"use strict";
var THEGAME = THEGAME || {};
var _gameEngine;
THEGAME.Engine = function (babylonEngine) {
this._babylonEngine = babylonEngine;
this._scene = null;
this._meshRegularGuy = null;
this._camera = null;
this._currentDebugBoxToDisplay = 0;
this._debugBoneBoxes = [];
var that = this;
// ********************
// moveSkeletonToBones
//
// this is where I need help...
//
// I want to iterate through each bone in the skeleton,
// and orient that bone with an existing mesh in the
// scene.
//
// ********************
THEGAME.Engine.prototype.moveSkeletonToBones = function () {
for (var x = 0; x < that._skeletonRegularGuy.bones.length; x++) {
// for each bone...
var bone = (that._skeletonRegularGuy.bones[x]);
// find the "copy" of the bone mesh...
var boneDebugBox = "debugBox_" + bone.name;
var mesh = that._scene.getMeshByName(boneDebugBox);
// now I want to orient the bone to the location
// and rotation of the mesh:
// * this isn't working *
var meshMatrix = mesh.getWorldMatrix().clone();
meshMatrix.invert();
var boneMatrix = bone.getAbsoluteMatrix().clone();
boneMatrix = boneMatrix.multiply(meshMatrix);
if (bone._parent) {
var parentMatrix = bone._parent.getAbsoluteMatrix().clone();
parentMatrix.invert();
boneMatrix = boneMatrix.multiply(parentMatrix);
}
bone.updateMatrix(boneMatrix);
that._scene.beginAnimation(bone._skeleton, 0, 1, true, 1);
}
}
THEGAME.Engine.prototype.createScene = function () {
// create the Scene
var scene = new BABYLON.Scene(this._babylonEngine);
this._scene = scene;
// add a light
var light = new BABYLON.DirectionalLight("dir01", new...
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