@babylonjs/loaders 8.5.0 → 8.6.0

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.
Files changed (134) hide show
  1. package/BVH/bvhFileLoader.d.ts +66 -0
  2. package/BVH/bvhFileLoader.js +105 -0
  3. package/BVH/bvhFileLoader.js.map +1 -0
  4. package/BVH/bvhFileLoader.metadata.d.ts +8 -0
  5. package/BVH/bvhFileLoader.metadata.js +8 -0
  6. package/BVH/bvhFileLoader.metadata.js.map +1 -0
  7. package/BVH/bvhLoader.d.ts +11 -0
  8. package/BVH/bvhLoader.js +329 -0
  9. package/BVH/bvhLoader.js.map +1 -0
  10. package/BVH/bvhLoadingOptions.d.ts +9 -0
  11. package/BVH/bvhLoadingOptions.js +2 -0
  12. package/BVH/bvhLoadingOptions.js.map +1 -0
  13. package/BVH/index.d.ts +1 -0
  14. package/BVH/index.js +3 -0
  15. package/BVH/index.js.map +1 -0
  16. package/OBJ/mtlFileLoader.js +6 -6
  17. package/OBJ/mtlFileLoader.js.map +1 -1
  18. package/OBJ/objFileLoader.d.ts +1 -1
  19. package/OBJ/objFileLoader.js +2 -2
  20. package/OBJ/objFileLoader.js.map +1 -1
  21. package/OBJ/solidParser.js +4 -2
  22. package/OBJ/solidParser.js.map +1 -1
  23. package/SPLAT/splatFileLoader.d.ts +2 -2
  24. package/SPLAT/splatFileLoader.js +7 -7
  25. package/SPLAT/splatFileLoader.js.map +1 -1
  26. package/bvh/license.md +21 -0
  27. package/dynamic.js +9 -0
  28. package/dynamic.js.map +1 -1
  29. package/glTF/1.0/glTFBinaryExtension.js +4 -0
  30. package/glTF/1.0/glTFBinaryExtension.js.map +1 -1
  31. package/glTF/1.0/glTFLoader.js +114 -86
  32. package/glTF/1.0/glTFLoader.js.map +1 -1
  33. package/glTF/1.0/glTFLoaderInterfaces.d.ts +3 -3
  34. package/glTF/1.0/glTFLoaderInterfaces.js.map +1 -1
  35. package/glTF/1.0/glTFMaterialsCommonExtension.js +2 -0
  36. package/glTF/1.0/glTFMaterialsCommonExtension.js.map +1 -1
  37. package/glTF/2.0/Extensions/EXT_lights_ies.js +2 -0
  38. package/glTF/2.0/Extensions/EXT_lights_ies.js.map +1 -1
  39. package/glTF/2.0/Extensions/EXT_lights_image_based.js +1 -0
  40. package/glTF/2.0/Extensions/EXT_lights_image_based.js.map +1 -1
  41. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js +1 -0
  42. package/glTF/2.0/Extensions/EXT_mesh_gpu_instancing.js.map +1 -1
  43. package/glTF/2.0/Extensions/EXT_meshopt_compression.js +1 -0
  44. package/glTF/2.0/Extensions/EXT_meshopt_compression.js.map +1 -1
  45. package/glTF/2.0/Extensions/EXT_texture_avif.js +1 -0
  46. package/glTF/2.0/Extensions/EXT_texture_avif.js.map +1 -1
  47. package/glTF/2.0/Extensions/EXT_texture_webp.js +2 -1
  48. package/glTF/2.0/Extensions/EXT_texture_webp.js.map +1 -1
  49. package/glTF/2.0/Extensions/ExtrasAsMetadata.js +2 -0
  50. package/glTF/2.0/Extensions/ExtrasAsMetadata.js.map +1 -1
  51. package/glTF/2.0/Extensions/KHR_animation_pointer.data.js.map +1 -1
  52. package/glTF/2.0/Extensions/KHR_animation_pointer.js +1 -0
  53. package/glTF/2.0/Extensions/KHR_animation_pointer.js.map +1 -1
  54. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js +1 -0
  55. package/glTF/2.0/Extensions/KHR_draco_mesh_compression.js.map +1 -1
  56. package/glTF/2.0/Extensions/KHR_interactivity/interactivityGraphParser.js +1 -0
  57. package/glTF/2.0/Extensions/KHR_interactivity/interactivityGraphParser.js.map +1 -1
  58. package/glTF/2.0/Extensions/KHR_interactivity.js +1 -0
  59. package/glTF/2.0/Extensions/KHR_interactivity.js.map +1 -1
  60. package/glTF/2.0/Extensions/KHR_lights_punctual.js +1 -0
  61. package/glTF/2.0/Extensions/KHR_lights_punctual.js.map +1 -1
  62. package/glTF/2.0/Extensions/KHR_materials_anisotropy.js +1 -0
  63. package/glTF/2.0/Extensions/KHR_materials_anisotropy.js.map +1 -1
  64. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js +1 -0
  65. package/glTF/2.0/Extensions/KHR_materials_clearcoat.js.map +1 -1
  66. package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js +1 -0
  67. package/glTF/2.0/Extensions/KHR_materials_diffuse_transmission.js.map +1 -1
  68. package/glTF/2.0/Extensions/KHR_materials_dispersion.js +1 -0
  69. package/glTF/2.0/Extensions/KHR_materials_dispersion.js.map +1 -1
  70. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js +1 -0
  71. package/glTF/2.0/Extensions/KHR_materials_emissive_strength.js.map +1 -1
  72. package/glTF/2.0/Extensions/KHR_materials_ior.js +1 -0
  73. package/glTF/2.0/Extensions/KHR_materials_ior.js.map +1 -1
  74. package/glTF/2.0/Extensions/KHR_materials_iridescence.js +1 -0
  75. package/glTF/2.0/Extensions/KHR_materials_iridescence.js.map +1 -1
  76. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js +1 -0
  77. package/glTF/2.0/Extensions/KHR_materials_pbrSpecularGlossiness.js.map +1 -1
  78. package/glTF/2.0/Extensions/KHR_materials_sheen.js +1 -0
  79. package/glTF/2.0/Extensions/KHR_materials_sheen.js.map +1 -1
  80. package/glTF/2.0/Extensions/KHR_materials_specular.js +1 -0
  81. package/glTF/2.0/Extensions/KHR_materials_specular.js.map +1 -1
  82. package/glTF/2.0/Extensions/KHR_materials_transmission.js +1 -0
  83. package/glTF/2.0/Extensions/KHR_materials_transmission.js.map +1 -1
  84. package/glTF/2.0/Extensions/KHR_materials_unlit.js +1 -0
  85. package/glTF/2.0/Extensions/KHR_materials_unlit.js.map +1 -1
  86. package/glTF/2.0/Extensions/KHR_materials_variants.js +1 -0
  87. package/glTF/2.0/Extensions/KHR_materials_variants.js.map +1 -1
  88. package/glTF/2.0/Extensions/KHR_materials_volume.js +1 -0
  89. package/glTF/2.0/Extensions/KHR_materials_volume.js.map +1 -1
  90. package/glTF/2.0/Extensions/KHR_mesh_quantization.js.map +1 -1
  91. package/glTF/2.0/Extensions/KHR_node_hoverability.js +7 -6
  92. package/glTF/2.0/Extensions/KHR_node_hoverability.js.map +1 -1
  93. package/glTF/2.0/Extensions/KHR_node_selectability.js +1 -0
  94. package/glTF/2.0/Extensions/KHR_node_selectability.js.map +1 -1
  95. package/glTF/2.0/Extensions/KHR_node_visibility.js +1 -0
  96. package/glTF/2.0/Extensions/KHR_node_visibility.js.map +1 -1
  97. package/glTF/2.0/Extensions/KHR_texture_basisu.js +1 -0
  98. package/glTF/2.0/Extensions/KHR_texture_basisu.js.map +1 -1
  99. package/glTF/2.0/Extensions/KHR_texture_transform.js +1 -0
  100. package/glTF/2.0/Extensions/KHR_texture_transform.js.map +1 -1
  101. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js +6 -6
  102. package/glTF/2.0/Extensions/KHR_xmp_json_ld.js.map +1 -1
  103. package/glTF/2.0/Extensions/MSFT_audio_emitter.js +3 -0
  104. package/glTF/2.0/Extensions/MSFT_audio_emitter.js.map +1 -1
  105. package/glTF/2.0/Extensions/MSFT_lod.js +5 -0
  106. package/glTF/2.0/Extensions/MSFT_lod.js.map +1 -1
  107. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js +1 -0
  108. package/glTF/2.0/Extensions/MSFT_minecraftMesh.js.map +1 -1
  109. package/glTF/2.0/Extensions/MSFT_sRGBFactors.d.ts +1 -1
  110. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js +2 -1
  111. package/glTF/2.0/Extensions/MSFT_sRGBFactors.js.map +1 -1
  112. package/glTF/2.0/Extensions/objectModelMapping.js +120 -118
  113. package/glTF/2.0/Extensions/objectModelMapping.js.map +1 -1
  114. package/glTF/2.0/glTFLoader.js +18 -1
  115. package/glTF/2.0/glTFLoader.js.map +1 -1
  116. package/glTF/2.0/glTFLoaderAnimation.js +3 -0
  117. package/glTF/2.0/glTFLoaderAnimation.js.map +1 -1
  118. package/glTF/2.0/glTFLoaderExtensionRegistry.js +7 -4
  119. package/glTF/2.0/glTFLoaderExtensionRegistry.js.map +1 -1
  120. package/glTF/glTFFileLoader.d.ts +2 -2
  121. package/glTF/glTFFileLoader.js.map +1 -1
  122. package/glTF/glTFValidation.js +5 -5
  123. package/glTF/glTFValidation.js.map +1 -1
  124. package/legacy/legacy-glTF.js +5 -5
  125. package/legacy/legacy-glTF.js.map +1 -1
  126. package/legacy/legacy-glTF1.js +5 -5
  127. package/legacy/legacy-glTF1.js.map +1 -1
  128. package/legacy/legacy-glTF2.js +5 -4
  129. package/legacy/legacy-glTF2.js.map +1 -1
  130. package/legacy/legacy-objFileLoader.js +4 -4
  131. package/legacy/legacy-objFileLoader.js.map +1 -1
  132. package/legacy/legacy-stlFileLoader.js +4 -4
  133. package/legacy/legacy-stlFileLoader.js.map +1 -1
  134. package/package.json +3 -3
@@ -0,0 +1,66 @@
1
+ import type { ISceneLoaderPluginAsync, ISceneLoaderPluginFactory, ISceneLoaderAsyncResult, SceneLoaderPluginOptions } from "@babylonjs/core/Loading/sceneLoader.js";
2
+ import { AssetContainer } from "@babylonjs/core/assetContainer.js";
3
+ import type { Scene } from "@babylonjs/core/scene.js";
4
+ import type { BVHLoadingOptions } from "./bvhLoadingOptions.js";
5
+ import { BVHFileLoaderMetadata } from "./bvhFileLoader.metadata.js";
6
+ declare module "@babylonjs/core/Loading/sceneLoader.js" {
7
+ interface SceneLoaderPluginOptions {
8
+ /**
9
+ * Defines options for the bvh loader.
10
+ */
11
+ [BVHFileLoaderMetadata.name]: Partial<BVHLoadingOptions>;
12
+ }
13
+ }
14
+ /**
15
+ * @experimental
16
+ * BVH file type loader.
17
+ * This is a babylon scene loader plugin.
18
+ */
19
+ export declare class BVHFileLoader implements ISceneLoaderPluginAsync, ISceneLoaderPluginFactory {
20
+ /**
21
+ * Name of the loader ("bvh")
22
+ */
23
+ readonly name: "bvh";
24
+ /** @internal */
25
+ readonly extensions: {
26
+ readonly ".bvh": {
27
+ readonly isBinary: false;
28
+ };
29
+ };
30
+ private readonly _loadingOptions;
31
+ /**
32
+ * Creates loader for bvh motion files
33
+ * @param loadingOptions - Options for the bvh loader
34
+ */
35
+ constructor(loadingOptions?: Partial<Readonly<BVHLoadingOptions>>);
36
+ private static get _DefaultLoadingOptions();
37
+ /** @internal */
38
+ createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync;
39
+ /**
40
+ * If the data string can be loaded directly.
41
+ * @returns if the data can be loaded directly
42
+ */
43
+ canDirectLoad(): boolean;
44
+ /**
45
+ * Imports from the loaded gaussian splatting data and adds them to the scene
46
+ * @param _meshesNames a string or array of strings of the mesh names that should be loaded from the file
47
+ * @param scene the scene the meshes should be added to
48
+ * @param data the bvh data to load
49
+ * @returns a promise containing the loaded skeletons and animations
50
+ */
51
+ importMeshAsync(_meshesNames: string | readonly string[] | null | undefined, scene: Scene, data: unknown): Promise<ISceneLoaderAsyncResult>;
52
+ /**
53
+ * Imports all objects from the loaded bvh data and adds them to the scene
54
+ * @param scene the scene the objects should be added to
55
+ * @param data the bvh data to load
56
+ * @returns a promise which completes when objects have been loaded to the scene
57
+ */
58
+ loadAsync(scene: Scene, data: unknown): Promise<void>;
59
+ /**
60
+ * Load into an asset container.
61
+ * @param scene The scene to load into
62
+ * @param data The data to import
63
+ * @returns The loaded asset container
64
+ */
65
+ loadAssetContainerAsync(scene: Scene, data: unknown): Promise<AssetContainer>;
66
+ }
@@ -0,0 +1,105 @@
1
+ import { RegisterSceneLoaderPlugin } from "@babylonjs/core/Loading/sceneLoader.js";
2
+ import { AssetContainer } from "@babylonjs/core/assetContainer.js";
3
+ import { Animation } from "@babylonjs/core/Animations/animation.js";
4
+ import { BVHFileLoaderMetadata } from "./bvhFileLoader.metadata.js";
5
+ import { ReadBvh } from "./bvhLoader.js";
6
+ /**
7
+ * @experimental
8
+ * BVH file type loader.
9
+ * This is a babylon scene loader plugin.
10
+ */
11
+ export class BVHFileLoader {
12
+ /**
13
+ * Creates loader for bvh motion files
14
+ * @param loadingOptions - Options for the bvh loader
15
+ */
16
+ constructor(loadingOptions) {
17
+ /**
18
+ * Name of the loader ("bvh")
19
+ */
20
+ this.name = BVHFileLoaderMetadata.name;
21
+ /** @internal */
22
+ this.extensions = BVHFileLoaderMetadata.extensions;
23
+ this._loadingOptions = { ...BVHFileLoader._DefaultLoadingOptions, ...(loadingOptions ?? {}) };
24
+ }
25
+ static get _DefaultLoadingOptions() {
26
+ return {
27
+ loopMode: Animation.ANIMATIONLOOPMODE_CYCLE,
28
+ };
29
+ }
30
+ /** @internal */
31
+ createPlugin(options) {
32
+ return new BVHFileLoader(options[BVHFileLoaderMetadata.name]);
33
+ }
34
+ /**
35
+ * If the data string can be loaded directly.
36
+ * @returns if the data can be loaded directly
37
+ */
38
+ canDirectLoad() {
39
+ return true;
40
+ }
41
+ /**
42
+ * Imports from the loaded gaussian splatting data and adds them to the scene
43
+ * @param _meshesNames a string or array of strings of the mesh names that should be loaded from the file
44
+ * @param scene the scene the meshes should be added to
45
+ * @param data the bvh data to load
46
+ * @returns a promise containing the loaded skeletons and animations
47
+ */
48
+ importMeshAsync(_meshesNames, scene, data) {
49
+ if (typeof data !== "string") {
50
+ return Promise.reject("BVH loader expects string data.");
51
+ }
52
+ try {
53
+ const skeleton = ReadBvh(data, scene, this._loadingOptions);
54
+ return Promise.resolve({
55
+ meshes: [],
56
+ particleSystems: [],
57
+ skeletons: [skeleton],
58
+ animationGroups: [],
59
+ transformNodes: [],
60
+ geometries: [],
61
+ lights: [],
62
+ spriteManagers: [],
63
+ });
64
+ }
65
+ catch (e) {
66
+ return Promise.reject(e);
67
+ }
68
+ }
69
+ /**
70
+ * Imports all objects from the loaded bvh data and adds them to the scene
71
+ * @param scene the scene the objects should be added to
72
+ * @param data the bvh data to load
73
+ * @returns a promise which completes when objects have been loaded to the scene
74
+ */
75
+ loadAsync(scene, data) {
76
+ if (typeof data !== "string") {
77
+ return Promise.reject("BVH loader expects string data.");
78
+ }
79
+ return this.importMeshAsync(null, scene, data).then(() => {
80
+ // return void
81
+ });
82
+ }
83
+ /**
84
+ * Load into an asset container.
85
+ * @param scene The scene to load into
86
+ * @param data The data to import
87
+ * @returns The loaded asset container
88
+ */
89
+ loadAssetContainerAsync(scene, data) {
90
+ if (typeof data !== "string") {
91
+ return Promise.reject("BVH loader expects string data.");
92
+ }
93
+ const assetContainer = new AssetContainer(scene);
94
+ try {
95
+ const skeleton = ReadBvh(data, scene, this._loadingOptions);
96
+ assetContainer.skeletons.push(skeleton);
97
+ return Promise.resolve(assetContainer);
98
+ }
99
+ catch (e) {
100
+ return Promise.reject(e);
101
+ }
102
+ }
103
+ }
104
+ RegisterSceneLoaderPlugin(new BVHFileLoader());
105
+ //# sourceMappingURL=bvhFileLoader.js.map
@@ -0,0 +1 @@
1
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{}) };\n }\n\n private static get _DefaultLoadingOptions(): BVHLoadingOptions {\n return {\n loopMode: Animation.ANIMATIONLOOPMODE_CYCLE,\n };\n }\n\n /** @internal */\n public createPlugin(options: SceneLoaderPluginOptions): ISceneLoaderPluginAsync {\n return new BVHFileLoader(options[BVHFileLoaderMetadata.name]);\n }\n\n /**\n * If the data string can be loaded directly.\n * @returns if the data can be loaded directly\n */\n public canDirectLoad(): boolean {\n return true;\n }\n\n /**\n * Imports from the loaded gaussian splatting data and adds them to the scene\n * @param _meshesNames a string or array of strings of the mesh names that should be loaded from the file\n * @param scene the scene the meshes should be added to\n * @param data the bvh data to load\n * @returns a promise containing the loaded skeletons and animations\n */\n public importMeshAsync(_meshesNames: string | readonly string[] | null | undefined, scene: Scene, data: unknown): Promise<ISceneLoaderAsyncResult> {\n if (typeof data !== \"string\") {\n return Promise.reject(\"BVH loader expects string data.\");\n }\n try {\n const skeleton = ReadBvh(data, scene, this._loadingOptions);\n return Promise.resolve({\n meshes: [],\n particleSystems: [],\n skeletons: [skeleton],\n animationGroups: [],\n transformNodes: [],\n geometries: [],\n lights: [],\n spriteManagers: [],\n });\n } catch (e) {\n return Promise.reject(e);\n }\n }\n\n /**\n * Imports all objects from the loaded bvh data and adds them to the scene\n * @param scene the scene the objects should be added to\n * @param data the bvh data to load\n * @returns a promise which completes when objects have been loaded to the scene\n */\n public loadAsync(scene: Scene, data: unknown): Promise<void> {\n if (typeof data !== \"string\") {\n return Promise.reject(\"BVH loader expects string data.\");\n }\n\n return this.importMeshAsync(null, scene, data).then(() => {\n // return void\n });\n }\n\n /**\n * Load into an asset container.\n * @param scene The scene to load into\n * @param data The data to import\n * @returns The loaded asset container\n */\n public loadAssetContainerAsync(scene: Scene, data: unknown): Promise<AssetContainer> {\n if (typeof data !== \"string\") {\n return Promise.reject(\"BVH loader expects string data.\");\n }\n const assetContainer = new AssetContainer(scene);\n try {\n const skeleton = ReadBvh(data, scene, this._loadingOptions);\n assetContainer.skeletons.push(skeleton);\n return Promise.resolve(assetContainer);\n } catch (e) {\n return Promise.reject(e);\n }\n }\n}\n\nRegisterSceneLoaderPlugin(new BVHFileLoader());\n"]}
@@ -0,0 +1,8 @@
1
+ export declare const BVHFileLoaderMetadata: {
2
+ readonly name: "bvh";
3
+ readonly extensions: {
4
+ readonly ".bvh": {
5
+ readonly isBinary: false;
6
+ };
7
+ };
8
+ };
@@ -0,0 +1,8 @@
1
+ export const BVHFileLoaderMetadata = {
2
+ name: "bvh",
3
+ extensions: {
4
+ // eslint-disable-next-line @typescript-eslint/naming-convention
5
+ ".bvh": { isBinary: false },
6
+ },
7
+ };
8
+ //# sourceMappingURL=bvhFileLoader.metadata.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bvhFileLoader.metadata.js","sourceRoot":"","sources":["../../../../dev/loaders/src/BVH/bvhFileLoader.metadata.ts"],"names":[],"mappings":"AAGA,MAAM,CAAC,MAAM,qBAAqB,GAAG;IACjC,IAAI,EAAE,KAAK;IACX,UAAU,EAAE;QACR,gEAAgE;QAChE,MAAM,EAAE,EAAE,QAAQ,EAAE,KAAK,EAAE;KACkB;CACN,CAAC","sourcesContent":["// eslint-disable-next-line import/no-internal-modules\r\nimport type { ISceneLoaderPluginExtensions, ISceneLoaderPluginMetadata } from \"core/index\";\r\n\r\nexport const BVHFileLoaderMetadata = {\r\n name: \"bvh\",\r\n extensions: {\r\n // eslint-disable-next-line @typescript-eslint/naming-convention\r\n \".bvh\": { isBinary: false },\r\n } as const satisfies ISceneLoaderPluginExtensions,\r\n} as const satisfies ISceneLoaderPluginMetadata;\r\n"]}
@@ -0,0 +1,11 @@
1
+ import { Skeleton } from "@babylonjs/core/Bones/skeleton.js";
2
+ import type { Scene } from "@babylonjs/core/scene.js";
3
+ import type { BVHLoadingOptions } from "./bvhLoadingOptions.js";
4
+ /**
5
+ * Reads a BVH file, returns a skeleton
6
+ * @param text - The BVH file content
7
+ * @param scene - The scene to add the skeleton to
8
+ * @param loadingOptions - The loading options
9
+ * @returns The skeleton
10
+ */
11
+ export declare function ReadBvh(text: string, scene: Scene, loadingOptions: BVHLoadingOptions): Skeleton;
@@ -0,0 +1,329 @@
1
+ import { Animation } from "@babylonjs/core/Animations/animation.js";
2
+ import { Bone } from "@babylonjs/core/Bones/bone.js";
3
+ import { Skeleton } from "@babylonjs/core/Bones/skeleton.js";
4
+ import { Axis } from "@babylonjs/core/Maths/math.axis.js";
5
+ import { Matrix, Quaternion, Vector3 } from "@babylonjs/core/Maths/math.vector.js";
6
+ import { Tools } from "@babylonjs/core/Misc/tools.js";
7
+ const _XPosition = "Xposition";
8
+ const _YPosition = "Yposition";
9
+ const _ZPosition = "Zposition";
10
+ const _XRotation = "Xrotation";
11
+ const _YRotation = "Yrotation";
12
+ const _ZRotation = "Zrotation";
13
+ const _HierarchyNode = "HIERARCHY";
14
+ const _MotionNode = "MOTION";
15
+ class LoaderContext {
16
+ constructor(skeleton) {
17
+ this.loopMode = Animation.ANIMATIONLOOPMODE_CYCLE;
18
+ this.list = [];
19
+ this.root = CreateBVHNode();
20
+ this.numFrames = 0;
21
+ this.frameRate = 0;
22
+ this.skeleton = skeleton;
23
+ }
24
+ }
25
+ function CreateBVHNode() {
26
+ return {
27
+ name: "",
28
+ type: "",
29
+ offset: new Vector3(),
30
+ channels: [],
31
+ children: [],
32
+ frames: [],
33
+ parent: null,
34
+ };
35
+ }
36
+ function CreateBVHKeyFrame() {
37
+ return {
38
+ time: 0,
39
+ position: new Vector3(),
40
+ rotation: new Quaternion(),
41
+ };
42
+ }
43
+ /**
44
+ * Converts the BVH node's offset to a Babylon matrix
45
+ * @param node - The BVH node to convert
46
+ * @returns The converted matrix
47
+ */
48
+ function BoneOffset(node) {
49
+ const x = node.offset.x;
50
+ const y = node.offset.y;
51
+ // Flip Z axis to convert handedness.
52
+ const z = -node.offset.z;
53
+ return Matrix.Translation(x, y, z);
54
+ }
55
+ /**
56
+ * Creates animations for the BVH node
57
+ * @param node - The BVH node to create animations for
58
+ * @param context - The loader context
59
+ * @returns The created animations
60
+ */
61
+ function CreateAnimations(node, context) {
62
+ if (node.frames.length === 0) {
63
+ return null;
64
+ }
65
+ const keyFrames = [];
66
+ // Create position animation if there are position channels
67
+ const hasPosition = node.channels.some((c) => c === _XPosition || c === _YPosition || c === _ZPosition);
68
+ // Create rotation animation if there are rotation channels
69
+ const hasRotation = node.channels.some((c) => c === _XRotation || c === _YRotation || c === _ZRotation);
70
+ for (let i = 0; i < node.frames.length; i++) {
71
+ const frame = node.frames[i];
72
+ const time = i * context.frameRate * 1000; // Convert to milliseconds
73
+ if (hasPosition || hasRotation) {
74
+ let matrix = Matrix.Identity();
75
+ if (hasRotation) {
76
+ const rotationMatrix = new Matrix();
77
+ frame.rotation.toRotationMatrix(rotationMatrix);
78
+ matrix = rotationMatrix;
79
+ }
80
+ if (hasPosition) {
81
+ const position = frame.position;
82
+ matrix.setTranslation(new Vector3(position.x, position.y, position.z));
83
+ }
84
+ keyFrames.push({
85
+ frame: time,
86
+ value: matrix,
87
+ });
88
+ }
89
+ }
90
+ if (keyFrames.length === 0) {
91
+ return null;
92
+ }
93
+ const fps = 60 / context.frameRate;
94
+ const animation = new Animation(node.name + "_anim", "_matrix", fps, Animation.ANIMATIONTYPE_MATRIX, context.loopMode);
95
+ animation.setKeys(keyFrames);
96
+ return animation;
97
+ }
98
+ /**
99
+ * Converts a BVH node to a Babylon bone
100
+ * @param node - The BVH node to convert
101
+ * @param parent - The parent bone
102
+ * @param context - The loader context
103
+ */
104
+ function ConvertNode(node, parent, context) {
105
+ const matrix = BoneOffset(node);
106
+ const bone = new Bone(node.name, context.skeleton, parent, matrix);
107
+ // Create animation for this bone
108
+ const animation = CreateAnimations(node, context);
109
+ if (animation) {
110
+ // Apply rotation correction to the root bone's animation keys
111
+ if (!parent) {
112
+ // Check if it's the root node
113
+ const correctionMatrix = Matrix.RotationAxis(Axis.X, Math.PI / 2); // -90 degrees on X-axis
114
+ const correctedKeys = animation.getKeys().map((key) => {
115
+ const originalMatrix = key.value;
116
+ // Apply correction: We want to rotate the final orientation, so post-multiply
117
+ const correctedMatrix = originalMatrix.multiply(correctionMatrix);
118
+ return { frame: key.frame, value: correctedMatrix };
119
+ });
120
+ animation.setKeys(correctedKeys);
121
+ }
122
+ bone.animations.push(animation);
123
+ }
124
+ for (const child of node.children) {
125
+ ConvertNode(child, bone, context);
126
+ }
127
+ }
128
+ /**
129
+ * Recursively reads data from a single frame into the bone hierarchy.
130
+ * The bone hierarchy has to be structured in the same order as the BVH file.
131
+ * keyframe data is stored in bone.frames.
132
+ * @param data - splitted string array (frame values), values are shift()ed
133
+ * @param frameTime - playback time for this keyframe
134
+ * @param bone - the bone to read frame data from
135
+ */
136
+ function ReadFrameData(data, frameTime, bone) {
137
+ if (bone.type === "ENDSITE") {
138
+ // end sites have no motion data
139
+ return;
140
+ }
141
+ // add keyframe
142
+ const keyframe = CreateBVHKeyFrame();
143
+ keyframe.time = frameTime;
144
+ keyframe.position = new Vector3();
145
+ keyframe.rotation = new Quaternion();
146
+ bone.frames.push(keyframe);
147
+ let pitch = 0, yaw = 0, roll = 0;
148
+ // parse values for each channel in node
149
+ for (let i = 0; i < bone.channels.length; ++i) {
150
+ const value = data.shift();
151
+ if (!value) {
152
+ continue;
153
+ }
154
+ switch (bone.channels[i]) {
155
+ case _XPosition:
156
+ keyframe.position.x = parseFloat(value.trim());
157
+ break;
158
+ case _YPosition:
159
+ keyframe.position.y = parseFloat(value.trim());
160
+ break;
161
+ case _ZPosition:
162
+ keyframe.position.z = -parseFloat(value.trim()); // Flip Z axis to convert handedness.
163
+ break;
164
+ case _XRotation:
165
+ pitch = Tools.ToRadians(+value);
166
+ break;
167
+ case _YRotation:
168
+ yaw = Tools.ToRadians(+value);
169
+ break;
170
+ case _ZRotation:
171
+ roll = Tools.ToRadians(+value);
172
+ break;
173
+ default:
174
+ throw new Error("invalid channel type");
175
+ }
176
+ }
177
+ if (yaw !== 0 || pitch !== 0 || roll !== 0) {
178
+ // Create rotation matrix in proper order
179
+ const rotationMatrix = Matrix.Identity();
180
+ Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotationMatrix);
181
+ keyframe.rotation.fromRotationMatrix(rotationMatrix);
182
+ }
183
+ // parse child nodes
184
+ for (let i = 0; i < bone.children.length; ++i) {
185
+ ReadFrameData(data, frameTime, bone.children[i]);
186
+ }
187
+ }
188
+ /**
189
+ * Recursively parses the HIERARCHY section of the BVH file
190
+ * @param lines - all lines of the file. lines are consumed as we go along
191
+ * @param firstLine - line containing the node type and name e.g. "JOINT hip"
192
+ * @param parent - the parent node for hierarchy
193
+ * @param context - the loader context containing the list of nodes and other data
194
+ * @returns a BVH node including children
195
+ */
196
+ function ReadNode(lines, firstLine, parent, context) {
197
+ const node = CreateBVHNode();
198
+ node.parent = parent;
199
+ context.list.push(node);
200
+ // parse node type and name.
201
+ let tokens = firstLine.trim().split(/\s+/);
202
+ if (tokens[0].toUpperCase() === "END" && tokens[1].toUpperCase() === "SITE") {
203
+ node.type = "ENDSITE";
204
+ node.name = "ENDSITE"; // bvh end sites have no name
205
+ }
206
+ else {
207
+ node.name = tokens[1];
208
+ node.type = tokens[0].toUpperCase();
209
+ }
210
+ // opening bracket
211
+ if (lines.shift()?.trim() != "{") {
212
+ throw new Error("Expected opening { after type & name");
213
+ }
214
+ // parse OFFSET
215
+ const tokensSplit = lines.shift()?.trim().split(/\s+/);
216
+ if (!tokensSplit) {
217
+ throw new Error("Unexpected end of file: missing OFFSET");
218
+ }
219
+ tokens = tokensSplit;
220
+ // check for OFFSET
221
+ if (tokens[0].toUpperCase() != "OFFSET") {
222
+ throw new Error("Expected OFFSET, but got: " + tokens[0]);
223
+ }
224
+ if (tokens.length != 4) {
225
+ throw new Error("OFFSET: Invalid number of values");
226
+ }
227
+ const offset = new Vector3(parseFloat(tokens[1]), parseFloat(tokens[2]), parseFloat(tokens[3]));
228
+ if (isNaN(offset.x) || isNaN(offset.y) || isNaN(offset.z)) {
229
+ throw new Error("OFFSET: Invalid values");
230
+ }
231
+ node.offset = offset;
232
+ // parse CHANNELS definitions
233
+ if (node.type != "ENDSITE") {
234
+ tokens = lines.shift()?.trim().split(/\s+/);
235
+ if (!tokens) {
236
+ throw new Error("Unexpected end of file: missing CHANNELS");
237
+ }
238
+ if (tokens[0].toUpperCase() != "CHANNELS") {
239
+ throw new Error("Expected CHANNELS definition");
240
+ }
241
+ const numChannels = parseInt(tokens[1]);
242
+ // Skip CHANNELS and the number of channels
243
+ node.channels = tokens.splice(2, numChannels);
244
+ node.children = [];
245
+ }
246
+ // read children
247
+ while (lines.length > 0) {
248
+ const line = lines.shift()?.trim();
249
+ if (line === "}") {
250
+ // Finish reading the node
251
+ return node;
252
+ }
253
+ else if (line) {
254
+ node.children.push(ReadNode(lines, line, node, context));
255
+ }
256
+ }
257
+ throw new Error("Unexpected end of file: missing closing brace");
258
+ }
259
+ /**
260
+ * Reads a BVH file, returns a skeleton
261
+ * @param text - The BVH file content
262
+ * @param scene - The scene to add the skeleton to
263
+ * @param loadingOptions - The loading options
264
+ * @returns The skeleton
265
+ */
266
+ export function ReadBvh(text, scene, loadingOptions) {
267
+ const lines = text.split("\n");
268
+ const { loopMode } = loadingOptions;
269
+ const skeleton = new Skeleton("", "", scene);
270
+ const context = new LoaderContext(skeleton);
271
+ context.loopMode = loopMode;
272
+ // read model structure
273
+ const firstLine = lines.shift();
274
+ if (!firstLine || firstLine.trim().toUpperCase() !== _HierarchyNode) {
275
+ throw new Error("HIERARCHY expected");
276
+ }
277
+ const nodeLine = lines.shift();
278
+ if (!nodeLine) {
279
+ throw new Error("Unexpected end of file after HIERARCHY");
280
+ }
281
+ const root = ReadNode(lines, nodeLine.trim(), null, context);
282
+ // read motion data
283
+ const motionLine = lines.shift();
284
+ if (!motionLine || motionLine.trim().toUpperCase() !== _MotionNode) {
285
+ throw new Error("MOTION expected");
286
+ }
287
+ const framesLine = lines.shift();
288
+ if (!framesLine) {
289
+ throw new Error("Unexpected end of file before frame count");
290
+ }
291
+ const framesTokens = framesLine.trim().split(/[\s]+/);
292
+ if (framesTokens.length < 2) {
293
+ throw new Error("Invalid frame count line");
294
+ }
295
+ // number of frames
296
+ const numFrames = parseInt(framesTokens[1]);
297
+ if (isNaN(numFrames)) {
298
+ throw new Error("Failed to read number of frames.");
299
+ }
300
+ context.numFrames = numFrames;
301
+ // frame time
302
+ const frameTimeLine = lines.shift();
303
+ if (!frameTimeLine) {
304
+ throw new Error("Unexpected end of file before frame time");
305
+ }
306
+ const frameTimeTokens = frameTimeLine.trim().split(/[\s]+/);
307
+ if (frameTimeTokens.length < 3) {
308
+ throw new Error("Invalid frame time line");
309
+ }
310
+ const frameTime = parseFloat(frameTimeTokens[2]);
311
+ if (isNaN(frameTime)) {
312
+ throw new Error("Failed to read frame time.");
313
+ }
314
+ context.frameRate = frameTime;
315
+ // read frame data line by line
316
+ for (let i = 0; i < numFrames; ++i) {
317
+ const frameLine = lines.shift();
318
+ if (!frameLine) {
319
+ continue;
320
+ }
321
+ const tokens = frameLine.trim().split(/[\s]+/);
322
+ ReadFrameData(tokens, i * frameTime, root);
323
+ }
324
+ context.root = root;
325
+ ConvertNode(context.root, null, context);
326
+ context.skeleton.returnToRest();
327
+ return context.skeleton;
328
+ }
329
+ //# sourceMappingURL=bvhLoader.js.map
@@ -0,0 +1 @@
1
+ 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type { IAnimationKey } from \"core/Animations\";\nimport { Animation } from \"core/Animations/animation\";\nimport { Bone } from \"core/Bones/bone\";\nimport { Skeleton } from \"core/Bones/skeleton\";\nimport { Axis } from \"core/Maths/math.axis\";\nimport { Matrix, Quaternion, Vector3 } from \"core/Maths/math.vector\";\nimport type { Scene } from \"core/scene\";\nimport type { Nullable } from \"core/types\";\nimport type { BVHLoadingOptions } from \"./bvhLoadingOptions\";\nimport { Tools } from \"core/Misc/tools\";\n\nconst _XPosition = \"Xposition\";\nconst _YPosition = \"Yposition\";\nconst _ZPosition = \"Zposition\";\nconst _XRotation = \"Xrotation\";\nconst _YRotation = \"Yrotation\";\nconst _ZRotation = \"Zrotation\";\n\nconst _HierarchyNode = \"HIERARCHY\";\nconst _MotionNode = \"MOTION\";\n\nclass LoaderContext {\n loopMode: number = Animation.ANIMATIONLOOPMODE_CYCLE;\n list: IBVHNode[] = [];\n root: IBVHNode = CreateBVHNode();\n numFrames: number = 0;\n frameRate: number = 0;\n skeleton: Skeleton;\n\n constructor(skeleton: Skeleton) {\n this.skeleton = skeleton;\n }\n}\n\ninterface IBVHNode {\n name: string;\n type: string;\n offset: Vector3;\n channels: string[];\n children: IBVHNode[];\n frames: IBVHKeyFrame[];\n parent: Nullable<IBVHNode>;\n}\n\ninterface IBVHKeyFrame {\n time: number;\n position: Vector3;\n rotation: Quaternion;\n}\n\nfunction CreateBVHNode(): IBVHNode {\n return {\n name: \"\",\n type: \"\",\n offset: new Vector3(),\n channels: [],\n children: [],\n frames: [],\n parent: null,\n };\n}\n\nfunction CreateBVHKeyFrame(): IBVHKeyFrame {\n return {\n time: 0,\n position: new Vector3(),\n rotation: new Quaternion(),\n };\n}\n\n/**\n * Converts the BVH node's offset to a Babylon matrix\n * @param node - The BVH node to convert\n * @returns The converted matrix\n */\nfunction BoneOffset(node: IBVHNode): Matrix {\n const x = node.offset.x;\n const y = node.offset.y;\n // Flip Z axis to convert handedness.\n const z = -node.offset.z;\n return Matrix.Translation(x, y, z);\n}\n\n/**\n * Creates animations for the BVH node\n * @param node - The BVH node to create animations for\n * @param context - The loader context\n * @returns The created animations\n */\nfunction CreateAnimations(node: IBVHNode, context: LoaderContext): Animation | null {\n if (node.frames.length === 0) {\n return null;\n }\n\n const keyFrames: IAnimationKey[] = [];\n\n // Create position animation if there are position channels\n const hasPosition = node.channels.some((c) => c === _XPosition || c === _YPosition || c === _ZPosition);\n\n // Create rotation animation if there are rotation channels\n const hasRotation = node.channels.some((c) => c === _XRotation || c === _YRotation || c === _ZRotation);\n\n for (let i = 0; i < node.frames.length; i++) {\n const frame = node.frames[i];\n const time = i * context.frameRate * 1000; // Convert to milliseconds\n\n if (hasPosition || hasRotation) {\n let matrix = Matrix.Identity();\n\n if (hasRotation) {\n const rotationMatrix = new Matrix();\n frame.rotation.toRotationMatrix(rotationMatrix);\n matrix = rotationMatrix;\n }\n\n if (hasPosition) {\n const position = frame.position;\n matrix.setTranslation(new Vector3(position.x, position.y, position.z));\n }\n\n keyFrames.push({\n frame: time,\n value: matrix,\n });\n }\n }\n\n if (keyFrames.length === 0) {\n return null;\n }\n\n const fps = 60 / context.frameRate;\n const animation = new Animation(node.name + \"_anim\", \"_matrix\", fps, Animation.ANIMATIONTYPE_MATRIX, context.loopMode);\n animation.setKeys(keyFrames);\n\n return animation;\n}\n\n/**\n * Converts a BVH node to a Babylon bone\n * @param node - The BVH node to convert\n * @param parent - The parent bone\n * @param context - The loader context\n */\nfunction ConvertNode(node: IBVHNode, parent: Nullable<Bone>, context: LoaderContext) {\n const matrix = BoneOffset(node);\n const bone = new Bone(node.name, context.skeleton, parent, matrix);\n\n // Create animation for this bone\n const animation = CreateAnimations(node, context);\n if (animation) {\n // Apply rotation correction to the root bone's animation keys\n if (!parent) {\n // Check if it's the root node\n const correctionMatrix = Matrix.RotationAxis(Axis.X, Math.PI / 2); // -90 degrees on X-axis\n const correctedKeys = animation.getKeys().map((key: IAnimationKey) => {\n const originalMatrix = key.value as Matrix;\n // Apply correction: We want to rotate the final orientation, so post-multiply\n const correctedMatrix = originalMatrix.multiply(correctionMatrix);\n return { frame: key.frame, value: correctedMatrix };\n });\n animation.setKeys(correctedKeys);\n }\n bone.animations.push(animation);\n }\n\n for (const child of node.children) {\n ConvertNode(child, bone, context);\n }\n}\n\n/**\n * Recursively reads data from a single frame into the bone hierarchy.\n * The bone hierarchy has to be structured in the same order as the BVH file.\n * keyframe data is stored in bone.frames.\n * @param data - splitted string array (frame values), values are shift()ed\n * @param frameTime - playback time for this keyframe\n * @param bone - the bone to read frame data from\n */\nfunction ReadFrameData(data: string[], frameTime: number, bone: IBVHNode) {\n if (bone.type === \"ENDSITE\") {\n // end sites have no motion data\n return;\n }\n\n // add keyframe\n const keyframe = CreateBVHKeyFrame();\n keyframe.time = frameTime;\n keyframe.position = new Vector3();\n keyframe.rotation = new Quaternion();\n\n bone.frames.push(keyframe);\n\n let pitch = 0,\n yaw = 0,\n roll = 0;\n\n // parse values for each channel in node\n for (let i = 0; i < bone.channels.length; ++i) {\n const value = data.shift();\n if (!value) {\n continue;\n }\n\n switch (bone.channels[i]) {\n case _XPosition:\n keyframe.position.x = parseFloat(value.trim());\n break;\n case _YPosition:\n keyframe.position.y = parseFloat(value.trim());\n break;\n case _ZPosition:\n keyframe.position.z = -parseFloat(value.trim()); // Flip Z axis to convert handedness.\n break;\n case _XRotation:\n pitch = Tools.ToRadians(+value);\n break;\n case _YRotation:\n yaw = Tools.ToRadians(+value);\n break;\n case _ZRotation:\n roll = Tools.ToRadians(+value);\n break;\n default:\n throw new Error(\"invalid channel type\");\n }\n }\n\n if (yaw !== 0 || pitch !== 0 || roll !== 0) {\n // Create rotation matrix in proper order\n const rotationMatrix = Matrix.Identity();\n Matrix.RotationYawPitchRollToRef(yaw, pitch, roll, rotationMatrix);\n keyframe.rotation.fromRotationMatrix(rotationMatrix);\n }\n\n // parse child nodes\n for (let i = 0; i < bone.children.length; ++i) {\n ReadFrameData(data, frameTime, bone.children[i]);\n }\n}\n\n/**\n * Recursively parses the HIERARCHY section of the BVH file\n * @param lines - all lines of the file. lines are consumed as we go along\n * @param firstLine - line containing the node type and name e.g. \"JOINT hip\"\n * @param parent - the parent node for hierarchy\n * @param context - the loader context containing the list of nodes and other data\n * @returns a BVH node including children\n */\nfunction ReadNode(lines: string[], firstLine: string, parent: Nullable<IBVHNode>, context: LoaderContext): IBVHNode {\n const node = CreateBVHNode();\n node.parent = parent;\n context.list.push(node);\n\n // parse node type and name.\n let tokens: string[] | undefined = firstLine.trim().split(/\\s+/);\n\n if (tokens[0].toUpperCase() === \"END\" && tokens[1].toUpperCase() === \"SITE\") {\n node.type = \"ENDSITE\";\n node.name = \"ENDSITE\"; // bvh end sites have no name\n } else {\n node.name = tokens[1];\n node.type = tokens[0].toUpperCase();\n }\n\n // opening bracket\n if (lines.shift()?.trim() != \"{\") {\n throw new Error(\"Expected opening { after type & name\");\n }\n\n // parse OFFSET\n const tokensSplit = lines.shift()?.trim().split(/\\s+/);\n if (!tokensSplit) {\n throw new Error(\"Unexpected end of file: missing OFFSET\");\n }\n tokens = tokensSplit;\n // check for OFFSET\n\n if (tokens[0].toUpperCase() != \"OFFSET\") {\n throw new Error(\"Expected OFFSET, but got: \" + tokens[0]);\n }\n if (tokens.length != 4) {\n throw new Error(\"OFFSET: Invalid number of values\");\n }\n\n const offset = new Vector3(parseFloat(tokens[1]), parseFloat(tokens[2]), parseFloat(tokens[3]));\n\n if (isNaN(offset.x) || isNaN(offset.y) || isNaN(offset.z)) {\n throw new Error(\"OFFSET: Invalid values\");\n }\n\n node.offset = offset;\n\n // parse CHANNELS definitions\n if (node.type != \"ENDSITE\") {\n tokens = lines.shift()?.trim().split(/\\s+/);\n if (!tokens) {\n throw new Error(\"Unexpected end of file: missing CHANNELS\");\n }\n\n if (tokens[0].toUpperCase() != \"CHANNELS\") {\n throw new Error(\"Expected CHANNELS definition\");\n }\n\n const numChannels = parseInt(tokens[1]);\n // Skip CHANNELS and the number of channels\n node.channels = tokens.splice(2, numChannels);\n node.children = [];\n }\n\n // read children\n while (lines.length > 0) {\n const line = lines.shift()?.trim();\n\n if (line === \"}\") {\n // Finish reading the node\n return node;\n } else if (line) {\n node.children.push(ReadNode(lines, line, node, context));\n }\n }\n\n throw new Error(\"Unexpected end of file: missing closing brace\");\n}\n\n/**\n * Reads a BVH file, returns a skeleton\n * @param text - The BVH file content\n * @param scene - The scene to add the skeleton to\n * @param loadingOptions - The loading options\n * @returns The skeleton\n */\nexport function ReadBvh(text: string, scene: Scene, loadingOptions: BVHLoadingOptions): Skeleton {\n const lines = text.split(\"\\n\");\n\n const { loopMode } = loadingOptions;\n\n const skeleton = new Skeleton(\"\", \"\", scene);\n\n const context = new LoaderContext(skeleton);\n context.loopMode = loopMode;\n\n // read model structure\n const firstLine = lines.shift();\n if (!firstLine || firstLine.trim().toUpperCase() !== _HierarchyNode) {\n throw new Error(\"HIERARCHY expected\");\n }\n\n const nodeLine = lines.shift();\n if (!nodeLine) {\n throw new Error(\"Unexpected end of file after HIERARCHY\");\n }\n const root = ReadNode(lines, nodeLine.trim(), null, context);\n\n // read motion data\n const motionLine = lines.shift();\n if (!motionLine || motionLine.trim().toUpperCase() !== _MotionNode) {\n throw new Error(\"MOTION expected\");\n }\n\n const framesLine = lines.shift();\n if (!framesLine) {\n throw new Error(\"Unexpected end of file before frame count\");\n }\n const framesTokens = framesLine.trim().split(/[\\s]+/);\n if (framesTokens.length < 2) {\n throw new Error(\"Invalid frame count line\");\n }\n\n // number of frames\n const numFrames = parseInt(framesTokens[1]);\n if (isNaN(numFrames)) {\n throw new Error(\"Failed to read number of frames.\");\n }\n context.numFrames = numFrames;\n\n // frame time\n const frameTimeLine = lines.shift();\n if (!frameTimeLine) {\n throw new Error(\"Unexpected end of file before frame time\");\n }\n const frameTimeTokens = frameTimeLine.trim().split(/[\\s]+/);\n if (frameTimeTokens.length < 3) {\n throw new Error(\"Invalid frame time line\");\n }\n const frameTime = parseFloat(frameTimeTokens[2]);\n if (isNaN(frameTime)) {\n throw new Error(\"Failed to read frame time.\");\n }\n\n context.frameRate = frameTime;\n\n // read frame data line by line\n for (let i = 0; i < numFrames; ++i) {\n const frameLine = lines.shift();\n if (!frameLine) {\n continue;\n }\n const tokens = frameLine.trim().split(/[\\s]+/);\n ReadFrameData(tokens, i * frameTime, root);\n }\n\n context.root = root;\n\n ConvertNode(context.root, null, context);\n\n context.skeleton.returnToRest();\n return context.skeleton;\n}\n"]}
@@ -0,0 +1,9 @@
1
+ /**
2
+ * Options for loading BVH files
3
+ */
4
+ export type BVHLoadingOptions = {
5
+ /**
6
+ * Defines the loop mode of the animation to load.
7
+ */
8
+ loopMode: number;
9
+ };
@@ -0,0 +1,2 @@
1
+ export {};
2
+ //# sourceMappingURL=bvhLoadingOptions.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"bvhLoadingOptions.js","sourceRoot":"","sources":["../../../../dev/loaders/src/BVH/bvhLoadingOptions.ts"],"names":[],"mappings":"","sourcesContent":["/**\n * Options for loading BVH files\n */\nexport type BVHLoadingOptions = {\n /**\n * Defines the loop mode of the animation to load.\n */\n loopMode: number;\n};\n"]}
package/BVH/index.d.ts ADDED
@@ -0,0 +1 @@
1
+ export * from "./bvhLoader.js";
package/BVH/index.js ADDED
@@ -0,0 +1,3 @@
1
+ /* eslint-disable import/no-internal-modules */
2
+ export * from "./bvhLoader.js";
3
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"index.js","sourceRoot":"","sources":["../../../../dev/loaders/src/BVH/index.ts"],"names":[],"mappings":"AAAA,+CAA+C;AAC/C,cAAc,aAAa,CAAC","sourcesContent":["/* eslint-disable import/no-internal-modules */\nexport * from \"./bvhLoader\";\n"]}