@babylonjs/core 8.52.0 → 8.52.1
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/Animations/animatorAvatar.d.ts +31 -16
- package/Animations/animatorAvatar.js +138 -86
- package/Animations/animatorAvatar.js.map +1 -1
- package/Behaviors/Meshes/pointerDragBehavior.d.ts +6 -0
- package/Behaviors/Meshes/pointerDragBehavior.js +4 -0
- package/Behaviors/Meshes/pointerDragBehavior.js.map +1 -1
- package/Engines/abstractEngine.js +2 -2
- package/Engines/abstractEngine.js.map +1 -1
- package/Gizmos/axisDragGizmo.d.ts +1 -1
- package/Gizmos/axisDragGizmo.js +13 -5
- package/Gizmos/axisDragGizmo.js.map +1 -1
- package/Gizmos/gizmo.js +8 -2
- package/Gizmos/gizmo.js.map +1 -1
- package/Gizmos/planeDragGizmo.js +10 -3
- package/Gizmos/planeDragGizmo.js.map +1 -1
- package/Gizmos/planeRotationGizmo.js +10 -0
- package/Gizmos/planeRotationGizmo.js.map +1 -1
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js +10 -4
- package/Materials/Node/Blocks/Teleport/teleportOutBlock.js.map +1 -1
- package/Materials/effect.functions.js +29 -21
- package/Materials/effect.functions.js.map +1 -1
- package/Meshes/thinInstanceMesh.d.ts +7 -3
- package/Meshes/thinInstanceMesh.js +15 -3
- package/Meshes/thinInstanceMesh.js.map +1 -1
- package/Particles/EmitterTypes/coneParticleEmitter.js +3 -3
- package/Particles/EmitterTypes/coneParticleEmitter.js.map +1 -1
- package/Particles/EmitterTypes/sphereParticleEmitter.js +2 -2
- package/Particles/EmitterTypes/sphereParticleEmitter.js.map +1 -1
- package/Shaders/gpuUpdateParticles.vertex.js +1 -1
- package/Shaders/gpuUpdateParticles.vertex.js.map +1 -1
- package/ShadersWGSL/ShadersInclude/depthPrePass.js +4 -1
- package/ShadersWGSL/ShadersInclude/depthPrePass.js.map +1 -1
- package/ShadersWGSL/default.fragment.js +1 -1
- package/ShadersWGSL/default.fragment.js.map +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js +1 -1
- package/ShadersWGSL/gpuUpdateParticles.compute.js.map +1 -1
- package/package.json +1 -1
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type {\r\n AbstractMesh,\r\n MorphTargetManager,\r\n TransformNode,\r\n Immutable,\r\n Bone,\r\n Nullable,\r\n MorphTarget,\r\n AnimationGroup,\r\n Animation,\r\n Node,\r\n Skeleton,\r\n TargetedAnimation,\r\n} from \"core/index\";\r\nimport { Vector3, Quaternion, TmpVectors, Matrix } from \"core/Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\n\r\n/**\r\n * Options for retargeting an animation group to an avatar.\r\n */\r\nexport interface IRetargetOptions {\r\n /**\r\n * The name to assign to the (cloned) retargeted animation group.\r\n * If not specified, the same name as the original animation group will be used.\r\n */\r\n animationGroupName?: string;\r\n\r\n /**\r\n * If true, the retargeted animations will be fixed to correct common issues like orthogonal quaternions.\r\n * Default is true.\r\n */\r\n fixAnimations?: boolean;\r\n\r\n /**\r\n * If true, the parent hierarchy of bones and transform nodes will be checked during retargeting.\r\n * Animations will be removed if the hierarchies don't match.\r\n * Default is true.\r\n */\r\n checkHierarchy?: boolean;\r\n\r\n /**\r\n * If true, the frame values in the animation keyframes will be adjusted during retargeting to account for differences\r\n * between the source and target bone transforms.\r\n * Default is true.\r\n */\r\n retargetAnimationKeys?: boolean;\r\n\r\n /**\r\n * If true, scales and adjusts the root position animation to account for size differences between the source and target avatars.\r\n * This helps maintain the relative motion of the character when retargeting between avatars of different proportions.\r\n * Default is true.\r\n */\r\n fixRootPosition?: boolean;\r\n\r\n /**\r\n * If true, adjusts the root position animation to correct for ground reference height differences between the source and target avatars.\r\n * This ensures that the animated character maintains proper contact with the ground during retargeting.\r\n * Default is true.\r\n */\r\n fixGroundReference?: boolean;\r\n\r\n /**\r\n * The name of the root transform node in the source animation group (typically \"Hips\" or similar).\r\n * If not specified, the system will attempt to automatically find the first bone without a parent.\r\n * This bone is used as a reference point for fixing root position during retargeting.\r\n * It's also used by the ground reference fixing processing.\r\n */\r\n rootNodeName?: string;\r\n\r\n /**\r\n * The name of the transform node in the source animation group used as a ground reference point (typically a foot bone like \"LeftFoot\" or \"RightFoot\").\r\n * This bone is used to determine the vertical offset needed to maintain proper ground contact during retargeting.\r\n * Required when fixGroundReference or fixRootPosition is enabled.\r\n */\r\n groundReferenceNodeName?: string;\r\n\r\n /**\r\n * Specifies which axis represents the vertical/up direction in the animation space.\r\n * Use \"X\", \"Y\", or \"Z\" to explicitly set the vertical axis, or \"\" (empty string) / undefined to auto-detect.\r\n * If not specified or empty, the system will automatically determine the vertical axis based on the difference\r\n * between the root node and ground reference node positions.\r\n * Default is undefined (auto-detect).\r\n */\r\n groundReferenceVerticalAxis?: \"\" | \"X\" | \"Y\" | \"Z\";\r\n\r\n /**\r\n * A map for renaming nodes during retargeting when the source transform node hierarchy and target skeleton use different naming conventions.\r\n * The map keys are the original node names from the source animation group, and the values are the corresponding\r\n * node names in the target skeleton. This is useful when bone names don't match between avatars.\r\n */\r\n mapNodeNames?: Map<string, string>;\r\n}\r\n\r\ntype TransformNodeNameToNode = Map<string, { node: TransformNode; initialTransformations: { position: Vector3; scaling: Vector3; quaternion: Quaternion } }>;\r\n\r\n/**\r\n * Represents an animator avatar that manages skeletons and morph target managers for a hierarchical transform node and mesh structure.\r\n * This class is used to group and manage animation-related resources (skeletons and morph targets) associated with a root transform node and its descendants.\r\n */\r\nexport class AnimatorAvatar {\r\n /**\r\n * Set of skeletons found in the mesh hierarchy.\r\n * Each skeleton in this set has its bones linked to corresponding transform nodes.\r\n */\r\n public skeletons: Set<Skeleton>;\r\n\r\n /**\r\n * Set of morph target managers found in the mesh hierarchy.\r\n * Each morph target manager is configured with the appropriate mesh name and influencer count.\r\n */\r\n public morphTargetManagers: Set<MorphTargetManager>;\r\n\r\n private _mapMorphTargetNameToMorphTarget: Map<string, MorphTarget>;\r\n /**\r\n * Map of morph target names to their corresponding MorphTarget instances.\r\n * The keys are constructed using the format \"meshName_morphTargetName\".\r\n */\r\n public get mapMorphTargetNameToMorphTarget(): Immutable<Map<string, MorphTarget>> {\r\n if (!this._mapMorphTargetNameToMorphTarget) {\r\n this._buildMorphTargetMap();\r\n }\r\n return this._mapMorphTargetNameToMorphTarget;\r\n }\r\n\r\n /**\r\n * Indicates whether to show warnings during retargeting operations.\r\n */\r\n public showWarnings = true;\r\n\r\n /**\r\n * Creates an instance of AnimatorAvatar.\r\n * @param name - The name to assign to this avatar and its root node\r\n * @param rootNode - The root node of the avatar hierarchy. This node and its descendants will be scanned for skeletons and morph target managers. If not provided, you are expected to manually manage skeletons and morph target managers.\r\n * @param _disposeResources - Indicates whether to dispose of resources (skeletons, morph target managers, root node and descendants + materials and textures) when the avatar is disposed (true by default)\r\n */\r\n constructor(\r\n public readonly name: string,\r\n public readonly rootNode?: TransformNode,\r\n private _disposeResources = true\r\n ) {\r\n this.skeletons = new Set<Skeleton>();\r\n this.morphTargetManagers = new Set<MorphTargetManager>();\r\n\r\n if (!rootNode) {\r\n return;\r\n }\r\n\r\n rootNode.name = name;\r\n\r\n if (!rootNode.rotationQuaternion) {\r\n rootNode.rotationQuaternion = new Quaternion();\r\n }\r\n\r\n rootNode\r\n .getChildMeshes(false, (node) => {\r\n const mesh = node as AbstractMesh;\r\n return mesh.getTotalVertices && mesh.getTotalVertices() > 0;\r\n })\r\n .forEach((mesh) => {\r\n if (mesh.skeleton) {\r\n this.skeletons.add(mesh.skeleton);\r\n }\r\n\r\n if (mesh.morphTargetManager) {\r\n mesh.morphTargetManager.meshName = mesh.name;\r\n mesh.morphTargetManager.numMaxInfluencers = mesh.morphTargetManager.numTargets;\r\n\r\n this.morphTargetManagers.add(mesh.morphTargetManager);\r\n }\r\n });\r\n\r\n this._computeBoneWorldMatrices();\r\n }\r\n\r\n /**\r\n * Finds a bone in the avatar's skeletons by its linked transform node or the name of the linked transform node.\r\n * @param nameOrTransformNode The linked transform node or the name of the linked transform node\r\n * @returns The found bone or null if not found\r\n */\r\n public findBone(nameOrTransformNode: string | TransformNode): Nullable<Bone> {\r\n const isName = !this._isTransformNode(nameOrTransformNode);\r\n const iterator = this.skeletons.keys();\r\n\r\n let bone: Nullable<Bone> = null;\r\n\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const skeleton = key.value;\r\n\r\n if (isName) {\r\n bone = skeleton.findBoneFromLinkedTransformNodeName(nameOrTransformNode);\r\n } else {\r\n bone = skeleton.findBoneFromLinkedTransformNode(nameOrTransformNode);\r\n }\r\n\r\n if (bone) {\r\n return bone;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Make sures that the animation group passed as the first parameter will animate the bones in the skeleton(s) / the morphs in the morph target manager(s) of the avatar.\r\n * Retargeting is based on the names of the targets (TransformNode or MorphTarget) in the animation and the names of the bones in the skeleton / morph targets in the morph target manager.\r\n * Note that you can use the mapNodeNames option to specify a mapping between source transform node names and target bone names in case they are different.\r\n * If no bones with the same name as a target (TransformNode) of a targeted animation are found, the targeted animation is removed from the animation group.\r\n * Same for morph targets.\r\n * Note that for the time being, we only support a source animation group which animates transform nodes, not bones!\r\n * That's typically the case when the source animation group is created from a glTF file, as glTF animations always target transform nodes.\r\n * @param sourceAnimationGroup The animation group to retarget\r\n * @param options Options for retargeting the animation group (optional)\r\n * @returns The retargeted (new) animation group\r\n */\r\n public retargetAnimationGroup(sourceAnimationGroup: AnimationGroup, options?: IRetargetOptions): AnimationGroup {\r\n const localOptions: IRetargetOptions = {\r\n animationGroupName: sourceAnimationGroup.name,\r\n fixAnimations: true,\r\n checkHierarchy: true,\r\n retargetAnimationKeys: true,\r\n fixGroundReference: true,\r\n fixRootPosition: true,\r\n ...options,\r\n };\r\n\r\n // Make sure that all world matrices are up to date, both in the bone hierarchy and in the animation transform node hierarchy\r\n this._computeBoneWorldMatrices();\r\n\r\n const mapNodeNames = localOptions.mapNodeNames ?? new Map();\r\n const lstTransformNodes = new Set<TransformNode>();\r\n const sourceTransformNodeNameToNode: TransformNodeNameToNode = new Map();\r\n\r\n for (let i = 0; i < sourceAnimationGroup.targetedAnimations.length; ++i) {\r\n const ta = sourceAnimationGroup.targetedAnimations[i];\r\n if (ta.target.getClassName?.() === \"TransformNode\" && !lstTransformNodes.has(ta.target)) {\r\n const tn = ta.target as TransformNode;\r\n\r\n lstTransformNodes.add(tn);\r\n\r\n if (!tn.rotationQuaternion) {\r\n tn.rotationQuaternion = Quaternion.FromEulerAngles(tn.rotation.x, tn.rotation.y, tn.rotation.z);\r\n tn.rotation.setAll(0);\r\n }\r\n\r\n sourceTransformNodeNameToNode.set(mapNodeNames.get(tn.name) ?? tn.name, {\r\n node: tn,\r\n initialTransformations: {\r\n position: tn.position.clone(),\r\n scaling: tn.scaling.clone(),\r\n quaternion: tn.rotationQuaternion.clone(),\r\n },\r\n });\r\n }\r\n }\r\n\r\n lstTransformNodes.forEach((node) => {\r\n node.computeWorldMatrix(true);\r\n });\r\n\r\n // Clone the source animation and retarget it\r\n const animationGroup = sourceAnimationGroup.clone(localOptions.animationGroupName!, undefined, true, true);\r\n\r\n const mapTransformNodeToRootNode: Map<TransformNode, Node> = new Map<TransformNode, Node>();\r\n const lstAnims = new Set<Animation>();\r\n\r\n for (let i = 0; i < animationGroup.targetedAnimations.length; ++i) {\r\n const ta = animationGroup.targetedAnimations[i];\r\n const animation = ta.animation;\r\n\r\n if (lstAnims.has(animation)) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': animation '${animation.name}' is used multiple times in the same animation group: duplicated animations are not supported, the retargeted animation may not work as expected.`\r\n );\r\n }\r\n }\r\n\r\n lstAnims.add(animation);\r\n\r\n switch (animation.targetProperty) {\r\n case \"influence\": {\r\n if (!this._retargetMorphTarget(ta, animationGroup.name)) {\r\n animationGroup.targetedAnimations.splice(i, 1);\r\n i--;\r\n }\r\n break;\r\n }\r\n case \"position\":\r\n case \"rotationQuaternion\":\r\n case \"scaling\": {\r\n if (ta.target.getClassName?.() !== \"TransformNode\") {\r\n break;\r\n }\r\n\r\n const sourceTransformNode = ta.target as TransformNode;\r\n const sourceTransformNodeName = mapNodeNames.get(sourceTransformNode.name) ?? sourceTransformNode.name;\r\n const targetBone = this.findBone(sourceTransformNodeName);\r\n\r\n if (!targetBone) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': \"${sourceTransformNodeName}\" bone not found in any skeleton of avatar: animation removed.`\r\n );\r\n animationGroup.targetedAnimations.splice(i, 1);\r\n i--;\r\n }\r\n break;\r\n }\r\n\r\n if (!targetBone._linkedTransformNode) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': bone \"${targetBone.name}\" has no linked transform node: skipping retargeting.`\r\n );\r\n }\r\n break;\r\n }\r\n\r\n if (\r\n !this._retargetTransformNodeToBone(\r\n ta,\r\n sourceTransformNode,\r\n targetBone,\r\n animationGroup.name,\r\n mapTransformNodeToRootNode,\r\n mapNodeNames,\r\n !!localOptions.checkHierarchy\r\n )\r\n ) {\r\n animationGroup.targetedAnimations.splice(i, 1);\r\n i--;\r\n } else if (localOptions.retargetAnimationKeys) {\r\n this._retargetAnimationKeys(ta.animation, sourceTransformNode, targetBone);\r\n }\r\n\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (localOptions.fixAnimations) {\r\n this._fixAnimationGroup(animationGroup);\r\n }\r\n\r\n if (localOptions.fixGroundReference || localOptions.fixRootPosition) {\r\n const msg =\r\n localOptions.fixGroundReference && localOptions.fixRootPosition\r\n ? \"Ground reference and root position fixing processes skipped.\"\r\n : localOptions.fixGroundReference\r\n ? \"Ground reference fixing process skipped.\"\r\n : \"Root position fixing process skipped.\";\r\n\r\n const res = this._findVerticalAxis(\r\n msg,\r\n animationGroup,\r\n mapNodeNames.get(localOptions.rootNodeName) ?? localOptions.rootNodeName,\r\n sourceTransformNodeNameToNode,\r\n mapNodeNames.get(localOptions.groundReferenceNodeName) ?? localOptions.groundReferenceNodeName,\r\n localOptions.groundReferenceVerticalAxis\r\n );\r\n\r\n if (res) {\r\n const {\r\n verticalAxis,\r\n sourceRootTransformNode,\r\n targetRootTransformNode,\r\n targetRootPositionAnimation,\r\n sourceGroundReferenceTransformNode,\r\n targetGroundReferenceTransformNode,\r\n proportionRatio,\r\n } = res;\r\n\r\n if (localOptions.fixRootPosition) {\r\n this._fixRootPosition(sourceAnimationGroup, animationGroup, sourceRootTransformNode, targetRootTransformNode, targetRootPositionAnimation, proportionRatio);\r\n this._resetStates(sourceTransformNodeNameToNode);\r\n }\r\n\r\n if (localOptions.fixGroundReference) {\r\n this._fixGroundReference(\r\n sourceAnimationGroup,\r\n animationGroup,\r\n verticalAxis,\r\n targetRootTransformNode,\r\n targetRootPositionAnimation,\r\n sourceGroundReferenceTransformNode,\r\n targetGroundReferenceTransformNode\r\n );\r\n this._resetStates(sourceTransformNodeNameToNode);\r\n }\r\n }\r\n }\r\n\r\n return animationGroup;\r\n }\r\n\r\n /**\r\n * Disposes of the avatar and releases all associated resources.\r\n * This will dispose all skeletons, morph target managers, and the root mesh with its descendants (including materials and textures).\r\n * If disposeResources was set to false in the constructor, this method does nothing.\r\n */\r\n public dispose(): void {\r\n if (!this._disposeResources) {\r\n return;\r\n }\r\n\r\n const iterator = this.skeletons.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n key.value.dispose();\r\n }\r\n\r\n const iterator2 = this.morphTargetManagers.keys();\r\n for (let key = iterator2.next(); key.done !== true; key = iterator2.next()) {\r\n key.value.dispose();\r\n }\r\n\r\n this.rootNode?.dispose(false, true);\r\n }\r\n\r\n private _computeBoneWorldMatrices() {\r\n this.skeletons.forEach((skeleton) => {\r\n skeleton.bones.forEach((bone) => {\r\n bone._linkedTransformNode?.computeWorldMatrix(true);\r\n });\r\n });\r\n }\r\n\r\n private _isTransformNode(nameOrTransformNode: string | TransformNode): nameOrTransformNode is TransformNode {\r\n return typeof nameOrTransformNode !== \"string\";\r\n }\r\n\r\n private _buildMorphTargetMap(): void {\r\n this._mapMorphTargetNameToMorphTarget = new Map<string, MorphTarget>();\r\n\r\n this.morphTargetManagers.forEach((manager) => {\r\n const numTargets = manager.numTargets;\r\n\r\n for (let t = 0; t < numTargets; ++t) {\r\n const target = manager.getTarget(t);\r\n const key = manager.meshName + \"_\" + target.name;\r\n\r\n this._mapMorphTargetNameToMorphTarget.set(key, target);\r\n }\r\n });\r\n }\r\n\r\n private _retargetMorphTarget(ta: TargetedAnimation, animationGroupName: string) {\r\n const morphTarget = ta.target as MorphTarget;\r\n const key = morphTarget.morphTargetManager?.meshName + \"_\" + morphTarget.name;\r\n\r\n if (!this.mapMorphTargetNameToMorphTarget.has(key)) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroupName}': \"${morphTarget.name}\" morph target not found in morph target manager of mesh \"${morphTarget.morphTargetManager?.meshName}\": animation removed`\r\n );\r\n }\r\n return false;\r\n }\r\n\r\n ta.target = this.mapMorphTargetNameToMorphTarget.get(key)!;\r\n\r\n return true;\r\n }\r\n\r\n private _retargetTransformNodeToBone(\r\n ta: TargetedAnimation,\r\n sourceTransformNode: TransformNode,\r\n targetBone: Bone,\r\n animationGroupName: string,\r\n mapTransformNodeToRootNode: Map<TransformNode, Node>,\r\n mapNodeNames: Map<string, string>,\r\n checkHierarchy: boolean\r\n ) {\r\n if (checkHierarchy) {\r\n let rootNode = mapTransformNodeToRootNode.get(sourceTransformNode);\r\n\r\n if (!rootNode) {\r\n rootNode = this._getRootNode(sourceTransformNode);\r\n mapTransformNodeToRootNode.set(sourceTransformNode, rootNode);\r\n }\r\n\r\n if (!this._checkParentHierarchy(targetBone, rootNode!, mapNodeNames)) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroupName}': parent hierarchy mismatch between bone \"${targetBone.name}\" and transform node \"${sourceTransformNode.name}\": animation removed`\r\n );\r\n }\r\n return false;\r\n }\r\n }\r\n\r\n ta.target = targetBone._linkedTransformNode;\r\n\r\n return true;\r\n }\r\n\r\n private _retargetAnimationKeys(animation: Animation, sourceTransformNode: TransformNode, targetBone: Bone) {\r\n const keys = animation.getKeys();\r\n const targetTransformNode = targetBone._linkedTransformNode!;\r\n\r\n const targetWorldMatrix = targetTransformNode.getWorldMatrix();\r\n const targetParentWorldMatrix = targetTransformNode.parent ? targetTransformNode.parent.getWorldMatrix() : Matrix.IdentityReadOnly;\r\n const targetParentInverseWorldMatrix = targetParentWorldMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n\r\n const sourceInverseWorld = sourceTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[1]);\r\n const sourceParentWorld = sourceTransformNode.parent ? sourceTransformNode.parent.getWorldMatrix() : Matrix.IdentityReadOnly;\r\n\r\n switch (animation.targetProperty) {\r\n case \"rotationQuaternion\": {\r\n for (const key of keys) {\r\n const quaternion = key.value as Quaternion;\r\n\r\n const localMat = Matrix.ComposeToRef(sourceTransformNode.scaling, quaternion, sourceTransformNode.position, TmpVectors.Matrix[2]);\r\n\r\n sourceInverseWorld.multiplyToRef(localMat, localMat).multiplyToRef(sourceParentWorld, localMat);\r\n targetWorldMatrix.multiplyToRef(localMat, localMat).multiplyToRef(targetParentInverseWorldMatrix, localMat).decompose(undefined, quaternion, undefined);\r\n }\r\n break;\r\n }\r\n case \"position\": {\r\n for (const key of keys) {\r\n const position = key.value as Vector3;\r\n\r\n const localMat = Matrix.ComposeToRef(sourceTransformNode.scaling, sourceTransformNode.rotationQuaternion!, position, TmpVectors.Matrix[2]);\r\n\r\n sourceInverseWorld.multiplyToRef(localMat, localMat).multiplyToRef(sourceParentWorld, localMat);\r\n targetWorldMatrix.multiplyToRef(localMat, localMat).multiplyToRef(targetParentInverseWorldMatrix, localMat).decompose(undefined, undefined, position);\r\n }\r\n break;\r\n }\r\n case \"scaling\": {\r\n for (const key of keys) {\r\n const scaling = key.value as Vector3;\r\n\r\n const localMat = Matrix.ComposeToRef(scaling, sourceTransformNode.rotationQuaternion!, sourceTransformNode.position, TmpVectors.Matrix[2]);\r\n\r\n sourceInverseWorld.multiplyToRef(localMat, localMat).multiplyToRef(sourceParentWorld, localMat);\r\n targetWorldMatrix.multiplyToRef(localMat, localMat).multiplyToRef(targetParentInverseWorldMatrix, localMat).decompose(scaling, undefined, undefined);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * This method does two things:\r\n * - It deletes a targeted animation if a bone corresponding to the target cannot be found\r\n * - It corrects quaternion animations when two consecutive quaternions are orthogonal to each other. When this happens, in 99.99% of cases it's an error\r\n * in the animation data, as two consecutive rotations should normally be close to each other and not have a large gap.\r\n * The fix is to copy the first quaternion into the second.\r\n * @param animationGroup The animation group to fix\r\n * @internal\r\n */\r\n private _fixAnimationGroup(animationGroup: AnimationGroup) {\r\n for (let i = 0; i < animationGroup.targetedAnimations.length; ++i) {\r\n const ta = animationGroup.targetedAnimations[i];\r\n\r\n switch (ta.animation.targetProperty) {\r\n case \"position\":\r\n case \"rotationQuaternion\":\r\n case \"scaling\": {\r\n if (ta.target.getClassName() !== \"TransformNode\") {\r\n break;\r\n }\r\n\r\n const transformNode = ta.target as TransformNode;\r\n const bone = this.findBone(transformNode);\r\n\r\n if (!bone) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `FixAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': no bone in any skeleton of the avatar ${this.name} animates the transform node ${transformNode.name}: animation removed`\r\n );\r\n }\r\n animationGroup.targetedAnimations.splice(i, 1);\r\n i--;\r\n continue;\r\n }\r\n\r\n ta.target = bone._linkedTransformNode;\r\n\r\n if (ta.animation.targetProperty === \"rotationQuaternion\") {\r\n this._fixAnimationQuaternion(ta.animation);\r\n }\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _fixAnimationQuaternion(animation: Animation, epsilon = 0.001) {\r\n const keys = animation.getKeys();\r\n\r\n for (let i = 0; i < keys.length - 1; ++i) {\r\n const curQuat = keys[i].value as Quaternion;\r\n const nextQuat = keys[i + 1].value as Quaternion;\r\n\r\n if (Math.abs(Quaternion.Dot(curQuat, nextQuat)) < epsilon) {\r\n keys[i + 1].value = curQuat.clone();\r\n i += 1;\r\n }\r\n }\r\n }\r\n\r\n private _getRootNode(node: Node): Node {\r\n let current: Node = node;\r\n\r\n while (current.parent) {\r\n current = current.parent;\r\n }\r\n\r\n return current;\r\n }\r\n\r\n /**\r\n * Checks whether the parent hierarchy of a bone matches that of a given transform node. Checks are performed by name.\r\n * It works by first finding the transform node in the descendants of the root transform node that matches the bone's linked transform node.\r\n * Then it traverses up the hierarchy of both the bone and the transform node, comparing their names at each level.\r\n * @param bone The bone to check\r\n * @param rootTransformNode The root transform node to check against\r\n * @returns True if the hierarchies match, false otherwise\r\n * @internal\r\n */\r\n private _checkParentHierarchy(bone: Bone, rootTransformNode: Node, mapNodeNames: Map<string, string>) {\r\n const children = rootTransformNode.getDescendants(false, (node) => (mapNodeNames.get(node.name) ?? node.name) === bone._linkedTransformNode!.name);\r\n if (!children || children.length !== 1) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', CheckParentHierarchy: unable to find a corresponding transform node to bone name ${bone._linkedTransformNode!.name} in the source animation.`\r\n );\r\n }\r\n return false;\r\n }\r\n\r\n let transformNode: Nullable<Node> = children[0];\r\n\r\n while (bone) {\r\n const name = mapNodeNames.get(transformNode?.name ?? \"\") ?? transformNode?.name;\r\n if (bone._linkedTransformNode!.name !== name) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', CheckParentHierarchy: bone name ${bone._linkedTransformNode!.name} is different from transform node name ${name}.`\r\n );\r\n }\r\n return false;\r\n }\r\n\r\n bone = bone.parent;\r\n transformNode = transformNode!.parent;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _getRootNodeName(rootNodeName: string | undefined, transformNodeNameToNode: TransformNodeNameToNode) {\r\n if (rootNodeName) {\r\n return rootNodeName;\r\n }\r\n\r\n // Look for the first bone that doesn't have a parent\r\n const iterator = this.skeletons.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const skeleton = key.value;\r\n\r\n for (const bone of skeleton.bones) {\r\n if (!bone.parent) {\r\n // Make sure there's a transform node with that name in the source animation\r\n if (transformNodeNameToNode.get(bone.name)) {\r\n return bone.name;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return;\r\n }\r\n\r\n private _findVerticalAxis(\r\n msg: string,\r\n animationGroup: AnimationGroup,\r\n remappedRootNodeName: string | undefined,\r\n sourceTransformNodeNameToNode: TransformNodeNameToNode,\r\n remappedGroundReferenceNodeName?: string,\r\n groundReferenceVerticalAxis?: string\r\n ) {\r\n if (!remappedGroundReferenceNodeName) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': you must provide the name of the ground reference node (option parameter \"groundReferenceNodeName\"). ${msg}`\r\n );\r\n }\r\n return null;\r\n }\r\n\r\n remappedRootNodeName = this._getRootNodeName(remappedRootNodeName, sourceTransformNodeNameToNode);\r\n\r\n if (!remappedRootNodeName) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': unable to find a suitable root node in the source animation. You should provide its name through the \"rootNodeName\" optional parameter. ${msg}`\r\n );\r\n }\r\n return null;\r\n }\r\n\r\n const sourceRootTransformNode = sourceTransformNodeNameToNode.get(remappedRootNodeName)?.node;\r\n const sourceGroundReferenceTransformNode = sourceTransformNodeNameToNode.get(remappedGroundReferenceNodeName)?.node;\r\n\r\n if (!sourceRootTransformNode) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': unable to find the transform node corresponding to \"${remappedRootNodeName}\" in the source animation. This transform node either doesn't exist or is not animated. ${msg}`\r\n );\r\n }\r\n return null;\r\n }\r\n\r\n if (!sourceGroundReferenceTransformNode) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': unable to find the transform node corresponding to \"${remappedGroundReferenceNodeName}\" in the source animation. This transform node either doesn't exist or is not animated. ${msg}`\r\n );\r\n }\r\n return null;\r\n }\r\n\r\n // Look for the position animation + target node of the root node name (generally the hips) in the retargeted animation\r\n let targetRootPositionAnimation: Animation | undefined;\r\n let targetRootTransformNode: TransformNode | undefined;\r\n\r\n for (let i = 0; i < animationGroup.targetedAnimations.length; ++i) {\r\n const ta = animationGroup.targetedAnimations[i];\r\n const target = ta.target;\r\n const animation = ta.animation;\r\n\r\n if (target.name === remappedRootNodeName && animation.targetProperty === \"position\") {\r\n targetRootPositionAnimation = animation;\r\n targetRootTransformNode = ta.target;\r\n break;\r\n }\r\n }\r\n\r\n if (!targetRootPositionAnimation || !targetRootTransformNode) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': unable to find a \"position\" animation for the node \"${remappedRootNodeName}\". ${msg}`\r\n );\r\n }\r\n return null;\r\n }\r\n\r\n const targetGroundReferenceTransformNode = this.findBone(remappedGroundReferenceNodeName)?._linkedTransformNode!;\r\n\r\n if (!targetGroundReferenceTransformNode) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': unable to find the transform node corresponding to the bone \"${remappedGroundReferenceNodeName}\" in the avatar skeleton. Ensure that this bone exists and is linked to a transform node. ${msg}`\r\n );\r\n }\r\n return null;\r\n }\r\n\r\n sourceRootTransformNode.computeWorldMatrix(true);\r\n sourceGroundReferenceTransformNode.computeWorldMatrix(true);\r\n\r\n // Determine the vertical axis\r\n const sourceRootGroundReferenceDiff = sourceRootTransformNode.getAbsolutePosition().subtract(sourceGroundReferenceTransformNode.getAbsolutePosition());\r\n\r\n let verticalAxis = 0;\r\n\r\n if (groundReferenceVerticalAxis) {\r\n switch (groundReferenceVerticalAxis) {\r\n case \"Y\":\r\n verticalAxis = 1;\r\n break;\r\n case \"Z\":\r\n verticalAxis = 2;\r\n break;\r\n }\r\n } else {\r\n // No axis provided: assume the vertical axis is the one with the larger difference between the reference and the ground reference transform nodes\r\n if (Math.abs(sourceRootGroundReferenceDiff.y) > Math.abs(sourceRootGroundReferenceDiff.x)) {\r\n verticalAxis = 1;\r\n }\r\n if (Math.abs(sourceRootGroundReferenceDiff.z) > Math.abs(sourceRootGroundReferenceDiff.y)) {\r\n verticalAxis = 2;\r\n }\r\n }\r\n\r\n const targetRootGroundReferenceDiff = targetRootTransformNode.getAbsolutePosition().subtract(targetGroundReferenceTransformNode.getAbsolutePosition());\r\n\r\n return {\r\n verticalAxis,\r\n sourceRootTransformNode,\r\n sourceGroundReferenceTransformNode,\r\n targetRootTransformNode,\r\n targetRootPositionAnimation,\r\n targetGroundReferenceTransformNode,\r\n proportionRatio:\r\n verticalAxis === 0\r\n ? targetRootGroundReferenceDiff.x / sourceRootGroundReferenceDiff.x\r\n : verticalAxis === 1\r\n ? targetRootGroundReferenceDiff.y / sourceRootGroundReferenceDiff.y\r\n : targetRootGroundReferenceDiff.z / sourceRootGroundReferenceDiff.z,\r\n };\r\n }\r\n\r\n private _resetStates(sourceTransformNodeNameToNode: TransformNodeNameToNode) {\r\n this.skeletons.forEach((skeleton) => skeleton.returnToRest());\r\n\r\n sourceTransformNodeNameToNode.forEach((data) => {\r\n const { node, initialTransformations } = data;\r\n node.position = initialTransformations.position;\r\n node.scaling = initialTransformations.scaling;\r\n node.rotationQuaternion = initialTransformations.quaternion;\r\n node.computeWorldMatrix(true);\r\n });\r\n }\r\n\r\n private _fixRootPosition(\r\n sourceAnimationGroup: AnimationGroup,\r\n animationGroup: AnimationGroup,\r\n sourceRootTransformNode: TransformNode,\r\n targetRootTransformNode: TransformNode,\r\n targetRootPositionAnimation: Animation,\r\n proportionRatio: number\r\n ) {\r\n const targetNodeInverseParentWorldMatrix = targetRootTransformNode.parent?.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]) ?? Matrix.IdentityReadOnly;\r\n\r\n sourceRootTransformNode.computeWorldMatrix(true);\r\n targetRootTransformNode.computeWorldMatrix(true);\r\n\r\n const sourceWorldPosition = sourceRootTransformNode.absolutePosition.clone();\r\n const targetWorldPosition = targetRootTransformNode.absolutePosition.clone();\r\n\r\n sourceAnimationGroup.play(false);\r\n animationGroup.play(false);\r\n\r\n // Loop over the position animation of the root transform node\r\n for (const key of targetRootPositionAnimation.getKeys()) {\r\n const frame = key.frame;\r\n\r\n // Advance the source and retargeted animations to this frame\r\n sourceAnimationGroup.goToFrame(frame);\r\n sourceAnimationGroup.pause();\r\n\r\n animationGroup.goToFrame(frame);\r\n animationGroup.pause();\r\n\r\n sourceRootTransformNode.computeWorldMatrix(true);\r\n\r\n const offset = sourceRootTransformNode.absolutePosition.subtractToRef(sourceWorldPosition, TmpVectors.Vector3[0]);\r\n\r\n offset.scaleInPlace(proportionRatio);\r\n offset.addInPlace(targetWorldPosition);\r\n\r\n Vector3.TransformNormalToRef(offset, targetNodeInverseParentWorldMatrix, key.value);\r\n }\r\n\r\n sourceAnimationGroup.stop();\r\n animationGroup.stop();\r\n }\r\n\r\n private _fixGroundReference(\r\n sourceAnimationGroup: AnimationGroup,\r\n animationGroup: AnimationGroup,\r\n verticalAxis: number,\r\n targetRootTransformNode: TransformNode,\r\n targetRootPositionAnimation: Animation,\r\n sourceGroundReferenceTransformNode: TransformNode,\r\n targetGroundReferenceTransformNode: TransformNode\r\n ) {\r\n const targetNodeInverseParentWorldMatrix = targetRootTransformNode.parent?.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]) ?? Matrix.IdentityReadOnly;\r\n\r\n sourceAnimationGroup.play(false);\r\n animationGroup.play(false);\r\n\r\n // Loop over the position animation of the root transform node\r\n for (const key of targetRootPositionAnimation.getKeys()) {\r\n const frame = key.frame;\r\n\r\n // Advance the source and retargeted animations to this frame\r\n sourceAnimationGroup.goToFrame(frame);\r\n sourceAnimationGroup.pause();\r\n\r\n animationGroup.goToFrame(frame);\r\n animationGroup.pause();\r\n\r\n sourceGroundReferenceTransformNode.computeWorldMatrix(true);\r\n targetGroundReferenceTransformNode.computeWorldMatrix(true);\r\n\r\n // Calculate the offset to apply to the root position in the target to have the ground reference at the same height in the source and target animations\r\n const diffGroundReferences = targetGroundReferenceTransformNode.absolutePosition.subtractToRef(\r\n sourceGroundReferenceTransformNode.absolutePosition,\r\n TmpVectors.Vector3[0]\r\n );\r\n\r\n const offset = verticalAxis === 0 ? diffGroundReferences.x : verticalAxis === 1 ? diffGroundReferences.y : diffGroundReferences.z;\r\n\r\n const localOffset = Vector3.TransformNormalToRef(\r\n new Vector3(verticalAxis === 0 ? offset : 0, verticalAxis === 1 ? offset : 0, verticalAxis === 2 ? offset : 0),\r\n targetNodeInverseParentWorldMatrix,\r\n TmpVectors.Vector3[1]\r\n );\r\n\r\n key.value.subtractInPlace(localOffset);\r\n }\r\n\r\n sourceAnimationGroup.stop();\r\n animationGroup.stop();\r\n }\r\n}\r\n"]}
|
|
1
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+
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type {\r\n AbstractMesh,\r\n MorphTargetManager,\r\n Immutable,\r\n Bone,\r\n Nullable,\r\n MorphTarget,\r\n AnimationGroup,\r\n Animation,\r\n Node,\r\n Skeleton,\r\n TargetedAnimation,\r\n DeepImmutableObject,\r\n} from \"core/index\";\r\nimport { Vector3, Quaternion, TmpVectors, Matrix } from \"core/Maths/math.vector\";\r\nimport { Logger } from \"../Misc/logger\";\r\nimport { TransformNode } from \"../Meshes/transformNode\";\r\n\r\n/**\r\n * Options for retargeting an animation group to an avatar.\r\n */\r\nexport interface IRetargetOptions {\r\n /**\r\n * The name to assign to the (cloned) retargeted animation group.\r\n * If not specified, the same name as the original animation group will be used.\r\n */\r\n animationGroupName?: string;\r\n\r\n /**\r\n * If true, the retargeted animations will be fixed to correct common issues like orthogonal quaternions.\r\n * Default is false.\r\n */\r\n fixAnimations?: boolean;\r\n\r\n /**\r\n * If true, the parent hierarchy of bones and transform nodes will be checked during retargeting.\r\n * Animations will be removed if the hierarchies don't match.\r\n * Default is false.\r\n */\r\n checkHierarchy?: boolean;\r\n\r\n /**\r\n * If true, the frame values in the animation keyframes will be adjusted during retargeting to account for differences\r\n * between the source and target bone transforms.\r\n * Default is true.\r\n */\r\n retargetAnimationKeys?: boolean;\r\n\r\n /**\r\n * If true, scales and adjusts the root position animation to account for size differences between the source and target avatars.\r\n * This helps maintain the relative motion of the character when retargeting between avatars of different proportions.\r\n * Default is true.\r\n */\r\n fixRootPosition?: boolean;\r\n\r\n /**\r\n * If true, adjusts the root position animation to correct for ground reference height differences between the source and target avatars.\r\n * This ensures that the animated character maintains proper contact with the ground during retargeting.\r\n * Requires groundReferenceNodeName to be specified to determine the ground reference point in the source animation.\r\n * Default is false.\r\n */\r\n fixGroundReference?: boolean;\r\n\r\n /**\r\n * If true, adjusts the ground reference dynamically during retargeting. fixGroundReference must be true for this to work.\r\n * When enabled, the system will continuously adjust the ground reference point throughout the retargeting process to make sure it's the lowest point of the character.\r\n * This allows for more accurate ground contact correction, especially in animations where groundReferenceNodeName is not always the lowest point (e.g., walking, running).\r\n * Default is false.\r\n */\r\n fixGroundReferenceDynamicRefNode?: boolean;\r\n\r\n /**\r\n * The name of the root transform node in the source animation group (typically \"Hips\" or similar).\r\n * If not specified, the system will attempt to automatically find the first bone without a parent.\r\n * This bone is used as a reference point for fixing root position during retargeting.\r\n * It's also used by the ground reference fixing processing.\r\n */\r\n rootNodeName?: string;\r\n\r\n /**\r\n * The name of the transform node in the source animation group used as a ground reference point (typically a foot bone like \"LeftFoot\" or \"RightFoot\").\r\n * This bone is used to determine the vertical offset needed to maintain proper ground contact during retargeting.\r\n * Required when fixGroundReference or fixRootPosition is enabled.\r\n */\r\n groundReferenceNodeName?: string;\r\n\r\n /**\r\n * Specifies which axis represents the vertical/up direction in the animation space.\r\n * Use \"X\", \"Y\", or \"Z\" to explicitly set the vertical axis, or \"\" (empty string) / undefined to auto-detect.\r\n * If not specified or empty, the system will automatically determine the vertical axis based on the difference\r\n * between the root node and ground reference node positions.\r\n * Default is undefined (auto-detect).\r\n */\r\n groundReferenceVerticalAxis?: \"\" | \"X\" | \"Y\" | \"Z\";\r\n\r\n /**\r\n * A map for renaming nodes during retargeting when the source transform node hierarchy and target skeleton use different naming conventions.\r\n * The map keys are the original node names from the source animation group, and the values are the corresponding\r\n * node names in the target skeleton. This is useful when bone names don't match between avatars.\r\n */\r\n mapNodeNames?: Map<string, string>;\r\n}\r\n\r\ntype TransformNodeNameToNode = Map<string, { node: TransformNode; initialTransformations: { position: Vector3; scaling: Vector3; quaternion: Quaternion } }>;\r\n\r\n/**\r\n * Represents an animator avatar that manages meshes, skeletons and morph target managers for a hierarchical transform node and mesh structure.\r\n * This class is used to group and manage animation-related resources (meshes, skeletons and morph targets) associated with a root transform node and its descendants.\r\n */\r\nexport class AnimatorAvatar {\r\n /**\r\n * List of meshes found in the hierarchy of the root node. Only meshes with at least one vertex are included.\r\n */\r\n public meshes: AbstractMesh[];\r\n\r\n /**\r\n * Set of skeletons found in the mesh hierarchy.\r\n */\r\n public skeletons: Set<Skeleton>;\r\n\r\n /**\r\n * Set of morph target managers found in the mesh hierarchy.\r\n * Each morph target manager is configured with the appropriate mesh name and influencer count.\r\n */\r\n public morphTargetManagers: Set<MorphTargetManager>;\r\n\r\n private _mapMorphTargetNameToMorphTarget: Map<string, MorphTarget>;\r\n /**\r\n * Map of morph target names to their corresponding MorphTarget instances.\r\n * The keys are constructed using the format \"meshName_morphTargetName\".\r\n */\r\n public get mapMorphTargetNameToMorphTarget(): Immutable<Map<string, MorphTarget>> {\r\n if (!this._mapMorphTargetNameToMorphTarget) {\r\n this._buildMorphTargetMap();\r\n }\r\n return this._mapMorphTargetNameToMorphTarget;\r\n }\r\n\r\n /**\r\n * Indicates whether to show warnings during retargeting operations.\r\n */\r\n public showWarnings = true;\r\n\r\n /**\r\n * Creates an instance of AnimatorAvatar.\r\n * @param name - The name to assign to this avatar and its root node\r\n * @param rootNode - The root node of the avatar hierarchy. This node and its descendants will be scanned for meshes, skeletons and morph target managers. If not provided, you are expected to manually manage meshes, skeletons and morph target managers.\r\n * @param _disposeResources - Indicates whether to dispose of resources (meshes, skeletons, morph target managers, root node and descendants + materials and textures) when the avatar is disposed (true by default)\r\n */\r\n constructor(\r\n public readonly name: string,\r\n public readonly rootNode?: TransformNode,\r\n private _disposeResources = true\r\n ) {\r\n this.meshes = [];\r\n this.skeletons = new Set<Skeleton>();\r\n this.morphTargetManagers = new Set<MorphTargetManager>();\r\n\r\n if (!rootNode) {\r\n return;\r\n }\r\n\r\n rootNode.name = name;\r\n\r\n rootNode\r\n .getChildMeshes(false, (node) => {\r\n const mesh = node as AbstractMesh;\r\n return mesh.getTotalVertices && mesh.getTotalVertices() > 0;\r\n })\r\n .forEach((mesh) => {\r\n this.meshes.push(mesh);\r\n\r\n if (mesh.skeleton) {\r\n this.skeletons.add(mesh.skeleton);\r\n }\r\n\r\n if (mesh.morphTargetManager) {\r\n mesh.morphTargetManager.meshName = mesh.name;\r\n mesh.morphTargetManager.numMaxInfluencers = mesh.morphTargetManager.numTargets;\r\n\r\n this.morphTargetManagers.add(mesh.morphTargetManager);\r\n }\r\n });\r\n\r\n this._computeBoneWorldMatrices();\r\n }\r\n\r\n /**\r\n * Finds a bone in the avatar's skeletons by its linked transform node or the name of the linked transform node.\r\n * @param nameOrTransformNode The linked transform node or the name of the linked transform node\r\n * @returns The found bone or null if not found\r\n */\r\n public findBoneByTransformNode(nameOrTransformNode: string | TransformNode): Nullable<Bone> {\r\n const isName = !this._isTransformNode(nameOrTransformNode);\r\n const iterator = this.skeletons.keys();\r\n\r\n let bone: Nullable<Bone> = null;\r\n\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const skeleton = key.value;\r\n\r\n if (isName) {\r\n bone = skeleton.findBoneFromLinkedTransformNodeName(nameOrTransformNode);\r\n } else {\r\n bone = skeleton.findBoneFromLinkedTransformNode(nameOrTransformNode);\r\n }\r\n\r\n if (bone) {\r\n return bone;\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Finds a bone in the avatar's skeletons by its name.\r\n * @param name The name of the bone\r\n * @returns The found bone or null if not found\r\n */\r\n public findBoneByName(name: string): Nullable<Bone> {\r\n const iterator = this.skeletons.keys();\r\n\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const skeleton = key.value;\r\n const index = skeleton.getBoneIndexByName(name);\r\n\r\n if (index !== -1) {\r\n return skeleton.bones[index];\r\n }\r\n }\r\n\r\n return null;\r\n }\r\n\r\n /**\r\n * Make sures that the animation group passed as the first parameter will animate the bones in the skeleton(s) / the morphs in the morph target manager(s) of the avatar.\r\n * Retargeting is based on the names of the targets (TransformNode or MorphTarget) in the animation and the names of the bones in the skeleton / morph targets in the morph target manager.\r\n * Note that you can use the mapNodeNames option to specify a mapping between source transform node names and target bone names in case they are different.\r\n * If no bones with the same name as a target (TransformNode) of a targeted animation are found, the targeted animation is removed from the animation group.\r\n * Same for morph targets.\r\n * Note that for the time being, we only support a source animation group which animates transform nodes, not bones!\r\n * That's typically the case when the source animation group is created from a glTF file, as glTF animations always target transform nodes.\r\n * @param sourceAnimationGroup The animation group to retarget\r\n * @param options Options for retargeting the animation group (optional)\r\n * @returns The retargeted (new) animation group\r\n */\r\n public retargetAnimationGroup(sourceAnimationGroup: AnimationGroup, options?: IRetargetOptions): AnimationGroup {\r\n const localOptions: IRetargetOptions = {\r\n animationGroupName: sourceAnimationGroup.name,\r\n fixAnimations: false,\r\n checkHierarchy: false,\r\n retargetAnimationKeys: true,\r\n fixGroundReference: false,\r\n fixGroundReferenceDynamicRefNode: false,\r\n fixRootPosition: true,\r\n ...options,\r\n };\r\n\r\n // Make sure that all world matrices are up to date, both in the bone hierarchy and in the animation transform node hierarchy\r\n this._computeBoneWorldMatrices();\r\n\r\n const mapNodeNames = localOptions.mapNodeNames ?? new Map();\r\n const lstSourceTransformNodes = new Set<TransformNode>();\r\n const sourceTransformNodeNameToNode: TransformNodeNameToNode = new Map();\r\n\r\n for (let i = 0; i < sourceAnimationGroup.targetedAnimations.length; ++i) {\r\n const ta = sourceAnimationGroup.targetedAnimations[i];\r\n if (ta.target.getClassName?.() === \"TransformNode\" && !lstSourceTransformNodes.has(ta.target)) {\r\n const tn = ta.target as TransformNode;\r\n\r\n lstSourceTransformNodes.add(tn);\r\n\r\n if (!tn.rotationQuaternion) {\r\n tn.rotationQuaternion = Quaternion.FromEulerAngles(tn.rotation.x, tn.rotation.y, tn.rotation.z);\r\n tn.rotation.setAll(0);\r\n }\r\n\r\n sourceTransformNodeNameToNode.set(mapNodeNames.get(tn.name) ?? tn.name, {\r\n node: tn,\r\n initialTransformations: {\r\n position: tn.position.clone(),\r\n scaling: tn.scaling.clone(),\r\n quaternion: tn.rotationQuaternion.clone(),\r\n },\r\n });\r\n }\r\n }\r\n\r\n lstSourceTransformNodes.forEach((node) => {\r\n node.computeWorldMatrix(true);\r\n });\r\n\r\n // Clone the source animation and retarget it\r\n const animationGroup = sourceAnimationGroup.clone(localOptions.animationGroupName!, undefined, true, true);\r\n\r\n const mapTransformNodeToRootNode: Map<TransformNode, Node> = new Map<TransformNode, Node>();\r\n const lstAnims = new Set<Animation>();\r\n\r\n for (let i = 0; i < animationGroup.targetedAnimations.length; ++i) {\r\n const ta = animationGroup.targetedAnimations[i];\r\n const animation = ta.animation;\r\n\r\n if (lstAnims.has(animation)) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': animation '${animation.name}' is used multiple times in the same animation group: duplicated animations are not supported, the retargeted animation may not work as expected.`\r\n );\r\n }\r\n }\r\n\r\n lstAnims.add(animation);\r\n\r\n switch (animation.targetProperty) {\r\n case \"influence\": {\r\n if (!this._retargetMorphTarget(ta, animationGroup.name)) {\r\n animationGroup.targetedAnimations.splice(i, 1);\r\n i--;\r\n }\r\n break;\r\n }\r\n case \"position\":\r\n case \"rotationQuaternion\":\r\n case \"scaling\": {\r\n if (ta.target.getClassName?.() !== \"TransformNode\") {\r\n break;\r\n }\r\n\r\n const sourceTransformNode = ta.target as TransformNode;\r\n const sourceTransformNodeName = mapNodeNames.get(sourceTransformNode.name) ?? sourceTransformNode.name;\r\n let targetBone = this.findBoneByTransformNode(sourceTransformNodeName);\r\n\r\n if (!targetBone) {\r\n targetBone = this.findBoneByName(sourceTransformNodeName);\r\n }\r\n\r\n if (!targetBone) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': \"${sourceTransformNodeName}\" bone not found in any skeleton of avatar: animation removed.`\r\n );\r\n animationGroup.targetedAnimations.splice(i, 1);\r\n i--;\r\n }\r\n break;\r\n }\r\n\r\n if (\r\n !this._retargetTransformNodeToBone(\r\n ta,\r\n sourceTransformNode,\r\n targetBone,\r\n animationGroup.name,\r\n mapTransformNodeToRootNode,\r\n mapNodeNames,\r\n !!localOptions.checkHierarchy\r\n )\r\n ) {\r\n animationGroup.targetedAnimations.splice(i, 1);\r\n i--;\r\n } else if (localOptions.retargetAnimationKeys) {\r\n this._retargetAnimationKeys(ta.animation, sourceTransformNode, targetBone);\r\n }\r\n\r\n break;\r\n }\r\n }\r\n }\r\n\r\n if (localOptions.fixAnimations) {\r\n this._fixAnimationGroup(animationGroup);\r\n }\r\n\r\n if (localOptions.fixGroundReference || localOptions.fixRootPosition) {\r\n const msg =\r\n localOptions.fixGroundReference && localOptions.fixRootPosition\r\n ? \"Ground reference and root position fixing processes skipped.\"\r\n : localOptions.fixGroundReference\r\n ? \"Ground reference fixing process skipped.\"\r\n : \"Root position fixing process skipped.\";\r\n\r\n const res = this._findVerticalAxis(\r\n msg,\r\n animationGroup,\r\n mapNodeNames.get(localOptions.rootNodeName) ?? localOptions.rootNodeName,\r\n sourceTransformNodeNameToNode,\r\n mapNodeNames.get(localOptions.groundReferenceNodeName) ?? localOptions.groundReferenceNodeName,\r\n localOptions.groundReferenceVerticalAxis\r\n );\r\n\r\n if (res) {\r\n const {\r\n verticalAxis,\r\n sourceRootTransformNode,\r\n targetRootTransformNodeOrBone,\r\n targetRootPositionAnimation,\r\n sourceGroundReferenceTransformNode,\r\n targetGroundReferenceTransformNodeOrBone,\r\n proportionRatio,\r\n } = res;\r\n\r\n if (localOptions.fixRootPosition) {\r\n this._fixRootPosition(\r\n sourceAnimationGroup,\r\n animationGroup,\r\n sourceRootTransformNode,\r\n targetRootTransformNodeOrBone,\r\n targetRootPositionAnimation,\r\n proportionRatio\r\n );\r\n this._resetStates(sourceTransformNodeNameToNode);\r\n }\r\n\r\n const fixGroundReferenceDynamicRefNode = !!localOptions.fixGroundReferenceDynamicRefNode;\r\n\r\n if (localOptions.fixGroundReference) {\r\n this._fixGroundReference(\r\n sourceAnimationGroup,\r\n animationGroup,\r\n verticalAxis,\r\n targetRootTransformNodeOrBone,\r\n targetRootPositionAnimation,\r\n sourceGroundReferenceTransformNode,\r\n targetGroundReferenceTransformNodeOrBone,\r\n lstSourceTransformNodes,\r\n mapNodeNames,\r\n fixGroundReferenceDynamicRefNode\r\n );\r\n this._resetStates(sourceTransformNodeNameToNode);\r\n } else if (fixGroundReferenceDynamicRefNode) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': fixGroundReferenceDynamicRefNode option is set to true but fixGroundReference is false: dynamic ground reference node fixing process skipped.`\r\n );\r\n }\r\n }\r\n }\r\n }\r\n\r\n return animationGroup;\r\n }\r\n\r\n /**\r\n * Disposes of the avatar and releases all associated resources.\r\n * This will dispose all skeletons, morph target managers, and the root mesh with its descendants (including materials and textures).\r\n * If disposeResources was set to false in the constructor, this method does nothing.\r\n */\r\n public dispose(): void {\r\n if (!this._disposeResources) {\r\n return;\r\n }\r\n\r\n const iterator = this.skeletons.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n key.value.dispose();\r\n }\r\n\r\n const iterator2 = this.morphTargetManagers.keys();\r\n for (let key = iterator2.next(); key.done !== true; key = iterator2.next()) {\r\n key.value.dispose();\r\n }\r\n\r\n this.rootNode?.dispose(false, true);\r\n }\r\n\r\n private _computeBoneWorldMatrices() {\r\n this.skeletons.forEach((skeleton) => {\r\n skeleton.prepare(true);\r\n\r\n skeleton.bones.forEach((bone) => {\r\n bone._linkedTransformNode?.computeWorldMatrix(true);\r\n });\r\n });\r\n }\r\n\r\n private _isTransformNode(nameOrTransformNode: string | TransformNode): nameOrTransformNode is TransformNode {\r\n return typeof nameOrTransformNode !== \"string\";\r\n }\r\n\r\n private _buildMorphTargetMap(): void {\r\n this._mapMorphTargetNameToMorphTarget = new Map<string, MorphTarget>();\r\n\r\n this.morphTargetManagers.forEach((manager) => {\r\n const numTargets = manager.numTargets;\r\n\r\n for (let t = 0; t < numTargets; ++t) {\r\n const target = manager.getTarget(t);\r\n const key = manager.meshName + \"_\" + target.name;\r\n\r\n this._mapMorphTargetNameToMorphTarget.set(key, target);\r\n }\r\n });\r\n }\r\n\r\n private _retargetMorphTarget(ta: TargetedAnimation, animationGroupName: string) {\r\n const morphTarget = ta.target as MorphTarget;\r\n const key = morphTarget.morphTargetManager?.meshName + \"_\" + morphTarget.name;\r\n\r\n if (!this.mapMorphTargetNameToMorphTarget.has(key)) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroupName}': \"${morphTarget.name}\" morph target not found in morph target manager of mesh \"${morphTarget.morphTargetManager?.meshName}\": animation removed`\r\n );\r\n }\r\n return false;\r\n }\r\n\r\n ta.target = this.mapMorphTargetNameToMorphTarget.get(key)!;\r\n\r\n return true;\r\n }\r\n\r\n private _retargetTransformNodeToBone(\r\n ta: TargetedAnimation,\r\n sourceTransformNode: TransformNode,\r\n targetBone: Bone,\r\n animationGroupName: string,\r\n mapTransformNodeToRootNode: Map<TransformNode, Node>,\r\n mapNodeNames: Map<string, string>,\r\n checkHierarchy: boolean\r\n ) {\r\n if (checkHierarchy) {\r\n let rootNode = mapTransformNodeToRootNode.get(sourceTransformNode);\r\n\r\n if (!rootNode) {\r\n rootNode = this._getRootNode(sourceTransformNode);\r\n mapTransformNodeToRootNode.set(sourceTransformNode, rootNode);\r\n }\r\n\r\n if (!this._checkParentHierarchy(targetBone, rootNode!, mapNodeNames)) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroupName}': parent hierarchy mismatch between bone \"${targetBone._linkedTransformNode?.name ?? targetBone.name}\" and transform node \"${sourceTransformNode.name}\": animation removed`\r\n );\r\n }\r\n return false;\r\n }\r\n }\r\n\r\n ta.target = targetBone._linkedTransformNode ?? targetBone;\r\n\r\n return true;\r\n }\r\n\r\n private _retargetAnimationKeys(animation: Animation, sourceTransformNode: TransformNode, targetBone: Bone) {\r\n const keys = animation.getKeys();\r\n const targetTransformNode = targetBone._linkedTransformNode;\r\n\r\n let targetWorldMatrix: Matrix;\r\n let targetParentWorldMatrix: DeepImmutableObject<Matrix>;\r\n\r\n if (targetTransformNode) {\r\n targetWorldMatrix = targetTransformNode.getWorldMatrix();\r\n targetParentWorldMatrix = targetTransformNode.parent ? targetTransformNode.parent.getWorldMatrix() : Matrix.IdentityReadOnly;\r\n } else {\r\n targetWorldMatrix = targetBone.getFinalMatrix();\r\n targetParentWorldMatrix = targetBone.parent ? targetBone.parent.getFinalMatrix() : Matrix.IdentityReadOnly;\r\n }\r\n\r\n const targetParentInverseWorldMatrix = targetParentWorldMatrix.invertToRef(TmpVectors.Matrix[0]);\r\n\r\n const sourceInverseWorld = sourceTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[1]);\r\n const sourceParentWorld = sourceTransformNode.parent ? sourceTransformNode.parent.getWorldMatrix() : Matrix.IdentityReadOnly;\r\n\r\n switch (animation.targetProperty) {\r\n case \"rotationQuaternion\": {\r\n for (const key of keys) {\r\n const quaternion = key.value as Quaternion;\r\n\r\n const localMat = Matrix.ComposeToRef(sourceTransformNode.scaling, quaternion, sourceTransformNode.position, TmpVectors.Matrix[2]);\r\n\r\n sourceInverseWorld.multiplyToRef(localMat, localMat).multiplyToRef(sourceParentWorld, localMat);\r\n targetWorldMatrix.multiplyToRef(localMat, localMat).multiplyToRef(targetParentInverseWorldMatrix, localMat).decompose(undefined, quaternion, undefined);\r\n }\r\n break;\r\n }\r\n case \"position\": {\r\n for (const key of keys) {\r\n const position = key.value as Vector3;\r\n\r\n const localMat = Matrix.ComposeToRef(sourceTransformNode.scaling, sourceTransformNode.rotationQuaternion!, position, TmpVectors.Matrix[2]);\r\n\r\n sourceInverseWorld.multiplyToRef(localMat, localMat).multiplyToRef(sourceParentWorld, localMat);\r\n targetWorldMatrix.multiplyToRef(localMat, localMat).multiplyToRef(targetParentInverseWorldMatrix, localMat).decompose(undefined, undefined, position);\r\n }\r\n break;\r\n }\r\n case \"scaling\": {\r\n for (const key of keys) {\r\n const scaling = key.value as Vector3;\r\n\r\n const localMat = Matrix.ComposeToRef(scaling, sourceTransformNode.rotationQuaternion!, sourceTransformNode.position, TmpVectors.Matrix[2]);\r\n\r\n sourceInverseWorld.multiplyToRef(localMat, localMat).multiplyToRef(sourceParentWorld, localMat);\r\n targetWorldMatrix.multiplyToRef(localMat, localMat).multiplyToRef(targetParentInverseWorldMatrix, localMat).decompose(scaling, undefined, undefined);\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n\r\n /**\r\n * This method corrects quaternion animations when two consecutive quaternions are orthogonal to each other. When this happens, in 99.99% of\r\n * cases it's an error in the animation data, as two consecutive rotations should normally be close to each other and not have a large gap.\r\n * The fix is to copy the first quaternion into the second.\r\n * @param animationGroup The animation group to fix\r\n * @internal\r\n */\r\n private _fixAnimationGroup(animationGroup: AnimationGroup) {\r\n for (let i = 0; i < animationGroup.targetedAnimations.length; ++i) {\r\n const ta = animationGroup.targetedAnimations[i];\r\n\r\n switch (ta.animation.targetProperty) {\r\n case \"rotationQuaternion\": {\r\n const keys = ta.animation.getKeys();\r\n\r\n for (let i = 0; i < keys.length - 1; ++i) {\r\n const curQuat = keys[i].value as Quaternion;\r\n const nextQuat = keys[i + 1].value as Quaternion;\r\n\r\n if (Math.abs(Quaternion.Dot(curQuat, nextQuat)) < 0.001) {\r\n keys[i + 1].value = curQuat.clone();\r\n i += 1;\r\n }\r\n }\r\n break;\r\n }\r\n }\r\n }\r\n }\r\n\r\n private _getRootNode(node: Node): Node {\r\n let current: Node = node;\r\n\r\n while (current.parent) {\r\n current = current.parent;\r\n }\r\n\r\n return current;\r\n }\r\n\r\n /**\r\n * Checks whether the parent hierarchy of a bone matches that of a given transform node. Checks are performed by name.\r\n * It works by first finding the transform node in the descendants of the root transform node that matches the bone's linked transform node.\r\n * Then it traverses up the hierarchy of both the bone and the transform node, comparing their names at each level.\r\n * @param bone The bone to check\r\n * @param rootTransformNode The root transform node to check against\r\n * @returns True if the hierarchies match, false otherwise\r\n * @internal\r\n */\r\n private _checkParentHierarchy(bone: Bone, rootTransformNode: Node, mapNodeNames: Map<string, string>) {\r\n const children = rootTransformNode.getDescendants(false, (node) => (mapNodeNames.get(node.name) ?? node.name) === (bone._linkedTransformNode?.name ?? bone.name));\r\n if (!children || children.length !== 1) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', CheckParentHierarchy: unable to find a corresponding transform node to bone name \"${bone._linkedTransformNode?.name ?? bone.name}\" in the source animation.`\r\n );\r\n }\r\n return false;\r\n }\r\n\r\n let transformNode: Nullable<Node> = children[0];\r\n\r\n while (bone) {\r\n const name = mapNodeNames.get(transformNode?.name ?? \"\") ?? transformNode?.name;\r\n const boneName = bone._linkedTransformNode?.name ?? bone.name;\r\n if (boneName !== name) {\r\n if (this.showWarnings) {\r\n Logger.Warn(`RetargetAnimationGroup - Avatar '${this.name}', CheckParentHierarchy: bone name \"${boneName}\" is different from transform node name \"${name}\".`);\r\n }\r\n return false;\r\n }\r\n\r\n bone = bone.parent;\r\n transformNode = transformNode!.parent;\r\n }\r\n\r\n return true;\r\n }\r\n\r\n private _getRootNodeName(rootNodeName: string | undefined, transformNodeNameToNode: TransformNodeNameToNode) {\r\n if (rootNodeName) {\r\n return rootNodeName;\r\n }\r\n\r\n // Look for the first bone that doesn't have a parent\r\n const iterator = this.skeletons.keys();\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const skeleton = key.value;\r\n\r\n for (const bone of skeleton.bones) {\r\n if (!bone.parent) {\r\n // Make sure there's a transform node with that name in the source animation\r\n if (transformNodeNameToNode.get(bone.name)) {\r\n return bone.name;\r\n }\r\n }\r\n }\r\n }\r\n\r\n return;\r\n }\r\n\r\n private _findVerticalAxis(\r\n msg: string,\r\n animationGroup: AnimationGroup,\r\n remappedRootNodeName: string | undefined,\r\n sourceTransformNodeNameToNode: TransformNodeNameToNode,\r\n remappedGroundReferenceNodeName?: string,\r\n groundReferenceVerticalAxis?: string\r\n ) {\r\n if (!remappedGroundReferenceNodeName) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': you must provide the name of the ground reference node (option parameter \"groundReferenceNodeName\"). ${msg}`\r\n );\r\n }\r\n return null;\r\n }\r\n\r\n remappedRootNodeName = this._getRootNodeName(remappedRootNodeName, sourceTransformNodeNameToNode);\r\n\r\n if (!remappedRootNodeName) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': unable to find a suitable root node in the source animation. You should provide its name through the \"rootNodeName\" optional parameter. ${msg}`\r\n );\r\n }\r\n return null;\r\n }\r\n\r\n const sourceRootTransformNode = sourceTransformNodeNameToNode.get(remappedRootNodeName)?.node;\r\n const sourceGroundReferenceTransformNode = sourceTransformNodeNameToNode.get(remappedGroundReferenceNodeName)?.node;\r\n\r\n if (!sourceRootTransformNode) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': unable to find the transform node corresponding to \"${remappedRootNodeName}\" in the source animation. This transform node either doesn't exist or is not animated. ${msg}`\r\n );\r\n }\r\n return null;\r\n }\r\n\r\n if (!sourceGroundReferenceTransformNode) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': unable to find the transform node corresponding to \"${remappedGroundReferenceNodeName}\" in the source animation. This transform node either doesn't exist or is not animated. ${msg}`\r\n );\r\n }\r\n return null;\r\n }\r\n\r\n // Look for the position animation + target node of the root node name (generally the hips) in the retargeted animation\r\n let targetRootPositionAnimation: Animation | undefined;\r\n let targetRootTransformNodeOrBone: TransformNode | Bone | undefined;\r\n\r\n for (let i = 0; i < animationGroup.targetedAnimations.length; ++i) {\r\n const ta = animationGroup.targetedAnimations[i];\r\n const target = ta.target;\r\n const animation = ta.animation;\r\n\r\n if (target.name === remappedRootNodeName && animation.targetProperty === \"position\") {\r\n targetRootPositionAnimation = animation;\r\n targetRootTransformNodeOrBone = ta.target;\r\n break;\r\n }\r\n }\r\n\r\n if (!targetRootPositionAnimation || !targetRootTransformNodeOrBone) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': unable to find a \"position\" animation for the node \"${remappedRootNodeName}\". ${msg}`\r\n );\r\n }\r\n return null;\r\n }\r\n\r\n let targetGroundReferenceTransformNodeOrBone: Nullable<TransformNode | Bone> = null;\r\n\r\n if (targetRootTransformNodeOrBone instanceof TransformNode) {\r\n targetGroundReferenceTransformNodeOrBone = this.findBoneByTransformNode(remappedGroundReferenceNodeName)?._linkedTransformNode!;\r\n } else {\r\n targetGroundReferenceTransformNodeOrBone = this.findBoneByName(remappedGroundReferenceNodeName);\r\n }\r\n\r\n if (!targetGroundReferenceTransformNodeOrBone) {\r\n if (this.showWarnings) {\r\n Logger.Warn(\r\n `RetargetAnimationGroup - Avatar '${this.name}', AnimationGroup '${animationGroup.name}': unable to find the bone/transform node corresponding with name \"${remappedGroundReferenceNodeName}\" in the avatar skeleton. Ensure that this bone exists. ${msg}`\r\n );\r\n }\r\n return null;\r\n }\r\n\r\n sourceRootTransformNode.computeWorldMatrix(true);\r\n sourceGroundReferenceTransformNode.computeWorldMatrix(true);\r\n\r\n // Determine the vertical axis\r\n const sourceRootGroundReferenceDiff = sourceRootTransformNode.getAbsolutePosition().subtract(sourceGroundReferenceTransformNode.getAbsolutePosition());\r\n\r\n let verticalAxis = 0;\r\n\r\n if (groundReferenceVerticalAxis) {\r\n switch (groundReferenceVerticalAxis) {\r\n case \"Y\":\r\n verticalAxis = 1;\r\n break;\r\n case \"Z\":\r\n verticalAxis = 2;\r\n break;\r\n }\r\n } else {\r\n // No axis provided: assume the vertical axis is the one with the larger difference between the reference and the ground reference transform nodes\r\n if (Math.abs(sourceRootGroundReferenceDiff.y) > Math.abs(sourceRootGroundReferenceDiff.x)) {\r\n verticalAxis = 1;\r\n }\r\n if (Math.abs(sourceRootGroundReferenceDiff.z) > Math.abs(sourceRootGroundReferenceDiff.y)) {\r\n verticalAxis = 2;\r\n }\r\n }\r\n\r\n const targetRootGroundReferenceDiff = targetRootTransformNodeOrBone.getAbsolutePosition().subtract(targetGroundReferenceTransformNodeOrBone.getAbsolutePosition());\r\n\r\n return {\r\n verticalAxis,\r\n sourceRootTransformNode,\r\n sourceGroundReferenceTransformNode,\r\n targetRootTransformNodeOrBone,\r\n targetRootPositionAnimation,\r\n targetGroundReferenceTransformNodeOrBone,\r\n proportionRatio:\r\n verticalAxis === 0\r\n ? targetRootGroundReferenceDiff.x / sourceRootGroundReferenceDiff.x\r\n : verticalAxis === 1\r\n ? targetRootGroundReferenceDiff.y / sourceRootGroundReferenceDiff.y\r\n : targetRootGroundReferenceDiff.z / sourceRootGroundReferenceDiff.z,\r\n };\r\n }\r\n\r\n private _resetStates(sourceTransformNodeNameToNode: TransformNodeNameToNode) {\r\n this.skeletons.forEach((skeleton) => skeleton.returnToRest());\r\n\r\n sourceTransformNodeNameToNode.forEach((data) => {\r\n const { node, initialTransformations } = data;\r\n node.position = initialTransformations.position;\r\n node.scaling = initialTransformations.scaling;\r\n node.rotationQuaternion = initialTransformations.quaternion;\r\n node.computeWorldMatrix(true);\r\n });\r\n }\r\n\r\n private _fixRootPosition(\r\n sourceAnimationGroup: AnimationGroup,\r\n animationGroup: AnimationGroup,\r\n sourceRootTransformNode: TransformNode,\r\n targetRootTransformNodeOrBone: TransformNode | Bone,\r\n targetRootPositionAnimation: Animation,\r\n proportionRatio: number\r\n ) {\r\n const targetNodeInverseParentWorldMatrix =\r\n targetRootTransformNodeOrBone instanceof TransformNode\r\n ? (targetRootTransformNodeOrBone.parent?.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]) ?? Matrix.IdentityReadOnly)\r\n : (targetRootTransformNodeOrBone.parent?.getFinalMatrix().invertToRef(TmpVectors.Matrix[0]) ?? Matrix.IdentityReadOnly);\r\n\r\n sourceRootTransformNode.computeWorldMatrix(true);\r\n targetRootTransformNodeOrBone.computeWorldMatrix(true);\r\n\r\n const sourceWorldPosition = sourceRootTransformNode.absolutePosition.clone();\r\n const targetWorldPosition = targetRootTransformNodeOrBone.getAbsolutePosition().clone();\r\n\r\n sourceAnimationGroup.play(false);\r\n animationGroup.play(false);\r\n\r\n // Loop over the position animation of the root transform node\r\n for (const key of targetRootPositionAnimation.getKeys()) {\r\n const frame = key.frame;\r\n\r\n // Advance the source and retargeted animations to this frame\r\n sourceAnimationGroup.goToFrame(frame);\r\n sourceAnimationGroup.pause();\r\n\r\n animationGroup.goToFrame(frame);\r\n animationGroup.pause();\r\n\r\n sourceRootTransformNode.computeWorldMatrix(true);\r\n\r\n const offset = sourceRootTransformNode.absolutePosition.subtractToRef(sourceWorldPosition, TmpVectors.Vector3[0]);\r\n\r\n offset.scaleInPlace(proportionRatio);\r\n offset.addInPlace(targetWorldPosition);\r\n\r\n Vector3.TransformNormalToRef(offset, targetNodeInverseParentWorldMatrix, key.value);\r\n }\r\n\r\n sourceAnimationGroup.stop();\r\n animationGroup.stop();\r\n }\r\n\r\n private _fixGroundReference(\r\n sourceAnimationGroup: AnimationGroup,\r\n animationGroup: AnimationGroup,\r\n verticalAxis: number,\r\n targetRootTransformNodeOrBone: TransformNode | Bone,\r\n targetRootPositionAnimation: Animation,\r\n sourceGroundReferenceTransformNode: TransformNode,\r\n targetGroundReferenceTransformNodeOrBone: TransformNode | Bone,\r\n sourceListTransformNodes: Set<TransformNode>,\r\n mapNodeNames: Map<string, string>,\r\n fixGroundReferenceDynamicRefNode: boolean\r\n ) {\r\n const targetNodeInverseParentWorldMatrix =\r\n targetRootTransformNodeOrBone instanceof TransformNode\r\n ? (targetRootTransformNodeOrBone.parent?.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]) ?? Matrix.IdentityReadOnly)\r\n : (targetRootTransformNodeOrBone.parent?.getFinalMatrix().invertToRef(TmpVectors.Matrix[0]) ?? Matrix.IdentityReadOnly);\r\n\r\n sourceAnimationGroup.play(false);\r\n animationGroup.play(false);\r\n\r\n // Loop over the position animation of the root transform node\r\n for (const key of targetRootPositionAnimation.getKeys()) {\r\n const frame = key.frame;\r\n\r\n // Advance the source and retargeted animations to this frame\r\n sourceAnimationGroup.goToFrame(frame);\r\n sourceAnimationGroup.pause();\r\n\r\n animationGroup.goToFrame(frame);\r\n animationGroup.pause();\r\n\r\n sourceGroundReferenceTransformNode.computeWorldMatrix(true);\r\n targetGroundReferenceTransformNodeOrBone.computeWorldMatrix(true);\r\n\r\n // Calculate the offset to apply to the root position in the target to have the ground reference at the same height in the source and target animations\r\n const diffGroundReferences = targetGroundReferenceTransformNodeOrBone\r\n .getAbsolutePosition()\r\n .subtractToRef(sourceGroundReferenceTransformNode.absolutePosition, TmpVectors.Vector3[0]);\r\n\r\n let groundReferenceOffset = verticalAxis === 0 ? diffGroundReferences.x : verticalAxis === 1 ? diffGroundReferences.y : diffGroundReferences.z;\r\n\r\n if (fixGroundReferenceDynamicRefNode) {\r\n // Try to find a bone in this frame that has a greater offset than the ground reference, to use it instead of the ground reference.\r\n const targetRootToGroundReferenceDiff = targetRootTransformNodeOrBone\r\n .getAbsolutePosition()\r\n .subtractToRef(targetGroundReferenceTransformNodeOrBone.getAbsolutePosition(), TmpVectors.Vector3[0]);\r\n\r\n const targetRootToGroundReferenceOffset =\r\n verticalAxis === 0 ? targetRootToGroundReferenceDiff.x : verticalAxis === 1 ? targetRootToGroundReferenceDiff.y : targetRootToGroundReferenceDiff.z;\r\n\r\n const iterator = sourceListTransformNodes.keys();\r\n\r\n for (let key = iterator.next(); key.done !== true; key = iterator.next()) {\r\n const sourceTransformNode = key.value;\r\n if (sourceTransformNode === sourceGroundReferenceTransformNode) {\r\n continue;\r\n }\r\n\r\n const targetNodeName = mapNodeNames.get(sourceTransformNode.name) ?? sourceTransformNode.name;\r\n\r\n let targetBone = this.findBoneByTransformNode(targetNodeName);\r\n if (!targetBone) {\r\n targetBone = this.findBoneByName(targetNodeName);\r\n }\r\n if (!targetBone) {\r\n continue;\r\n }\r\n\r\n sourceTransformNode.computeWorldMatrix();\r\n targetBone.computeWorldMatrix();\r\n\r\n const targetBoneWorldPosition = targetBone._linkedTransformNode?.getAbsolutePosition() ?? targetBone.getAbsolutePosition();\r\n const targetRootToBoneDiff = targetRootTransformNodeOrBone.getAbsolutePosition().subtractToRef(targetBoneWorldPosition, TmpVectors.Vector3[0]);\r\n const rootToBoneOffset = verticalAxis === 0 ? targetRootToBoneDiff.x : verticalAxis === 1 ? targetRootToBoneDiff.y : targetRootToBoneDiff.z;\r\n\r\n if (Math.abs(rootToBoneOffset) > Math.abs(targetRootToGroundReferenceOffset) && Math.sign(rootToBoneOffset) === Math.sign(targetRootToGroundReferenceOffset)) {\r\n const diff = targetBoneWorldPosition.subtractToRef(sourceTransformNode.getAbsolutePosition(), TmpVectors.Vector3[0]);\r\n const offset = verticalAxis === 0 ? diff.x : verticalAxis === 1 ? diff.y : diff.z;\r\n\r\n groundReferenceOffset = offset;\r\n }\r\n }\r\n }\r\n\r\n const localOffset = Vector3.TransformNormalToRef(\r\n new Vector3(verticalAxis === 0 ? groundReferenceOffset : 0, verticalAxis === 1 ? groundReferenceOffset : 0, verticalAxis === 2 ? groundReferenceOffset : 0),\r\n targetNodeInverseParentWorldMatrix,\r\n TmpVectors.Vector3[1]\r\n );\r\n\r\n key.value.subtractInPlace(localOffset);\r\n }\r\n\r\n sourceAnimationGroup.stop();\r\n animationGroup.stop();\r\n }\r\n}\r\n"]}
|
|
@@ -1,6 +1,7 @@
|
|
|
1
1
|
import type { Behavior } from "../../Behaviors/behavior.js";
|
|
2
2
|
import { Mesh } from "../../Meshes/mesh.js";
|
|
3
3
|
import type { AbstractMesh } from "../../Meshes/abstractMesh.js";
|
|
4
|
+
import type { TransformNode } from "../../Meshes/transformNode.js";
|
|
4
5
|
import { Observable } from "../../Misc/observable.js";
|
|
5
6
|
import { Vector3 } from "../../Maths/math.vector.js";
|
|
6
7
|
import { Ray } from "../../Culling/ray.js";
|
|
@@ -105,6 +106,11 @@ export declare class PointerDragBehavior implements Behavior<AbstractMesh> {
|
|
|
105
106
|
* the drag will continue even if another button is pressed on the same pointer.
|
|
106
107
|
*/
|
|
107
108
|
allowOtherButtonsDuringDrag: boolean;
|
|
109
|
+
/**
|
|
110
|
+
* If set, the drag axis will be transformed by the inverse of this node's world matrix.
|
|
111
|
+
* Useful when the drag behavior is used with a gizmo that has an additionalTransformNode.
|
|
112
|
+
*/
|
|
113
|
+
additionalTransformNode?: TransformNode;
|
|
108
114
|
private _options;
|
|
109
115
|
/**
|
|
110
116
|
* Gets the options used by the behavior
|
|
@@ -387,6 +387,10 @@ export class PointerDragBehavior {
|
|
|
387
387
|
: this._worldDragAxis.copyFrom(this._options.dragAxis);
|
|
388
388
|
// Project delta drag from the drag plane onto the drag axis
|
|
389
389
|
pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);
|
|
390
|
+
if (this.additionalTransformNode) {
|
|
391
|
+
this.additionalTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);
|
|
392
|
+
Vector3.TransformNormalToRef(this._worldDragAxis, TmpVectors.Matrix[0], this._worldDragAxis);
|
|
393
|
+
}
|
|
390
394
|
this._worldDragAxis.normalize();
|
|
391
395
|
dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);
|
|
392
396
|
this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);
|
|
@@ -1 +1 @@
|
|
|
1
|
-
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { DragEvent, DragStartEndEvent } from \"./pointerDragEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set currentDraggingPointerID(currentDraggingPointerId: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerId;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n */\r\n public onDragObservable = new Observable<DragEvent>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n /**\r\n * Normally a drag is canceled when the user presses another button on the same pointer. If this is set to true,\r\n * the drag will continue even if another button is pressed on the same pointer.\r\n */\r\n public allowOtherButtonsDuringDrag = false;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n * @returns boolean for whether or not it is valid to move\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n // If we are dragging and the user presses another button on the same pointer, end the drag. Otherwise,\r\n // tracking when the drag should end becomes very complex.\r\n // gizmo.ts has similar behavior.\r\n if (\r\n this.dragging &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n pointerInfo.event.button !== -1 &&\r\n pointerInfo.event.button !== this._activeDragButton &&\r\n !this.allowOtherButtonsDuringDrag\r\n ) {\r\n this.releaseDrag();\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n\r\n this._worldDragAxis.normalize();\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n if (this._scene.activeCamera) {\r\n this._scene.activeCamera.getForwardRay().direction.normalizeToRef(this._localAxis);\r\n }\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(this._pointA.add(this._localAxis));\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
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1
|
+
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type { Behavior } from \"../../Behaviors/behavior\";\r\nimport { Mesh } from \"../../Meshes/mesh\";\r\nimport type { AbstractMesh } from \"../../Meshes/abstractMesh\";\r\nimport type { TransformNode } from \"../../Meshes/transformNode\";\r\nimport { Scene } from \"../../scene\";\r\nimport type { Nullable } from \"../../types\";\r\nimport type { Observer } from \"../../Misc/observable\";\r\nimport { Observable } from \"../../Misc/observable\";\r\nimport { TmpVectors, Vector3 } from \"../../Maths/math.vector\";\r\nimport type { PointerInfo } from \"../../Events/pointerEvents\";\r\nimport { PointerEventTypes } from \"../../Events/pointerEvents\";\r\nimport { Ray } from \"../../Culling/ray\";\r\nimport { PivotTools } from \"../../Misc/pivotTools\";\r\nimport type { ArcRotateCamera } from \"../../Cameras/arcRotateCamera\";\r\nimport { CreatePlane } from \"../../Meshes/Builders/planeBuilder\";\r\n\r\nimport type { IPointerEvent } from \"../../Events/deviceInputEvents\";\r\nimport { Epsilon } from \"../../Maths/math.constants\";\r\nimport type { DragEvent, DragStartEndEvent } from \"./pointerDragEvents\";\r\n\r\n/**\r\n * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events\r\n */\r\nexport class PointerDragBehavior implements Behavior<AbstractMesh> {\r\n private static _AnyMouseId = -2;\r\n /**\r\n * Abstract mesh the behavior is set on\r\n */\r\n public attachedNode: AbstractMesh;\r\n protected _dragPlane: Mesh;\r\n private _scene: Scene;\r\n private _pointerObserver: Nullable<Observer<PointerInfo>>;\r\n private _beforeRenderObserver: Nullable<Observer<Scene>>;\r\n private static _PlaneScene: Scene;\r\n private _useAlternatePickedPointAboveMaxDragAngleDragSpeed = -1.1;\r\n private _activeDragButton: number = -1;\r\n private _activePointerInfo: Nullable<PointerInfo>;\r\n /**\r\n * The maximum tolerated angle between the drag plane and dragging pointer rays to trigger pointer events. Set to 0 to allow any angle (default: 0)\r\n */\r\n public maxDragAngle = 0;\r\n /**\r\n * Butttons that can be used to initiate a drag\r\n */\r\n public dragButtons = [0, 1, 2];\r\n /**\r\n * @internal\r\n */\r\n public _useAlternatePickedPointAboveMaxDragAngle = false;\r\n /**\r\n * Get or set the currentDraggingPointerId\r\n * @deprecated Please use currentDraggingPointerId instead\r\n */\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public get currentDraggingPointerID(): number {\r\n return this.currentDraggingPointerId;\r\n }\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n public set currentDraggingPointerID(currentDraggingPointerId: number) {\r\n this.currentDraggingPointerId = currentDraggingPointerId;\r\n }\r\n /**\r\n * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)\r\n */\r\n public currentDraggingPointerId = -1;\r\n /**\r\n * The last position where the pointer hit the drag plane in world space\r\n */\r\n public lastDragPosition: Vector3;\r\n /**\r\n * If the behavior is currently in a dragging state\r\n */\r\n public dragging = false;\r\n /**\r\n * The distance towards the target drag position to move each frame. This can be useful to avoid jitter. Set this to 1 for no delay. (Default: 0.2)\r\n */\r\n public dragDeltaRatio = 0.2;\r\n /**\r\n * If the drag plane orientation should be updated during the dragging (Default: true)\r\n */\r\n public updateDragPlane = true;\r\n // Debug mode will display drag planes to help visualize behavior\r\n private _debugMode = false;\r\n private _moving = false;\r\n /**\r\n * Fires each time the attached mesh is dragged with the pointer\r\n */\r\n public onDragObservable = new Observable<DragEvent>();\r\n /**\r\n * Fires each time a drag begins (eg. mouse down on mesh)\r\n */\r\n public onDragStartObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time a drag ends (eg. mouse release after drag)\r\n */\r\n public onDragEndObservable = new Observable<DragStartEndEvent>();\r\n /**\r\n * Fires each time behavior enabled state changes\r\n */\r\n public onEnabledObservable = new Observable<boolean>();\r\n\r\n /**\r\n * If the attached mesh should be moved when dragged\r\n */\r\n public moveAttached = true;\r\n\r\n /**\r\n * If the drag behavior will react to drag events (Default: true)\r\n */\r\n public set enabled(value: boolean) {\r\n if (value != this._enabled) {\r\n this.onEnabledObservable.notifyObservers(value);\r\n }\r\n this._enabled = value;\r\n }\r\n\r\n public get enabled() {\r\n return this._enabled;\r\n }\r\n private _enabled = true;\r\n\r\n /**\r\n * If pointer events should start and release the drag (Default: true)\r\n */\r\n public startAndReleaseDragOnPointerEvents = true;\r\n /**\r\n * If camera controls should be detached during the drag\r\n */\r\n public detachCameraControls = true;\r\n\r\n /**\r\n * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)\r\n */\r\n public useObjectOrientationForDragging = true;\r\n\r\n /**\r\n * Normally a drag is canceled when the user presses another button on the same pointer. If this is set to true,\r\n * the drag will continue even if another button is pressed on the same pointer.\r\n */\r\n public allowOtherButtonsDuringDrag = false;\r\n\r\n /**\r\n * If set, the drag axis will be transformed by the inverse of this node's world matrix.\r\n * Useful when the drag behavior is used with a gizmo that has an additionalTransformNode.\r\n */\r\n public additionalTransformNode?: TransformNode;\r\n\r\n private _options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 };\r\n\r\n /**\r\n * Gets the options used by the behavior\r\n */\r\n public get options(): { dragAxis?: Vector3; dragPlaneNormal?: Vector3 } {\r\n return this._options;\r\n }\r\n\r\n /**\r\n * Sets the options used by the behavior\r\n */\r\n public set options(options: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options;\r\n }\r\n\r\n /**\r\n * Creates a pointer drag behavior that can be attached to a mesh\r\n * @param options The drag axis or normal of the plane that will be dragged across. If no options are specified the drag plane will always face the ray's origin (eg. camera)\r\n * @param options.dragAxis\r\n * @param options.dragPlaneNormal\r\n */\r\n constructor(options?: { dragAxis?: Vector3; dragPlaneNormal?: Vector3 }) {\r\n this._options = options ? options : {};\r\n\r\n let optionCount = 0;\r\n if (this._options.dragAxis) {\r\n optionCount++;\r\n }\r\n if (this._options.dragPlaneNormal) {\r\n optionCount++;\r\n }\r\n if (optionCount > 1) {\r\n // eslint-disable-next-line no-throw-literal\r\n throw \"Multiple drag modes specified in dragBehavior options. Only one expected\";\r\n }\r\n }\r\n\r\n /**\r\n * Predicate to determine if it is valid to move the object to a new position when it is moved.\r\n * In the case of rotation gizmo, target contains the angle.\r\n * @param target destination position or desired angle delta\r\n * @returns boolean for whether or not it is valid to move\r\n */\r\n // eslint-disable-next-line @typescript-eslint/no-unused-vars\r\n public validateDrag = (target: Vector3) => {\r\n return true;\r\n };\r\n\r\n /**\r\n * The name of the behavior\r\n */\r\n public get name(): string {\r\n return \"PointerDrag\";\r\n }\r\n\r\n /**\r\n * Initializes the behavior\r\n */\r\n public init() {}\r\n\r\n private _tmpVector = new Vector3(0, 0, 0);\r\n private _alternatePickedPoint = new Vector3(0, 0, 0);\r\n private _worldDragAxis = new Vector3(0, 0, 0);\r\n private _targetPosition = new Vector3(0, 0, 0);\r\n private _attachedToElement: boolean = false;\r\n /**\r\n * Attaches the drag behavior the passed in mesh\r\n * @param ownerNode The mesh that will be dragged around once attached\r\n * @param predicate Predicate to use for pick filtering\r\n */\r\n public attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void {\r\n this._scene = ownerNode.getScene();\r\n ownerNode.isNearGrabbable = true;\r\n this.attachedNode = ownerNode;\r\n\r\n // Initialize drag plane to not interfere with existing scene\r\n if (!PointerDragBehavior._PlaneScene) {\r\n if (this._debugMode) {\r\n PointerDragBehavior._PlaneScene = this._scene;\r\n } else {\r\n PointerDragBehavior._PlaneScene = new Scene(this._scene.getEngine(), { virtual: true });\r\n PointerDragBehavior._PlaneScene.detachControl();\r\n this._scene.onDisposeObservable.addOnce(() => {\r\n PointerDragBehavior._PlaneScene.dispose();\r\n (<any>PointerDragBehavior._PlaneScene) = null;\r\n });\r\n }\r\n }\r\n this._dragPlane = CreatePlane(\r\n \"pointerDragPlane\",\r\n { size: this._debugMode ? 1 : 10000, updatable: false, sideOrientation: Mesh.DOUBLESIDE },\r\n PointerDragBehavior._PlaneScene\r\n );\r\n\r\n // State of the drag\r\n this.lastDragPosition = new Vector3(0, 0, 0);\r\n\r\n const pickPredicate = predicate\r\n ? predicate\r\n : (m: AbstractMesh) => {\r\n return this.attachedNode == m || m.isDescendantOf(this.attachedNode);\r\n };\r\n\r\n this._pointerObserver = this._scene.onPointerObservable.add((pointerInfo) => {\r\n if (!this.enabled) {\r\n // If behavior is disabled before releaseDrag is ever called, call it now.\r\n if (this._attachedToElement) {\r\n this.releaseDrag();\r\n }\r\n\r\n return;\r\n }\r\n\r\n // If we are dragging and the user presses another button on the same pointer, end the drag. Otherwise,\r\n // tracking when the drag should end becomes very complex.\r\n // gizmo.ts has similar behavior.\r\n if (\r\n this.dragging &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n pointerInfo.event.button !== -1 &&\r\n pointerInfo.event.button !== this._activeDragButton &&\r\n !this.allowOtherButtonsDuringDrag\r\n ) {\r\n this.releaseDrag();\r\n return;\r\n }\r\n\r\n if (pointerInfo.type == PointerEventTypes.POINTERDOWN) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n !this.dragging &&\r\n pointerInfo.pickInfo &&\r\n pointerInfo.pickInfo.hit &&\r\n pointerInfo.pickInfo.pickedMesh &&\r\n pointerInfo.pickInfo.pickedPoint &&\r\n pointerInfo.pickInfo.ray &&\r\n pickPredicate(pointerInfo.pickInfo.pickedMesh)\r\n ) {\r\n if (this._activeDragButton === -1 && this.dragButtons.indexOf(pointerInfo.event.button) !== -1) {\r\n this._activeDragButton = pointerInfo.event.button;\r\n this._activePointerInfo = pointerInfo;\r\n this._startDrag((<IPointerEvent>pointerInfo.event).pointerId, pointerInfo.pickInfo.ray, pointerInfo.pickInfo.pickedPoint);\r\n }\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERUP) {\r\n if (\r\n this.startAndReleaseDragOnPointerEvents &&\r\n this.currentDraggingPointerId == (<IPointerEvent>pointerInfo.event).pointerId &&\r\n (this._activeDragButton === pointerInfo.event.button || this._activeDragButton === -1)\r\n ) {\r\n this.releaseDrag();\r\n }\r\n } else if (pointerInfo.type == PointerEventTypes.POINTERMOVE) {\r\n const pointerId = (<IPointerEvent>pointerInfo.event).pointerId;\r\n\r\n // If drag was started with anyMouseID specified, set pointerID to the next mouse that moved\r\n if (this.currentDraggingPointerId === PointerDragBehavior._AnyMouseId && pointerId !== PointerDragBehavior._AnyMouseId) {\r\n const evt = <IPointerEvent>pointerInfo.event;\r\n const isMouseEvent = evt.pointerType === \"mouse\" || (!this._scene.getEngine().hostInformation.isMobile && evt instanceof MouseEvent);\r\n if (isMouseEvent) {\r\n if (this._lastPointerRay[this.currentDraggingPointerId]) {\r\n this._lastPointerRay[pointerId] = this._lastPointerRay[this.currentDraggingPointerId];\r\n delete this._lastPointerRay[this.currentDraggingPointerId];\r\n }\r\n this.currentDraggingPointerId = pointerId;\r\n }\r\n }\r\n\r\n // Keep track of last pointer ray, this is used simulating the start of a drag in startDrag()\r\n if (!this._lastPointerRay[pointerId]) {\r\n this._lastPointerRay[pointerId] = new Ray(new Vector3(), new Vector3());\r\n }\r\n if (pointerInfo.pickInfo && pointerInfo.pickInfo.ray) {\r\n this._lastPointerRay[pointerId].origin.copyFrom(pointerInfo.pickInfo.ray.origin);\r\n this._lastPointerRay[pointerId].direction.copyFrom(pointerInfo.pickInfo.ray.direction);\r\n\r\n if (this.currentDraggingPointerId == pointerId && this.dragging) {\r\n this._moveDrag(pointerInfo.pickInfo.ray);\r\n }\r\n }\r\n }\r\n });\r\n\r\n this._beforeRenderObserver = this._scene.onBeforeRenderObservable.add(() => {\r\n if (this._moving && this.moveAttached) {\r\n let needMatrixUpdate = false;\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Slowly move mesh to avoid jitter\r\n this._targetPosition.subtractToRef(this.attachedNode.absolutePosition, this._tmpVector);\r\n this._tmpVector.scaleInPlace(this.dragDeltaRatio);\r\n this.attachedNode.getAbsolutePosition().addToRef(this._tmpVector, this._tmpVector);\r\n if (this.validateDrag(this._tmpVector)) {\r\n this.attachedNode.setAbsolutePosition(this._tmpVector);\r\n needMatrixUpdate = true;\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n if (needMatrixUpdate) {\r\n this.attachedNode.computeWorldMatrix();\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Force release the drag action by code.\r\n */\r\n public releaseDrag() {\r\n if (this.dragging) {\r\n this.dragging = false;\r\n this.onDragEndObservable.notifyObservers({ dragPlanePoint: this.lastDragPosition, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n }\r\n\r\n this.currentDraggingPointerId = -1;\r\n this._activeDragButton = -1;\r\n this._activePointerInfo = null;\r\n this._moving = false;\r\n\r\n // Reattach camera controls\r\n if (this.detachCameraControls && this._attachedToElement && this._scene.activeCamera && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.getClassName() === \"ArcRotateCamera\") {\r\n const arcRotateCamera = this._scene.activeCamera as ArcRotateCamera;\r\n arcRotateCamera.attachControl(\r\n arcRotateCamera.inputs ? arcRotateCamera.inputs.noPreventDefault : true,\r\n arcRotateCamera._useCtrlForPanning,\r\n arcRotateCamera._panningMouseButton\r\n );\r\n } else {\r\n this._scene.activeCamera.attachControl(this._scene.activeCamera.inputs ? this._scene.activeCamera.inputs.noPreventDefault : true);\r\n }\r\n this._attachedToElement = false;\r\n }\r\n }\r\n\r\n private _startDragRay = new Ray(new Vector3(), new Vector3());\r\n private _lastPointerRay: { [key: number]: Ray } = {};\r\n /**\r\n * Simulates the start of a pointer drag event on the behavior\r\n * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)\r\n * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)\r\n * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)\r\n */\r\n public startDrag(pointerId: number = PointerDragBehavior._AnyMouseId, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n this._startDrag(pointerId, fromRay, startPickedPoint);\r\n\r\n let lastRay = this._lastPointerRay[pointerId];\r\n if (pointerId === PointerDragBehavior._AnyMouseId) {\r\n lastRay = this._lastPointerRay[<any>Object.keys(this._lastPointerRay)[0]];\r\n }\r\n\r\n if (lastRay) {\r\n // if there was a last pointer ray drag the object there\r\n this._moveDrag(lastRay);\r\n }\r\n }\r\n\r\n protected _startDrag(pointerId: number, fromRay?: Ray, startPickedPoint?: Vector3) {\r\n if (!this._scene.activeCamera || this.dragging || !this.attachedNode) {\r\n return;\r\n }\r\n\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n // Create start ray from the camera to the object\r\n if (fromRay) {\r\n this._startDragRay.direction.copyFrom(fromRay.direction);\r\n this._startDragRay.origin.copyFrom(fromRay.origin);\r\n } else {\r\n this._startDragRay.origin.copyFrom(this._scene.activeCamera.position);\r\n this.attachedNode.getWorldMatrix().getTranslationToRef(this._tmpVector);\r\n this._tmpVector.subtractToRef(this._scene.activeCamera.position, this._startDragRay.direction);\r\n }\r\n\r\n this._updateDragPlanePosition(this._startDragRay, startPickedPoint ? startPickedPoint : this._tmpVector);\r\n\r\n const pickedPoint = this._pickWithRayOnDragPlane(this._startDragRay);\r\n if (pickedPoint) {\r\n this.dragging = true;\r\n this.currentDraggingPointerId = pointerId;\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n this.onDragStartObservable.notifyObservers({ dragPlanePoint: pickedPoint, pointerId: this.currentDraggingPointerId, pointerInfo: this._activePointerInfo });\r\n this._targetPosition.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n // Detatch camera controls\r\n if (this.detachCameraControls && this._scene.activeCamera && this._scene.activeCamera.inputs && !this._scene.activeCamera.leftCamera) {\r\n if (this._scene.activeCamera.inputs.attachedToElement) {\r\n this._scene.activeCamera.detachControl();\r\n this._attachedToElement = true;\r\n } else {\r\n this._attachedToElement = false;\r\n }\r\n }\r\n } else {\r\n this.releaseDrag();\r\n }\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n\r\n private _dragDelta = new Vector3();\r\n protected _moveDrag(ray: Ray) {\r\n this._moving = true;\r\n const pickedPoint = this._pickWithRayOnDragPlane(ray);\r\n\r\n if (pickedPoint) {\r\n PivotTools._RemoveAndStorePivotPoint(this.attachedNode);\r\n\r\n if (this.updateDragPlane) {\r\n this._updateDragPlanePosition(ray, pickedPoint);\r\n }\r\n let dragLength = 0;\r\n // depending on the drag mode option drag accordingly\r\n if (this._options.dragAxis) {\r\n // Convert local drag axis to world if useObjectOrientationForDragging\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._worldDragAxis)\r\n : this._worldDragAxis.copyFrom(this._options.dragAxis);\r\n // Project delta drag from the drag plane onto the drag axis\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._tmpVector);\r\n\r\n if (this.additionalTransformNode) {\r\n this.additionalTransformNode.getWorldMatrix().invertToRef(TmpVectors.Matrix[0]);\r\n Vector3.TransformNormalToRef(this._worldDragAxis, TmpVectors.Matrix[0], this._worldDragAxis);\r\n }\r\n this._worldDragAxis.normalize();\r\n dragLength = Vector3.Dot(this._tmpVector, this._worldDragAxis);\r\n this._worldDragAxis.scaleToRef(dragLength, this._dragDelta);\r\n } else {\r\n dragLength = this._dragDelta.length();\r\n pickedPoint.subtractToRef(this.lastDragPosition, this._dragDelta);\r\n }\r\n this._targetPosition.addInPlace(this._dragDelta);\r\n this.onDragObservable.notifyObservers({\r\n dragDistance: dragLength,\r\n delta: this._dragDelta,\r\n dragPlanePoint: pickedPoint,\r\n dragPlaneNormal: this._dragPlane.forward,\r\n pointerId: this.currentDraggingPointerId,\r\n pointerInfo: this._activePointerInfo,\r\n });\r\n this.lastDragPosition.copyFrom(pickedPoint);\r\n\r\n PivotTools._RestorePivotPoint(this.attachedNode);\r\n }\r\n }\r\n\r\n private _pickWithRayOnDragPlane(ray: Nullable<Ray>) {\r\n if (!ray) {\r\n return null;\r\n }\r\n\r\n // Calculate angle between plane normal and ray\r\n let angle = Math.acos(Vector3.Dot(this._dragPlane.forward, ray.direction));\r\n // Correct if ray is casted from oposite side\r\n if (angle > Math.PI / 2) {\r\n angle = Math.PI - angle;\r\n }\r\n\r\n // If the angle is too perpendicular to the plane pick another point on the plane where it is looking\r\n if (this.maxDragAngle > 0 && angle > this.maxDragAngle) {\r\n if (this._useAlternatePickedPointAboveMaxDragAngle) {\r\n // Invert ray direction along the towards object axis\r\n this._tmpVector.copyFrom(ray.direction);\r\n this.attachedNode.absolutePosition.subtractToRef(ray.origin, this._alternatePickedPoint);\r\n this._alternatePickedPoint.normalize();\r\n this._alternatePickedPoint.scaleInPlace(this._useAlternatePickedPointAboveMaxDragAngleDragSpeed * Vector3.Dot(this._alternatePickedPoint, this._tmpVector));\r\n this._tmpVector.addInPlace(this._alternatePickedPoint);\r\n\r\n // Project resulting vector onto the drag plane and add it to the attached nodes absolute position to get a picked point\r\n const dot = Vector3.Dot(this._dragPlane.forward, this._tmpVector);\r\n this._dragPlane.forward.scaleToRef(-dot, this._alternatePickedPoint);\r\n this._alternatePickedPoint.addInPlace(this._tmpVector);\r\n this._alternatePickedPoint.addInPlace(this.attachedNode.absolutePosition);\r\n return this._alternatePickedPoint;\r\n } else {\r\n return null;\r\n }\r\n }\r\n\r\n // use an infinite plane instead of ray picking a mesh that must be updated every frame\r\n const planeNormal = this._dragPlane.forward;\r\n const planePosition = this._dragPlane.position;\r\n const dotProduct = ray.direction.dot(planeNormal);\r\n if (Math.abs(dotProduct) < Epsilon) {\r\n // Ray and plane are parallel, no intersection\r\n return null;\r\n }\r\n\r\n planePosition.subtractToRef(ray.origin, TmpVectors.Vector3[0]);\r\n const t = TmpVectors.Vector3[0].dot(planeNormal) / dotProduct;\r\n // Ensure the intersection point is in front of the ray (t must be positive)\r\n if (t < 0) {\r\n // Intersection point is behind the ray\r\n return null;\r\n }\r\n\r\n // Calculate the intersection point using the parameter t\r\n ray.direction.scaleToRef(t, TmpVectors.Vector3[0]);\r\n const intersectionPoint = ray.origin.add(TmpVectors.Vector3[0]);\r\n return intersectionPoint;\r\n }\r\n\r\n // Variables to avoid instantiation in the below method\r\n private _pointA = new Vector3(0, 0, 0);\r\n private _pointC = new Vector3(0, 0, 0);\r\n private _localAxis = new Vector3(0, 0, 0);\r\n private _lookAt = new Vector3(0, 0, 0);\r\n // Position the drag plane based on the attached mesh position, for single axis rotate the plane along the axis to face the camera\r\n private _updateDragPlanePosition(ray: Ray, dragPlanePosition: Vector3) {\r\n this._pointA.copyFrom(dragPlanePosition);\r\n if (this._options.dragAxis) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragAxis, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragAxis);\r\n\r\n // Calculate plane normal that is the cross product of local axis and (eye-dragPlanePosition)\r\n ray.origin.subtractToRef(this._pointA, this._pointC);\r\n this._pointC.normalize();\r\n if (Math.abs(Vector3.Dot(this._localAxis, this._pointC)) > 0.999) {\r\n // the drag axis is colinear with the (eye to position) ray. The cross product will give jittered values.\r\n // A new axis vector need to be computed\r\n if (Math.abs(Vector3.Dot(Vector3.UpReadOnly, this._pointC)) > 0.999) {\r\n this._lookAt.copyFrom(Vector3.Right());\r\n } else {\r\n this._lookAt.copyFrom(Vector3.UpReadOnly);\r\n }\r\n } else {\r\n Vector3.CrossToRef(this._localAxis, this._pointC, this._lookAt);\r\n // Get perpendicular line from previous result and drag axis to adjust lineB to be perpendicular to camera\r\n Vector3.CrossToRef(this._localAxis, this._lookAt, this._lookAt);\r\n this._lookAt.normalize();\r\n }\r\n\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._lookAt, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else if (this._options.dragPlaneNormal) {\r\n this.useObjectOrientationForDragging\r\n ? Vector3.TransformCoordinatesToRef(this._options.dragPlaneNormal, this.attachedNode.getWorldMatrix().getRotationMatrix(), this._localAxis)\r\n : this._localAxis.copyFrom(this._options.dragPlaneNormal);\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._pointA.addToRef(this._localAxis, this._lookAt);\r\n this._dragPlane.lookAt(this._lookAt);\r\n } else {\r\n if (this._scene.activeCamera) {\r\n this._scene.activeCamera.getForwardRay().direction.normalizeToRef(this._localAxis);\r\n }\r\n this._dragPlane.position.copyFrom(this._pointA);\r\n this._dragPlane.lookAt(this._pointA.add(this._localAxis));\r\n }\r\n // Update the position of the drag plane so it doesn't get out of sync with the node (eg. when moving back and forth quickly)\r\n this._dragPlane.position.copyFrom(this.attachedNode.getAbsolutePosition());\r\n\r\n this._dragPlane.computeWorldMatrix(true);\r\n }\r\n\r\n /**\r\n * Detaches the behavior from the mesh\r\n */\r\n public detach(): void {\r\n this._lastPointerRay = {};\r\n if (this.attachedNode) {\r\n this.attachedNode.isNearGrabbable = false;\r\n }\r\n if (this._pointerObserver) {\r\n this._scene.onPointerObservable.remove(this._pointerObserver);\r\n }\r\n if (this._beforeRenderObserver) {\r\n this._scene.onBeforeRenderObservable.remove(this._beforeRenderObserver);\r\n }\r\n if (this._dragPlane) {\r\n this._dragPlane.dispose();\r\n }\r\n this.releaseDrag();\r\n }\r\n}\r\n"]}
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