 @@ // This is useful for creating bone groups using names

@@ -11,5 +11,4 @@ module.exports = ParseVisualScenes

visualScene.node.forEach(function (node) {
// This is the location of all top level parent nodes
// node.node is the location of all top level parent nodes
if (node.node) {
// node.node is the location of all top level nodes
if (node.scale && node.scale.length > 0) {

@@ -16,0 +15,0 @@ armatureScale = node.scale[0]._.split(' ').map(Number)

@@ -7,2 +7,3 @@ var xmlparser = require('xml-parser')

var parseLocRotScaleAnim = require('./library_animations/parse-loc-rot-scale-anim.js')
var validateNoControlBones = require('./validation/no-control-bones.js')

@@ -30,2 +31,5 @@ module.exports = ParseCollada

jointBindPoses = controllerData.jointBindPoses
// The parser only supports deformation bones. Control bones' affects must be baked in before exporting
validateNoControlBones(Object.keys(visualSceneData.jointRelationships), Object.keys(jointBindPoses))
}

@@ -32,0 +36,0 @@ }

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