@directivegames/genesys.js 3.1.24

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Files changed (1501) hide show
  1. package/README.md +123 -0
  2. package/assets/animation-profiles/mixamo.skeleton-profile.json +63 -0
  3. package/assets/animation-profiles/rigify.skeleton-profile.json +61 -0
  4. package/assets/character/SKM_SB_MediumHuman.glb +0 -0
  5. package/assets/character/config/AnimationStateMachineComponent.md +107 -0
  6. package/assets/character/config/mannequin-anim.json +53 -0
  7. package/assets/character/mannequin.glb +0 -0
  8. package/assets/character/mannequinG.glb +0 -0
  9. package/assets/default.genesys-scene +194 -0
  10. package/assets/models/PickupActors/SM_Pickup_Health.glb +0 -0
  11. package/assets/models/PickupActors/SM_Pickup_Station.glb +0 -0
  12. package/assets/models/SM_Capsule.glb +0 -0
  13. package/assets/models/SM_ChamferCube.glb +0 -0
  14. package/assets/models/SM_Cone.glb +0 -0
  15. package/assets/models/SM_Cube.glb +0 -0
  16. package/assets/models/SM_Cylinder.glb +0 -0
  17. package/assets/models/SM_Plane.glb +0 -0
  18. package/assets/models/SM_Pyramid.glb +0 -0
  19. package/assets/models/SM_Sphere.glb +0 -0
  20. package/assets/models/SM_Torus.glb +0 -0
  21. package/assets/models/SM_Wedge.glb +0 -0
  22. package/assets/models/Weapons/SM_ShotGun_01.glb +0 -0
  23. package/assets/models/demo/Characters/Knightdude.glb +0 -0
  24. package/assets/models/demo/Characters/Spacedude.glb +0 -0
  25. package/assets/models/demo/LowPoly/SM_Bush01.glb +0 -0
  26. package/assets/models/demo/LowPoly/SM_Bush02.glb +0 -0
  27. package/assets/models/demo/LowPoly/SM_Flower01.glb +0 -0
  28. package/assets/models/demo/LowPoly/SM_Flower02.glb +0 -0
  29. package/assets/models/demo/LowPoly/SM_Flower03.glb +0 -0
  30. package/assets/models/demo/LowPoly/SM_GeneratedLandscape.glb +0 -0
  31. package/assets/models/demo/LowPoly/SM_Grass01.glb +0 -0
  32. package/assets/models/demo/LowPoly/SM_Grass02.glb +0 -0
  33. package/assets/models/demo/LowPoly/SM_Grass03.glb +0 -0
  34. package/assets/models/demo/LowPoly/SM_Mushroom01.glb +0 -0
  35. package/assets/models/demo/LowPoly/SM_Mushroom02.glb +0 -0
  36. package/assets/models/demo/LowPoly/SM_MushroomCluster01.glb +0 -0
  37. package/assets/models/demo/LowPoly/SM_MushroomCluster02.glb +0 -0
  38. package/assets/models/demo/LowPoly/SM_Rock01.glb +0 -0
  39. package/assets/models/demo/LowPoly/SM_Rock02.glb +0 -0
  40. package/assets/models/demo/LowPoly/SM_Rock03.glb +0 -0
  41. package/assets/models/demo/LowPoly/SM_Rock04.glb +0 -0
  42. package/assets/models/demo/LowPoly/SM_Tree01.glb +0 -0
  43. package/assets/models/demo/LowPoly/SM_Tree02.glb +0 -0
  44. package/assets/models/demo/LowPoly/SM_Tree03.glb +0 -0
  45. package/assets/models/demo/LowPoly/SM_Tree04.glb +0 -0
  46. package/assets/models/demo/LowPoly/SM_TreeStump.glb +0 -0
  47. package/assets/models/demo/LowPoly/SM_TreeTrunk.glb +0 -0
  48. package/assets/models/demo/LowPoly/low_poly_ship_wreck.glb +0 -0
  49. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block.glb +0 -0
  50. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Dirt.glb +0 -0
  51. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02.glb +0 -0
  52. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Grass02Patch.glb +0 -0
  53. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Gravel.glb +0 -0
  54. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Lava.glb +0 -0
  55. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_LavaStone.glb +0 -0
  56. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Sand.glb +0 -0
  57. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Stone.glb +0 -0
  58. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneA.glb +0 -0
  59. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_StoneC.glb +0 -0
  60. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Wall.glb +0 -0
  61. package/assets/models/demo/SandboxAsset/Blocks/SM_SB_Block_Water.glb +0 -0
  62. package/assets/models/demo/SandboxAsset/Characters/SKM_Arachnids_Large_Spider.glb +0 -0
  63. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_F01.glb +0 -0
  64. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Adventurer_M01.glb +0 -0
  65. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_F01.glb +0 -0
  66. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aviator_M01.glb +0 -0
  67. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_F01.glb +0 -0
  68. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Aztec_M01.glb +0 -0
  69. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_MediumHuman.glb +0 -0
  70. package/assets/models/demo/SandboxAsset/Characters/SKM_SB_Shaman.glb +0 -0
  71. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_01.glb +0 -0
  72. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_02.glb +0 -0
  73. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_03.glb +0 -0
  74. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Cloud_04.glb +0 -0
  75. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_01.glb +0 -0
  76. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_02.glb +0 -0
  77. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_03.glb +0 -0
  78. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_04.glb +0 -0
  79. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_05.glb +0 -0
  80. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_06.glb +0 -0
  81. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_Env_Cloud_07.glb +0 -0
  82. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud01.glb +0 -0
  83. package/assets/models/demo/SandboxAsset/Clouds/SM_SB_SmallCloud_02.glb +0 -0
  84. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_AztecStatue.glb +0 -0
  85. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_01.glb +0 -0
  86. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_02.glb +0 -0
  87. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_03.glb +0 -0
  88. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_01.glb +0 -0
  89. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Claypot_Broken_02.glb +0 -0
  90. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_01.glb +0 -0
  91. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Calendar_02.glb +0 -0
  92. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Crystal_Skull.glb +0 -0
  93. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_01.glb +0 -0
  94. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Goldpile_02.glb +0 -0
  95. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Rubble_Skeleton_01.glb +0 -0
  96. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChest.glb +0 -0
  97. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_TreasureChestSmall.glb +0 -0
  98. package/assets/models/demo/SandboxAsset/Decorations/SM_SB_Wall_Deco_01.glb +0 -0
  99. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_AngledWall.glb +0 -0
  100. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Arch.glb +0 -0
  101. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams.glb +0 -0
  102. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Beams02.glb +0 -0
  103. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Corner.glb +0 -0
  104. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_CornerB.glb +0 -0
  105. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor.glb +0 -0
  106. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor2.glb +0 -0
  107. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Floor3.glb +0 -0
  108. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_GrowingTree.glb +0 -0
  109. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_HalfFloor.glb +0 -0
  110. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_IronBucket.glb +0 -0
  111. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Pillar.glb +0 -0
  112. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Railing.glb +0 -0
  113. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_RoofWindow.glb +0 -0
  114. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Stairs01.glb +0 -0
  115. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Statue.glb +0 -0
  116. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall.glb +0 -0
  117. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall02.glb +0 -0
  118. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03.glb +0 -0
  119. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall03B.glb +0 -0
  120. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_Wall04.glb +0 -0
  121. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallB.glb +0 -0
  122. package/assets/models/demo/SandboxAsset/Dungeon/SM_SB_WallTrim.glb +0 -0
  123. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_01.glb +0 -0
  124. package/assets/models/demo/SandboxAsset/Floors/SM_SB_Floor_02.glb +0 -0
  125. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorA.glb +0 -0
  126. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower01_ColorB.glb +0 -0
  127. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorA.glb +0 -0
  128. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower02_ColorB.glb +0 -0
  129. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorA.glb +0 -0
  130. package/assets/models/demo/SandboxAsset/Flowers/SM_SB_Flower03_ColorB.glb +0 -0
  131. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Beach_Grass.glb +0 -0
  132. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Birgaradier_Tree.glb +0 -0
  133. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Cactus_Long.glb +0 -0
  134. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_ElephantEar01.glb +0 -0
  135. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Fern01.glb +0 -0
  136. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_GrassPatch.glb +0 -0
  137. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Growing_Plant.glb +0 -0
  138. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Leaf_bush01.glb +0 -0
  139. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Middle_Moss.glb +0 -0
  140. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Oracle_Tree.glb +0 -0
  141. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Plant01.glb +0 -0
  142. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_Tree01.glb +0 -0
  143. package/assets/models/demo/SandboxAsset/Foliage/SM_SB_plant.glb +0 -0
  144. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_01.glb +0 -0
  145. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Arrow_large_02.glb +0 -0
  146. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_01.glb +0 -0
  147. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeEnd_02.glb +0 -0
  148. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_HangingBridgeMiddle.glb +0 -0
  149. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingPlatform_01.glb +0 -0
  150. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_MovingWall.glb +0 -0
  151. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_ObsidianTrap.glb +0 -0
  152. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Scull_Arrowshooter01.glb +0 -0
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  154. package/assets/models/demo/SandboxAsset/GameItems/SM_SB_Snakepit.glb +0 -0
  155. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock01.glb +0 -0
  156. package/assets/models/demo/SandboxAsset/Rocks/SM_SB_Rock02.glb +0 -0
  157. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_L.glb +0 -0
  158. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Corner_R.glb +0 -0
  159. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Edge.glb +0 -0
  160. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_End01.glb +0 -0
  161. package/assets/models/demo/SandboxAsset/Slides/SM_SB_Slide_Module.glb +0 -0
  162. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_01.glb +0 -0
  163. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CaribbeanPine_02.glb +0 -0
  164. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree01.glb +0 -0
  165. package/assets/models/demo/SandboxAsset/Trees/SM_SB_CoconutTree02.glb +0 -0
  166. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_01.glb +0 -0
  167. package/assets/models/demo/SandboxAsset/Trees/SM_SB_KapokTree_02.glb +0 -0
  168. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_01.glb +0 -0
  169. package/assets/models/demo/SandboxAsset/Trees/SM_SB_QueenPalm_02.glb +0 -0
  170. package/assets/models/demo/SandboxAsset/Trees/SM_SB_TreeTrunk.glb +0 -0
  171. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimA.glb +0 -0
  172. package/assets/models/demo/SandboxAsset/Trims/SM_SB_TrimB.glb +0 -0
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  181. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_01.glb +0 -0
  182. package/assets/models/demo/SandboxAsset/Walls/SM_SB_Aztec_Wall_02.glb +0 -0
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  196. package/assets/prefabs/actors/demo_health_pickup.prefab.json +114 -0
  197. package/assets/prefabs/actors/demo_health_pickup_spawner.prefab.json +102 -0
  198. package/assets/prefabs/actors/test.prefab.json +87 -0
  199. package/assets/shaders/M_Anisotropy_Brushed.material.json +89 -0
  200. package/assets/shaders/M_Anisotropy_Radial.material.json +55 -0
  201. package/assets/shaders/M_Chrome.material.json +18 -0
  202. package/assets/shaders/M_Emissive_Blue.material.json +26 -0
  203. package/assets/shaders/M_Glass_Frosted.material.json +24 -0
  204. package/assets/shaders/M_Glass_ThinFilm.material.json +23 -0
  205. package/assets/shaders/M_Glossy_Grey.material.json +20 -0
  206. package/assets/shaders/M_Matte_White.material.json +20 -0
  207. package/assets/shaders/M_Metal_Anisotropic_Gold.material.json +31 -0
  208. package/assets/shaders/M_Metal_Anisotropic_Silver.material.json +31 -0
  209. package/assets/shaders/M_Metal_Brushed.material.json +61 -0
  210. package/assets/shaders/M_Paint_Clearcoat.material.json +28 -0
  211. package/assets/shaders/M_Stone_Mossy.material.json +153 -0
  212. package/assets/shaders/M_Stone_Mossy_Snow.material.json +151 -0
  213. package/assets/shaders/M_Toon_Anime.material.json +49 -0
  214. package/assets/shaders/M_Toon_Anime_5Step.material.json +45 -0
  215. package/assets/shaders/M_Toon_Cel.material.json +49 -0
  216. package/assets/shaders/M_Transmission.material.json +42 -0
  217. package/assets/shaders/M_Velvet_Blue.material.json +33 -0
  218. package/assets/shaders/M_Velvet_Purple.material.json +30 -0
  219. package/assets/shaders/M_Velvet_Red.material.json +33 -0
  220. package/assets/shaders/M_Wax_SSSLite.material.json +55 -0
  221. package/assets/shaders/matcap/M_Matcap_Blue.material.json +27 -0
  222. package/assets/shaders/matcap/M_Matcap_Rainbow.material.json +26 -0
  223. package/assets/shaders/matcap/M_Matcap_White.material.json +28 -0
  224. package/assets/sounds/birds.mp3 +0 -0
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  227. package/assets/sounds/laser.mp3 +0 -0
  228. package/assets/sounds/pickup.mp3 +0 -0
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  236. package/assets/textures/T_Grid_01.texture.json +7 -0
  237. package/assets/textures/T_Metal_Brushed_Normal.png +0 -0
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  247. package/assets/textures/T_Toon_Anime_4Step.png +0 -0
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@@ -0,0 +1,1048 @@
1
+ var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
2
+ var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
3
+ if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
4
+ else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
5
+ return c > 3 && r && Object.defineProperty(target, key, r), r;
6
+ };
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+ var __metadata = (this && this.__metadata) || function (k, v) {
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+ if (typeof Reflect === "object" && typeof Reflect.metadata === "function") return Reflect.metadata(k, v);
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+ };
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+ var _a;
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+ /**
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+ * AnimationStateMachineComponent manages complex animation transitions.
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+ *
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+ * It loads animation clips from GLTF sources and orchestrates state-based
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+ * playback with parameter-driven transitions. The component keeps a map of
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+ * parameters that can be modified at runtime to influence which state is active
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+ * and how clips blend. External animation sources may be loaded dynamically,
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+ * and one-shot animations can temporarily override the current state.
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+ *
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+ * Recommended usage (for humans and AI assistants):
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+ * - Define states and transitions in JSON or code and pass via options.
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+ * - Update parameters with `setParameter` to trigger transitions.
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+ * - Use for characters requiring contextual movement such as walking, jumping,
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+ * or reacting to gameplay events.
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+ */
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+ import * as THREE from 'three';
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+ import { AnimationClipCache } from '../../animation/AnimationClipCache.js';
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+ import { addSyntheticRootBone, needsSyntheticRoot, retargetAnimationClips } from '../../animation/AnimationRetargeting.js';
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+ import { AssetPath } from '../../storage/storageProvider.js';
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+ import { EngineClass } from '../../systems/ClassRegistry.js';
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+ import { AsyncTaskWorker, IAsyncLoadableTag } from '../../utils/IAsyncLoadable.js';
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+ import { resourceManager } from '../../utils/ResourceManager.js';
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+ import { SceneComponent } from '../SceneComponent.js';
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+ import { GLTFMeshComponent } from './GLTFMeshComponent.js';
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+ let AnimationStateMachineComponent = class AnimationStateMachineComponent extends SceneComponent {
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+ constructor(options) {
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+ super(options);
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+ Object.defineProperty(this, _a, {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: true
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+ });
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+ Object.defineProperty(this, "mixer", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
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+ Object.defineProperty(this, "actions", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: new Map()
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+ });
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+ Object.defineProperty(this, "gltfComponent", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
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+ Object.defineProperty(this, "parameters", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: new Map()
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+ });
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+ Object.defineProperty(this, "currentState", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: null
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+ });
74
+ Object.defineProperty(this, "stateTime", {
75
+ enumerable: true,
76
+ configurable: true,
77
+ writable: true,
78
+ value: 0
79
+ });
80
+ Object.defineProperty(this, "states", {
81
+ enumerable: true,
82
+ configurable: true,
83
+ writable: true,
84
+ value: {}
85
+ });
86
+ Object.defineProperty(this, "clipOptions", {
87
+ enumerable: true,
88
+ configurable: true,
89
+ writable: true,
90
+ value: {}
91
+ });
92
+ Object.defineProperty(this, "oneShotClips", {
93
+ enumerable: true,
94
+ configurable: true,
95
+ writable: true,
96
+ value: new Set()
97
+ });
98
+ Object.defineProperty(this, "isOneShotPlaying", {
99
+ enumerable: true,
100
+ configurable: true,
101
+ writable: true,
102
+ value: false
103
+ });
104
+ Object.defineProperty(this, "oneShotPrevState", {
105
+ enumerable: true,
106
+ configurable: true,
107
+ writable: true,
108
+ value: null
109
+ });
110
+ Object.defineProperty(this, "oneShotResolve", {
111
+ enumerable: true,
112
+ configurable: true,
113
+ writable: true,
114
+ value: null
115
+ });
116
+ Object.defineProperty(this, "oneShotCurrentClip", {
117
+ enumerable: true,
118
+ configurable: true,
119
+ writable: true,
120
+ value: null
121
+ });
122
+ Object.defineProperty(this, "oneShotFreezeOnLastFrame", {
123
+ enumerable: true,
124
+ configurable: true,
125
+ writable: true,
126
+ value: false
127
+ });
128
+ Object.defineProperty(this, "clipFinishedFlag", {
129
+ enumerable: true,
130
+ configurable: true,
131
+ writable: true,
132
+ value: false
133
+ });
134
+ Object.defineProperty(this, "externalAnimationSources", {
135
+ enumerable: true,
136
+ configurable: true,
137
+ writable: true,
138
+ value: []
139
+ });
140
+ Object.defineProperty(this, "targetSkeletonProfile", {
141
+ enumerable: true,
142
+ configurable: true,
143
+ writable: true,
144
+ value: null
145
+ });
146
+ Object.defineProperty(this, "config", {
147
+ enumerable: true,
148
+ configurable: true,
149
+ writable: true,
150
+ value: null
151
+ });
152
+ Object.defineProperty(this, "enabled", {
153
+ enumerable: true,
154
+ configurable: true,
155
+ writable: true,
156
+ value: true
157
+ });
158
+ Object.defineProperty(this, "isInitialized", {
159
+ enumerable: true,
160
+ configurable: true,
161
+ writable: true,
162
+ value: false
163
+ });
164
+ Object.defineProperty(this, "_asyncTaskWorker", {
165
+ enumerable: true,
166
+ configurable: true,
167
+ writable: true,
168
+ value: new AsyncTaskWorker()
169
+ });
170
+ Object.defineProperty(this, "_onOneShotFinished", {
171
+ enumerable: true,
172
+ configurable: true,
173
+ writable: true,
174
+ value: (event) => {
175
+ if (!this.isOneShotPlaying)
176
+ return;
177
+ if (!event || !event.action)
178
+ return;
179
+ if (event.action.getClip().name !== this.oneShotCurrentClip)
180
+ return;
181
+ // Clean up
182
+ event.action.getMixer().removeEventListener('finished', this._onOneShotFinished);
183
+ if (this.oneShotFreezeOnLastFrame) {
184
+ this.setEnabled(false);
185
+ }
186
+ else {
187
+ // Normal mode: stop action and resume state machine
188
+ event.action.stop();
189
+ event.action.enabled = false;
190
+ event.action.setEffectiveWeight(0);
191
+ this.isOneShotPlaying = false;
192
+ this.oneShotCurrentClip = null;
193
+ this.oneShotFreezeOnLastFrame = false;
194
+ // Resume state machine
195
+ if (this.oneShotPrevState) {
196
+ this.transitionToState(this.oneShotPrevState);
197
+ // Explicitly play the animation for the resumed state
198
+ const resumedState = this.states[this.oneShotPrevState];
199
+ if (resumedState) {
200
+ if (resumedState.blend && resumedState.blend.length > 0) {
201
+ this.updateBlendWeights(resumedState.blend);
202
+ }
203
+ else if (resumedState.clip) {
204
+ let clipToPlay = undefined;
205
+ if (typeof resumedState.clip === 'string') {
206
+ clipToPlay = resumedState.clip;
207
+ }
208
+ else if (Array.isArray(resumedState.clip)) {
209
+ if (resumedState.clip.length > 0) {
210
+ const idx = Math.floor(Math.random() * resumedState.clip.length);
211
+ const candidate = resumedState.clip[idx];
212
+ if (typeof candidate === 'string') {
213
+ clipToPlay = candidate;
214
+ }
215
+ }
216
+ }
217
+ if (typeof clipToPlay === 'string') {
218
+ this.play(clipToPlay, 0.3);
219
+ }
220
+ }
221
+ }
222
+ this.oneShotPrevState = null;
223
+ }
224
+ }
225
+ if (this.oneShotResolve) {
226
+ this.oneShotResolve();
227
+ this.oneShotResolve = null;
228
+ }
229
+ }
230
+ });
231
+ Object.defineProperty(this, "_onClipFinished", {
232
+ enumerable: true,
233
+ configurable: true,
234
+ writable: true,
235
+ value: (event) => {
236
+ // Only set the flag if the finished action is the current state's clip
237
+ if (!event || !event.action)
238
+ return;
239
+ const currentState = this.currentState && this.states[this.currentState];
240
+ if (!currentState)
241
+ return;
242
+ let relevant = false;
243
+ if (currentState.clip) {
244
+ if (typeof currentState.clip === 'string' && event.action.getClip().name === currentState.clip)
245
+ relevant = true;
246
+ if (Array.isArray(currentState.clip) && currentState.clip.includes(event.action.getClip().name))
247
+ relevant = true;
248
+ }
249
+ // For blend states, could check if the finished action is in the blend, but usually only single-clip states are LoopOnce
250
+ if (relevant) {
251
+ this.clipFinishedFlag = true;
252
+ }
253
+ }
254
+ });
255
+ }
256
+ async _loadAnim() {
257
+ // Load animation config from ResourceManager
258
+ const configPath = new AssetPath(this.options.configUrl);
259
+ this.config = await resourceManager.loadJsonObject(configPath);
260
+ if (!this.config) {
261
+ console.error(`AnimationStateMachineComponent: Failed to load animation config from ${this.options.configUrl}`);
262
+ return;
263
+ }
264
+ // Initialize component state from loaded config
265
+ if (this.config.parameters) {
266
+ for (const [key, value] of Object.entries(this.config.parameters)) {
267
+ this.parameters.set(key, value);
268
+ }
269
+ }
270
+ if (this.config.states) {
271
+ this.states = this.config.states;
272
+ }
273
+ if (this.config.initialState) {
274
+ this.currentState = this.config.initialState;
275
+ }
276
+ if (this.config.clipOptions) {
277
+ this.clipOptions = this.config.clipOptions;
278
+ }
279
+ if (this.config.oneShotClips) {
280
+ this.oneShotClips = new Set(this.config.oneShotClips);
281
+ }
282
+ if (this.config.externalAnimationSources) {
283
+ this.externalAnimationSources = this.config.externalAnimationSources;
284
+ }
285
+ this.gltfComponent = this.getActor()?.getComponent(GLTFMeshComponent) ?? null;
286
+ if (!this.gltfComponent) {
287
+ console.error('AnimationStateMachineComponent: No GLTFMeshComponent found in actor.');
288
+ }
289
+ // Load target skeleton profile if retargeting is enabled
290
+ if (this.config.targetSkeletonProfile) {
291
+ try {
292
+ const profilePath = new AssetPath(this.config.targetSkeletonProfile);
293
+ this.targetSkeletonProfile = await resourceManager.loadJsonObject(profilePath);
294
+ if (!this.targetSkeletonProfile) {
295
+ console.error(`AnimationStateMachineComponent: Failed to load target skeleton profile from ${this.config.targetSkeletonProfile}`);
296
+ }
297
+ }
298
+ catch (e) {
299
+ console.error('AnimationStateMachineComponent: Failed to load target skeleton profile:', e);
300
+ }
301
+ }
302
+ // Load external animation sources - but only after the GLTF is loaded
303
+ // This will be handled in setupAnimations() when the GLTF mesh is ready
304
+ if (this.gltfComponent) {
305
+ this.gltfComponent.onMeshLoaded.add((meshComponent, mesh) => {
306
+ this._asyncTaskWorker.runTask(async () => { await this.setupAnimations(); });
307
+ });
308
+ if (this.gltfComponent.isModelLoaded()) {
309
+ await this.setupAnimations();
310
+ }
311
+ }
312
+ else {
313
+ // No GLTF component found, mark as initialized since setup is complete
314
+ this.isInitialized = true;
315
+ }
316
+ }
317
+ beginPlay() {
318
+ super.beginPlay();
319
+ // Reset initialization state
320
+ this.isInitialized = false;
321
+ this._asyncTaskWorker.runTask(async () => { await this._loadAnim(); });
322
+ }
323
+ // start IAsyncLoadable implementation
324
+ async waitForLoad() {
325
+ await this._asyncTaskWorker.waitUntilComplete();
326
+ }
327
+ isLoading() {
328
+ return this._asyncTaskWorker.isRunning();
329
+ }
330
+ // end IAsyncLoadable implementation
331
+ /**
332
+ * Load external animation sources with optional retargeting.
333
+ */
334
+ async loadExternalAnimationSources() {
335
+ if (!this.gltfComponent) {
336
+ console.error('AnimationStateMachineComponent: Cannot load external animations without GLTFMeshComponent');
337
+ return;
338
+ }
339
+ // Get target skeleton if retargeting is enabled
340
+ const targetSkinnedMeshData = this.targetSkeletonProfile ? this.gltfComponent.getSkinnedMeshData() : null;
341
+ const targetSkeleton = targetSkinnedMeshData?.skeleton ?? null;
342
+ const targetSkinnedMesh = targetSkinnedMeshData?.skinnedMesh ?? null;
343
+ if (this.targetSkeletonProfile && (!targetSkeleton || !targetSkinnedMesh)) {
344
+ console.error('AnimationStateMachineComponent: Target skeleton profile specified but no skinned mesh found on target character');
345
+ return;
346
+ }
347
+ await Promise.all(this.externalAnimationSources.map(async (sourceConfig) => {
348
+ try {
349
+ // Parse source config (can be string URL or object with profile)
350
+ const sourceUrl = typeof sourceConfig === 'string' ? sourceConfig : sourceConfig.url;
351
+ const sourceProfileUrl = typeof sourceConfig === 'string' ? null : sourceConfig.skeletonProfile;
352
+ // Load the source GLTF
353
+ const modelPath = new AssetPath(sourceUrl);
354
+ const gltf = await resourceManager.loadModel(modelPath);
355
+ if (!gltf || !gltf.animations || gltf.animations.length === 0) {
356
+ console.warn(`AnimationStateMachineComponent: No animations found in ${sourceUrl}`);
357
+ return;
358
+ }
359
+ // If retargeting is enabled, load source profile and retarget
360
+ if (this.targetSkeletonProfile && sourceProfileUrl && targetSkeleton && targetSkinnedMesh) {
361
+ // Load source skeleton profile
362
+ const sourceProfilePath = new AssetPath(sourceProfileUrl);
363
+ const sourceProfile = await resourceManager.loadJsonObject(sourceProfilePath);
364
+ if (!sourceProfile) {
365
+ console.error(`AnimationStateMachineComponent: Failed to load source profile from ${sourceProfileUrl}`);
366
+ return;
367
+ }
368
+ // Check if source and target profiles are the same - if so, skip retargeting
369
+ if (sourceProfile.name === this.targetSkeletonProfile.name) {
370
+ console.log(`AnimationStateMachineComponent: Source and target use same profile "${sourceProfile.name}", skipping retargeting for ${gltf.animations.length} clips from ${sourceUrl}`);
371
+ for (const clip of gltf.animations) {
372
+ AnimationClipCache.instance.addClip(clip);
373
+ }
374
+ return;
375
+ }
376
+ // Get source skeleton from the GLTF
377
+ const sourceScene = gltf.scene;
378
+ let sourceSkinnedMesh;
379
+ sourceScene.traverse((node) => {
380
+ if (node instanceof THREE.SkinnedMesh && node.skeleton && !sourceSkinnedMesh) {
381
+ sourceSkinnedMesh = node;
382
+ }
383
+ });
384
+ if (!sourceSkinnedMesh || !sourceSkinnedMesh.skeleton) {
385
+ console.error(`AnimationStateMachineComponent: No skeleton found in source GLTF ${sourceUrl}`);
386
+ return;
387
+ }
388
+ const sourceSkeleton = sourceSkinnedMesh.skeleton;
389
+ // Check if target needs a synthetic root bone (source has root, target doesn't)
390
+ let effectiveTargetProfile = this.targetSkeletonProfile;
391
+ let effectiveTargetSkeleton = targetSkeleton;
392
+ if (needsSyntheticRoot(sourceProfile, this.targetSkeletonProfile)) {
393
+ console.log(`AnimationStateMachineComponent: Adding synthetic root bone to target skeleton for retargeting from ${sourceUrl}`);
394
+ const syntheticResult = addSyntheticRootBone(targetSkeleton, targetSkinnedMesh, this.targetSkeletonProfile);
395
+ effectiveTargetSkeleton = syntheticResult.skeleton;
396
+ effectiveTargetProfile = syntheticResult.updatedProfile;
397
+ }
398
+ // Retarget all clips
399
+ const results = retargetAnimationClips(gltf.animations, sourceProfile, effectiveTargetProfile, sourceSkeleton, effectiveTargetSkeleton, targetSkinnedMesh);
400
+ // Add successfully retargeted clips to cache
401
+ let successCount = 0;
402
+ for (const result of results) {
403
+ if (result.success && result.clip) {
404
+ AnimationClipCache.instance.addClip(result.clip);
405
+ successCount++;
406
+ }
407
+ else {
408
+ console.warn(`AnimationStateMachineComponent: Failed to retarget clip "${result.originalName}" from ${sourceUrl}`);
409
+ }
410
+ }
411
+ console.log(`AnimationStateMachineComponent: Retargeted ${successCount}/${gltf.animations.length} clips from ${sourceUrl}`);
412
+ }
413
+ else {
414
+ // No retargeting - add clips as-is
415
+ for (const clip of gltf.animations) {
416
+ AnimationClipCache.instance.addClip(clip);
417
+ }
418
+ console.log(`AnimationStateMachineComponent: Loaded ${gltf.animations.length} clips from ${sourceUrl} (no retargeting)`);
419
+ }
420
+ }
421
+ catch (e) {
422
+ const sourceUrl = typeof sourceConfig === 'string' ? sourceConfig : sourceConfig.url;
423
+ console.error(`AnimationStateMachineComponent: Failed to load external animation source: ${sourceUrl}`, e);
424
+ }
425
+ }));
426
+ }
427
+ addAnimation(clip, animationNameOverride) {
428
+ const loopMap = {
429
+ LoopOnce: THREE.LoopOnce,
430
+ LoopRepeat: THREE.LoopRepeat,
431
+ LoopPingPong: THREE.LoopPingPong,
432
+ };
433
+ const blendModeMap = {
434
+ NormalAnimationBlendMode: THREE.NormalAnimationBlendMode,
435
+ AdditiveAnimationBlendMode: THREE.AdditiveAnimationBlendMode,
436
+ };
437
+ let processedClip = clip;
438
+ // Filter tracks if a GLTF component and model are available
439
+ if (this.gltfComponent && this.gltfComponent.getModel()) {
440
+ const model = this.gltfComponent.getModel();
441
+ if (model) {
442
+ const validNodeNames = new Set();
443
+ model.traverse((node) => {
444
+ validNodeNames.add(node.name);
445
+ });
446
+ const originalTracks = processedClip.tracks;
447
+ const filteredTracks = [];
448
+ let tracksWereFiltered = false;
449
+ for (const track of originalTracks) {
450
+ // Extract the base node name (e.g., "mixamorigRightHand" from "mixamorigRightHand.position")
451
+ const nodeName = track.name.split('.')[0];
452
+ if (validNodeNames.has(nodeName)) {
453
+ filteredTracks.push(track);
454
+ }
455
+ else {
456
+ // console.log(`AnimationStateMachine: Filtering out track for missing node '${nodeName}' in clip '${processedClip.name}'`);
457
+ tracksWereFiltered = true;
458
+ }
459
+ }
460
+ if (tracksWereFiltered) {
461
+ // console.log(`AnimationStateMachine: Clip '${processedClip.name}' had ${originalTracks.length - filteredTracks.length} tracks removed.`);
462
+ processedClip = new THREE.AnimationClip(processedClip.name, processedClip.duration, filteredTracks, processedClip.blendMode);
463
+ }
464
+ }
465
+ }
466
+ const action = this.mixer.clipAction(processedClip);
467
+ // Apply user-defined options for this clip
468
+ const opts = this.clipOptions[processedClip.name]; // Use processedClip.name in case it was recreated
469
+ if (opts) {
470
+ if (opts.loop) {
471
+ const loopType = loopMap[opts.loop];
472
+ if (loopType !== undefined) {
473
+ action.setLoop(loopType, Infinity);
474
+ }
475
+ }
476
+ if (opts.clampWhenFinished) {
477
+ action.clampWhenFinished = opts.clampWhenFinished;
478
+ }
479
+ if (opts.blendMode) {
480
+ const blendMode = blendModeMap[opts.blendMode];
481
+ if (blendMode !== undefined) {
482
+ action.blendMode = blendMode;
483
+ }
484
+ }
485
+ }
486
+ this.actions.set(animationNameOverride ?? processedClip.name, action);
487
+ return action;
488
+ }
489
+ async setupAnimations() {
490
+ if (!this.gltfComponent)
491
+ return;
492
+ if (this.isInitialized)
493
+ return; // Already initialized, avoid duplicate setup
494
+ const model = this.gltfComponent.getModel();
495
+ const clips = this.gltfComponent.getAnimations();
496
+ if (model) {
497
+ // Load external animation sources now that the GLTF is ready
498
+ if (this.externalAnimationSources.length > 0) {
499
+ await this.loadExternalAnimationSources();
500
+ }
501
+ // Create mixer on the model root (the GLTF scene Group)
502
+ this.mixer = new THREE.AnimationMixer(model);
503
+ this.actions.clear();
504
+ // Get all unique clip names from the state machine definition
505
+ const stateClipNames = new Set();
506
+ for (const state of Object.values(this.states)) {
507
+ if (state.clip) {
508
+ if (typeof state.clip === 'string') {
509
+ stateClipNames.add(state.clip);
510
+ }
511
+ else if (Array.isArray(state.clip)) {
512
+ state.clip.forEach(name => stateClipNames.add(name));
513
+ }
514
+ }
515
+ if (state.blend) {
516
+ state.blend.forEach(b => stateClipNames.add(b.clip));
517
+ }
518
+ }
519
+ // Add one-shot clips to the set
520
+ for (const oneShotClipName of this.oneShotClips) {
521
+ stateClipNames.add(oneShotClipName);
522
+ }
523
+ // First, add all original model animations to the cache
524
+ for (const clip of clips) {
525
+ if (!AnimationClipCache.instance.hasClip(clip.name)) {
526
+ AnimationClipCache.instance.addClip(clip);
527
+ }
528
+ }
529
+ // Load clips for states first: try cache, then model animations
530
+ for (const clipName of stateClipNames) {
531
+ let clip = AnimationClipCache.instance.getClip(clipName);
532
+ if (!clip) {
533
+ clip = clips.find(c => c.name === clipName);
534
+ if (clip) {
535
+ AnimationClipCache.instance.addClip(clip);
536
+ }
537
+ }
538
+ if (clip) {
539
+ this.addAnimation(clip);
540
+ }
541
+ else {
542
+ console.warn(`AnimationStateMachineComponent: Clip '${clipName}' not found in cache or model.`);
543
+ }
544
+ }
545
+ // Also create actions for ALL clips from the cache (original + retargeted)
546
+ // This allows external systems to access all animations
547
+ const allCachedClips = AnimationClipCache.instance.getClipNames();
548
+ for (const clipName of allCachedClips) {
549
+ if (!this.actions.has(clipName)) {
550
+ const clip = AnimationClipCache.instance.getClip(clipName);
551
+ if (clip) {
552
+ this.addAnimation(clip);
553
+ }
554
+ }
555
+ }
556
+ // Now that animations are set up, play initial state and mark as initialized
557
+ this.playInitialState();
558
+ this.isInitialized = true;
559
+ }
560
+ }
561
+ playInitialState() {
562
+ // Play initial state
563
+ if (this.currentState && this.states[this.currentState]) {
564
+ const state = this.states[this.currentState];
565
+ if (state.clip) {
566
+ let clipToPlay = undefined;
567
+ if (typeof state.clip === 'string') {
568
+ clipToPlay = state.clip;
569
+ }
570
+ else if (Array.isArray(state.clip)) {
571
+ if (state.clip.length > 0) {
572
+ const idx = Math.floor(Math.random() * state.clip.length);
573
+ const candidate = state.clip[idx];
574
+ if (typeof candidate === 'string') {
575
+ clipToPlay = candidate;
576
+ }
577
+ }
578
+ }
579
+ if (typeof clipToPlay === 'string') {
580
+ this.play(clipToPlay);
581
+ }
582
+ }
583
+ this.stateTime = 0;
584
+ }
585
+ }
586
+ play(clip, blendDuration = 0.3) {
587
+ if (!this.mixer)
588
+ return;
589
+ if (!clip)
590
+ return;
591
+ const action = this.actions.get(clip);
592
+ if (action) {
593
+ // Find the currently playing action (if any)
594
+ const prevAction = this.getActiveActions()[0];
595
+ if (prevAction && prevAction !== action) {
596
+ prevAction.crossFadeTo(action, blendDuration, false);
597
+ }
598
+ action.reset().play();
599
+ // Listen for finished event to set the flag
600
+ action.getMixer().addEventListener('finished', this._onClipFinished);
601
+ }
602
+ }
603
+ /**
604
+ * Set one or more animation parameters. If called with (key, value), sets a single parameter.
605
+ * If called with an object, sets multiple parameters at once and only evaluates the state machine once.
606
+ *
607
+ * If the component is not yet initialized, parameters will be stored and applied once initialization completes.
608
+ */
609
+ setParameter(key, value) {
610
+ // Skip parameter updates if disabled
611
+ if (!this.enabled) {
612
+ return;
613
+ }
614
+ // If not initialized yet, warn and ignore parameter changes
615
+ if (!this.isInitialized) {
616
+ if (typeof key === 'object' && key !== null) {
617
+ const keys = Object.keys(key).join(', ');
618
+ console.warn(`AnimationStateMachineComponent not yet initialized. Ignoring setParameter call for: ${keys}`);
619
+ }
620
+ else if (typeof key === 'string') {
621
+ console.warn(`AnimationStateMachineComponent not yet initialized. Ignoring setParameter call for: ${key}`);
622
+ }
623
+ return;
624
+ }
625
+ if (typeof key === 'object' && key !== null) {
626
+ for (const [k, v] of Object.entries(key)) {
627
+ if (!this.parameters.has(k)) {
628
+ console.error(`Parameter '${k}' does not exist in AnimationStateMachineComponent.`);
629
+ continue;
630
+ }
631
+ this.parameters.set(k, v);
632
+ }
633
+ this.evaluateStateMachine();
634
+ }
635
+ else if (typeof key === 'string') {
636
+ if (!this.parameters.has(key)) {
637
+ console.error(`Parameter '${key}' does not exist in AnimationStateMachineComponent.`);
638
+ return;
639
+ }
640
+ this.parameters.set(key, value);
641
+ this.evaluateStateMachine();
642
+ }
643
+ }
644
+ /**
645
+ * Get an animation parameter
646
+ */
647
+ getParameter(key) {
648
+ if (!this.parameters.has(key)) {
649
+ if (!this.isInitialized) {
650
+ throw new Error(`AnimationStateMachineComponent not yet initialized. Cannot get parameter '${key}'.`);
651
+ }
652
+ throw new Error(`Parameter '${key}' does not exist in AnimationStateMachineComponent.`);
653
+ }
654
+ return this.parameters.get(key);
655
+ }
656
+ /**
657
+ * Get all parameters as a plain object
658
+ */
659
+ getAllParameters() {
660
+ return Object.fromEntries(this.parameters.entries());
661
+ }
662
+ /**
663
+ * Check if a parameter exists
664
+ */
665
+ hasParameter(key) {
666
+ return this.parameters.has(key);
667
+ }
668
+ /**
669
+ * Force the state machine to a specific state
670
+ */
671
+ transitionToState(state) {
672
+ if (!this.states[state])
673
+ return;
674
+ if (this.currentState === state)
675
+ return; // Guard: don't re-enter the same state
676
+ // Fade out actions of the previous state before setting the new state
677
+ if (this.currentState && this.states[this.currentState]) {
678
+ const prevState = this.states[this.currentState];
679
+ let prevActionNames = [];
680
+ if (prevState.blend && prevState.blend.length > 0) {
681
+ prevActionNames = prevState.blend.map(b => b.reversed ? `${b.clip}#Reversed` : b.clip);
682
+ }
683
+ else if (prevState.clip) {
684
+ if (typeof prevState.clip === 'string') {
685
+ prevActionNames = [prevState.clip];
686
+ }
687
+ else if (Array.isArray(prevState.clip)) {
688
+ prevActionNames = prevState.clip;
689
+ }
690
+ }
691
+ // Fade out only the actions of the previous state
692
+ for (const name of prevActionNames) {
693
+ const action = this.actions.get(name);
694
+ if (action && action.isRunning()) {
695
+ action.fadeOut(0.3); // Use default blend duration for fade out
696
+ }
697
+ }
698
+ }
699
+ this.currentState = state;
700
+ this.stateTime = 0;
701
+ // Find the transition to this state to get the blendDuration
702
+ let blendDuration = 0.3;
703
+ if (this.currentState && this.states) {
704
+ const prevState = this.states[this.currentState];
705
+ if (prevState && prevState.transitions) {
706
+ const transition = prevState.transitions.find(t => t.to === state);
707
+ if (transition && typeof transition.blendDuration === 'number') {
708
+ blendDuration = transition.blendDuration;
709
+ }
710
+ }
711
+ }
712
+ // Play or blend to the new state's animation(s)
713
+ const newState = this.states[state];
714
+ if (newState.blend && newState.blend.length > 0) {
715
+ this.updateBlendWeights(newState.blend);
716
+ }
717
+ else if (newState.clip) {
718
+ let clipToPlay = undefined;
719
+ if (typeof newState.clip === 'string') {
720
+ clipToPlay = newState.clip;
721
+ }
722
+ else if (Array.isArray(newState.clip)) {
723
+ if (newState.clip.length > 0) {
724
+ const idx = Math.floor(Math.random() * newState.clip.length);
725
+ const candidate = newState.clip[idx];
726
+ if (typeof candidate === 'string') {
727
+ clipToPlay = candidate;
728
+ }
729
+ }
730
+ }
731
+ if (typeof clipToPlay === 'string') {
732
+ this.play(clipToPlay, blendDuration);
733
+ }
734
+ }
735
+ }
736
+ /**
737
+ * Blend to a set of animation clips with given weights (static or parameter-mapped)
738
+ */
739
+ updateBlendWeights(blend) {
740
+ if (!this.mixer)
741
+ return;
742
+ const animationNames = [];
743
+ // Start and set weights for blend actions
744
+ blend.forEach(({ clip, weight, weightParam, reversed }) => {
745
+ reversed ??= false;
746
+ const animationName = reversed ? `${clip}#Reversed` : clip;
747
+ let action;
748
+ if (typeof clip === 'string') {
749
+ action = this.actions.get(animationName);
750
+ if (!action) {
751
+ const clips = this.gltfComponent?.getAnimations() ?? [];
752
+ const clipInstance = clips.find(c => c.name === clip);
753
+ if (clipInstance) {
754
+ action = this.addAnimation(clipInstance.clone(), animationName);
755
+ action.timeScale = reversed ? -1 : 1;
756
+ }
757
+ }
758
+ }
759
+ let w = weight ?? 0;
760
+ if (weightParam) {
761
+ const paramValue = this.getParameter(weightParam);
762
+ if (typeof paramValue === 'number') {
763
+ w = Math.max(0, Math.min(1, paramValue));
764
+ }
765
+ }
766
+ if (action) {
767
+ // reset the weights if this is the first time the action is seen
768
+ if (!animationNames.includes(animationName)) {
769
+ animationNames.push(animationName);
770
+ action.setEffectiveWeight(0);
771
+ }
772
+ // use accumulated weights in case the action is reused in the blend
773
+ w += action.getEffectiveWeight();
774
+ action.setEffectiveWeight(w);
775
+ action.enabled = true;
776
+ if (!action.isRunning()) {
777
+ action.play();
778
+ }
779
+ }
780
+ });
781
+ }
782
+ /**
783
+ * Check if the current parameters match the given condition object
784
+ * Supports operators: greaterThan, greaterThanOrEqual, lessThan, lessThanOrEqual, equalTo, notEqualTo
785
+ */
786
+ matchesCondition(condition) {
787
+ // Special handling for clipFinished
788
+ if ('clipFinished' in condition) {
789
+ if (condition.clipFinished === true && this.clipFinishedFlag) {
790
+ return true;
791
+ }
792
+ else if (condition.clipFinished === true && !this.clipFinishedFlag) {
793
+ return false;
794
+ }
795
+ }
796
+ for (const key in condition) {
797
+ const param = this.getParameter(key);
798
+ const cond = condition[key];
799
+ if (typeof cond === 'object' && cond !== null && !Array.isArray(cond)) {
800
+ if ('greaterThan' in cond && !(typeof param === 'number' && param > cond.greaterThan))
801
+ return false;
802
+ if ('greaterThanOrEqual' in cond && !(typeof param === 'number' && param >= cond.greaterThanOrEqual))
803
+ return false;
804
+ if ('lessThan' in cond && !(typeof param === 'number' && param < cond.lessThan))
805
+ return false;
806
+ if ('lessThanOrEqual' in cond && !(typeof param === 'number' && param <= cond.lessThanOrEqual))
807
+ return false;
808
+ if ('equalTo' in cond && !(param === cond.equalTo))
809
+ return false;
810
+ if ('notEqualTo' in cond && !(param !== cond.notEqualTo))
811
+ return false;
812
+ }
813
+ else {
814
+ if (param !== cond)
815
+ return false;
816
+ }
817
+ }
818
+ return true;
819
+ }
820
+ /**
821
+ * Evaluate the state machine and perform transitions if needed
822
+ */
823
+ evaluateStateMachine() {
824
+ if (this.isOneShotPlaying)
825
+ return; // Pause state machine during one-shot
826
+ if (!this.currentState || !this.states[this.currentState])
827
+ return;
828
+ // 1. Check global transitions (from '__any__') first
829
+ const globalState = this.states['__any__'];
830
+ if (globalState && globalState.transitions) {
831
+ for (const transition of globalState.transitions) {
832
+ if (this.matchesCondition(transition.condition)) {
833
+ this.transitionToState(transition.to);
834
+ this.clipFinishedFlag = false;
835
+ return;
836
+ }
837
+ }
838
+ }
839
+ // 2. Check current state's transitions
840
+ const state = this.states[this.currentState];
841
+ for (const transition of state.transitions) {
842
+ if (this.matchesCondition(transition.condition)) {
843
+ this.transitionToState(transition.to);
844
+ this.clipFinishedFlag = false;
845
+ break;
846
+ }
847
+ }
848
+ // Reset the flag if not used
849
+ this.clipFinishedFlag = false;
850
+ }
851
+ /**
852
+ * Blend to a new animation clip over a given duration (in seconds)
853
+ */
854
+ blendTo(clip, duration = 0.3) {
855
+ if (!this.mixer)
856
+ return;
857
+ let nextAction = this.actions.get(clip);
858
+ // Fade out all other actions instead of stopping them immediately
859
+ for (const [name, action] of this.actions.entries()) {
860
+ if (action !== nextAction) {
861
+ action.fadeOut(duration);
862
+ }
863
+ }
864
+ // Use local variables only, do not use this.currentAction
865
+ if (nextAction) {
866
+ nextAction.reset().play();
867
+ }
868
+ }
869
+ /**
870
+ * Called every frame after physics. Used to update state time and evaluate transitions.
871
+ */
872
+ tickPostPhysics(deltaTime) {
873
+ super.tickPostPhysics(deltaTime);
874
+ // Skip animation processing if disabled
875
+ if (!this.enabled) {
876
+ return;
877
+ }
878
+ this.stateTime += deltaTime;
879
+ // Always update blend weights if in a blend state
880
+ if (this.currentState && this.states[this.currentState]?.blend) {
881
+ this.updateBlendWeights(this.states[this.currentState].blend);
882
+ }
883
+ this.evaluateStateMachine();
884
+ if (this.mixer) {
885
+ this.mixer.update(deltaTime);
886
+ }
887
+ }
888
+ /**
889
+ * Sets whether the animation state machine is enabled
890
+ * When disabled, all animations are cleared and no further processing occurs
891
+ */
892
+ setEnabled(enabled) {
893
+ if (this.enabled === enabled)
894
+ return;
895
+ this.enabled = enabled;
896
+ if (!enabled) {
897
+ this.clearAllAnimations();
898
+ }
899
+ }
900
+ /**
901
+ * Gets whether the animation state machine is enabled
902
+ */
903
+ isEnabled() {
904
+ return this.enabled;
905
+ }
906
+ /**
907
+ * Gets whether the animation state machine has finished initializing
908
+ * (external animations loaded, parameters set up, and animations configured)
909
+ */
910
+ isReady() {
911
+ return this.isInitialized;
912
+ }
913
+ /**
914
+ * Clears all currently playing animations
915
+ */
916
+ clearAllAnimations() {
917
+ if (!this.mixer)
918
+ return;
919
+ // Stop and fade out all actions
920
+ for (const [name, action] of this.actions.entries()) {
921
+ if (action.isRunning()) {
922
+ action.fadeOut(0.1); // Quick fade out
923
+ action.stop();
924
+ }
925
+ }
926
+ // Reset state
927
+ this.isOneShotPlaying = false;
928
+ this.oneShotCurrentClip = null;
929
+ this.oneShotPrevState = null;
930
+ this.clipFinishedFlag = false;
931
+ if (this.oneShotResolve) {
932
+ this.oneShotResolve();
933
+ this.oneShotResolve = null;
934
+ }
935
+ }
936
+ getClipNames() {
937
+ return Array.from(this.actions.keys());
938
+ }
939
+ /**
940
+ * Returns the currently active animation actions based on the current state.
941
+ */
942
+ getActiveActions() {
943
+ if (!this.currentState)
944
+ return [];
945
+ const state = this.states[this.currentState];
946
+ if (!state)
947
+ return [];
948
+ if (state.blend && state.blend.length > 0) {
949
+ // Return all actions in the blend
950
+ return state.blend
951
+ .map(b => this.actions.get(b.clip))
952
+ .filter((a) => !!a);
953
+ }
954
+ else if (state.clip) {
955
+ if (typeof state.clip === 'string') {
956
+ const a = this.actions.get(state.clip);
957
+ return a ? [a] : [];
958
+ }
959
+ else if (Array.isArray(state.clip)) {
960
+ // Optionally, pick a random one for display, or just return empty (since active action is ambiguous)
961
+ // We'll return empty to avoid confusion
962
+ return [];
963
+ }
964
+ }
965
+ return [];
966
+ }
967
+ /**
968
+ * Trigger a one-shot animation by name. Returns a promise that resolves when the one-shot finishes.
969
+ * @param clip The name of the one-shot animation clip to play
970
+ * @param freezeOnLastFrame If true, the animation will freeze on the last frame and not resume the state machine
971
+ */
972
+ playOneShot(clip, freezeOnLastFrame = false) {
973
+ if (!this.oneShotClips.has(clip)) {
974
+ throw new Error(`Clip '${clip}' is not a registered one-shot clip.`);
975
+ }
976
+ // If a one-shot is already playing, interrupt it properly
977
+ if (this.isOneShotPlaying) {
978
+ this.interruptCurrentOneShot();
979
+ }
980
+ if (!this.mixer)
981
+ return Promise.resolve();
982
+ const action = this.actions.get(clip);
983
+ if (!action) {
984
+ throw new Error(`One-shot animation action '${clip}' not found.`);
985
+ }
986
+ this.isOneShotPlaying = true;
987
+ this.oneShotPrevState = this.currentState;
988
+ this.oneShotCurrentClip = clip;
989
+ this.oneShotFreezeOnLastFrame = freezeOnLastFrame;
990
+ // Fade out all other actions
991
+ for (const [name, act] of this.actions.entries()) {
992
+ if (act !== action) {
993
+ act.fadeOut(0.2);
994
+ }
995
+ }
996
+ action.reset();
997
+ action.setLoop(THREE.LoopOnce, 1);
998
+ action.clampWhenFinished = true;
999
+ action.enabled = true;
1000
+ action.setEffectiveWeight(1);
1001
+ action.play();
1002
+ // Listen for finished event
1003
+ return new Promise((resolve) => {
1004
+ this.oneShotResolve = resolve;
1005
+ action.getMixer().addEventListener('finished', this._onOneShotFinished);
1006
+ });
1007
+ }
1008
+ /**
1009
+ * Interrupts the currently playing one-shot animation and cleans up its state
1010
+ */
1011
+ interruptCurrentOneShot() {
1012
+ if (!this.isOneShotPlaying || !this.oneShotCurrentClip)
1013
+ return;
1014
+ // Find and stop the current one-shot action
1015
+ const currentAction = this.actions.get(this.oneShotCurrentClip);
1016
+ if (currentAction && this.mixer) {
1017
+ // Remove the event listener to prevent the old callback from firing
1018
+ currentAction.getMixer().removeEventListener('finished', this._onOneShotFinished);
1019
+ // Stop the action and reset its state
1020
+ currentAction.stop();
1021
+ currentAction.enabled = false;
1022
+ currentAction.setEffectiveWeight(0);
1023
+ }
1024
+ // Resolve the previous promise if it exists
1025
+ if (this.oneShotResolve) {
1026
+ this.oneShotResolve();
1027
+ this.oneShotResolve = null;
1028
+ }
1029
+ // Reset one-shot state variables
1030
+ this.isOneShotPlaying = false;
1031
+ this.oneShotCurrentClip = null;
1032
+ this.oneShotFreezeOnLastFrame = false;
1033
+ // Note: We don't reset oneShotPrevState here since the new one-shot will set it
1034
+ }
1035
+ //====================================================================================================
1036
+ // Editor Functions
1037
+ //====================================================================================================
1038
+ getEditorClassIcon() {
1039
+ return 'Icon_AnimationMachine';
1040
+ }
1041
+ };
1042
+ _a = IAsyncLoadableTag;
1043
+ AnimationStateMachineComponent = __decorate([
1044
+ EngineClass('AnimationStateMachineComponent'),
1045
+ __metadata("design:paramtypes", [Object])
1046
+ ], AnimationStateMachineComponent);
1047
+ export { AnimationStateMachineComponent };
1048
+ //# 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