@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 +1,566 @@
1
+ /**
2
+ * AnimationRetargeting - runtime animation retargeting between different skeleton conventions.
3
+ *
4
+ * Uses the UPF GTI AnimationRetargeting algorithm which handles bind pose differences
5
+ * between skeletons through quaternion space transformations.
6
+ *
7
+ * Retargets animation clips from one skeleton format to another using explicit semantic
8
+ * bone mappings defined in SkeletonProfiles. This enables using animations from external
9
+ * sources (Mixamo, UE5, etc.) on characters with different bone naming conventions.
10
+ *
11
+ * Recommended usage (for humans and AI assistants):
12
+ * - Define source and target profiles explicitly in AnimationStateMachineConfig
13
+ * - Profiles are loaded from JSON assets or referenced by name
14
+ * - Retargeting happens automatically during external animation loading
15
+ */
16
+
17
+
18
+ import * as THREE from 'three';
19
+
20
+ import { applyTPose as applyTPoseInternal, AnimationRetargeting as UPFRetargeting } from './retargeting.js';
21
+ // Re-export for external use
22
+ export { applyTPoseInternal as applyTPose };
23
+ import { BoneRole } from './SkeletonProfile.js';
24
+
25
+ import type { SkeletonProfile } from './SkeletonProfile.js';
26
+
27
+ /** Default name for synthetic root bones */
28
+ const SYNTHETIC_ROOT_BONE_NAME = 'syntheticRoot';
29
+
30
+ /**
31
+ * Result of adding a synthetic root bone to a skeleton.
32
+ */
33
+ export interface SyntheticRootResult {
34
+ /** The modified skeleton with synthetic root */
35
+ skeleton: THREE.Skeleton;
36
+ /** Name of the synthetic root bone */
37
+ rootBoneName: string;
38
+ /** Updated profile with synthetic root mapping */
39
+ updatedProfile: SkeletonProfile;
40
+ }
41
+
42
+ /**
43
+ * Add a synthetic root bone to a skeleton that doesn't have one.
44
+ *
45
+ * This modifies the skeleton in-place by:
46
+ * 1. Creating a new root bone at ground level (0,0,0)
47
+ * 2. Reparenting the current root (typically hips) to be a child of the new root
48
+ * 3. Rebuilding the skeleton's bone array and inverse bind matrices
49
+ *
50
+ * @param skeleton - The skeleton to modify (will be modified in-place)
51
+ * @param skinnedMesh - The skinned mesh using this skeleton (will be updated)
52
+ * @param profile - The skeleton profile (will be cloned and updated)
53
+ * @param rootBoneName - Name for the synthetic root bone
54
+ * @returns Result containing the modified skeleton and updated profile
55
+ */
56
+ export function addSyntheticRootBone(
57
+ skeleton: THREE.Skeleton,
58
+ skinnedMesh: THREE.SkinnedMesh,
59
+ profile: SkeletonProfile,
60
+ rootBoneName: string = SYNTHETIC_ROOT_BONE_NAME
61
+ ): SyntheticRootResult {
62
+ // Don't add if skeleton already has a root bone
63
+ const existingRootBone = Object.entries(profile.boneToRole)
64
+ .find(([, role]) => role === BoneRole.Root);
65
+ if (existingRootBone) {
66
+ console.warn(`[AnimationRetargeting] Skeleton already has a root bone: ${existingRootBone[0]}`);
67
+ return { skeleton, rootBoneName: existingRootBone[0], updatedProfile: profile };
68
+ }
69
+
70
+ const oldBones = skeleton.bones;
71
+
72
+ if (oldBones.length === 0) {
73
+ throw new Error('[AnimationRetargeting] Cannot add synthetic root to empty skeleton');
74
+ }
75
+
76
+ // Find the current root bone (the one with no parent in the skeleton)
77
+ const currentRoot = oldBones[0];
78
+
79
+ // Store the current root's parent (if any, typically the armature or model)
80
+ const originalParent = currentRoot.parent;
81
+
82
+ // Create synthetic root bone at local origin
83
+ const syntheticRoot = new THREE.Bone();
84
+ syntheticRoot.name = rootBoneName;
85
+ syntheticRoot.position.set(0, 0, 0);
86
+ syntheticRoot.quaternion.identity();
87
+ syntheticRoot.scale.set(1, 1, 1);
88
+
89
+ // Reparent: synthetic root becomes parent of current root
90
+ // Keep hips' local transform unchanged - it becomes relative to synthetic root
91
+ if (originalParent) {
92
+ originalParent.remove(currentRoot);
93
+ originalParent.add(syntheticRoot);
94
+ }
95
+ syntheticRoot.add(currentRoot);
96
+
97
+ // Update world matrices
98
+ syntheticRoot.updateMatrixWorld(true);
99
+
100
+ // Build new bone array with synthetic root at index 0
101
+ const newBones: THREE.Bone[] = [syntheticRoot, ...oldBones];
102
+
103
+ // CRITICAL: Update skin indices in the geometry
104
+ // Since we inserted a bone at index 0, all existing bone indices must shift by +1
105
+ const geometry = skinnedMesh.geometry;
106
+ const skinIndexAttr = geometry.getAttribute('skinIndex');
107
+ if (skinIndexAttr) {
108
+ const skinIndices = skinIndexAttr.array;
109
+ for (let i = 0; i < skinIndices.length; i++) {
110
+ (skinIndices as any)[i] += 1;
111
+ }
112
+ skinIndexAttr.needsUpdate = true;
113
+ }
114
+
115
+ // Preserve original boneInverses and prepend identity for synthetic root
116
+ // The synthetic root is at origin with identity rotation, so its inverse is identity
117
+ const syntheticRootInverse = new THREE.Matrix4(); // identity
118
+ const newBoneInverses = [syntheticRootInverse, ...skeleton.boneInverses];
119
+
120
+ // Create new skeleton with preserved boneInverses
121
+ const newSkeleton = new THREE.Skeleton(newBones, newBoneInverses);
122
+
123
+ // Update the skinned mesh to use the new skeleton
124
+ skinnedMesh.bind(newSkeleton, skinnedMesh.bindMatrix);
125
+
126
+ // Create updated profile with synthetic root mapping
127
+ const updatedProfile: SkeletonProfile = {
128
+ ...profile,
129
+ boneToRole: {
130
+ [rootBoneName]: BoneRole.Root,
131
+ ...profile.boneToRole
132
+ }
133
+ };
134
+
135
+ console.log(
136
+ `[AnimationRetargeting] Added synthetic root bone "${rootBoneName}" to skeleton. ` +
137
+ `New bone count: ${newBones.length}`
138
+ );
139
+
140
+ return {
141
+ skeleton: newSkeleton,
142
+ rootBoneName,
143
+ updatedProfile
144
+ };
145
+ }
146
+
147
+ /**
148
+ * Check if a skeleton needs a synthetic root bone for retargeting from a source that has one.
149
+ */
150
+ export function needsSyntheticRoot(
151
+ sourceProfile: SkeletonProfile,
152
+ targetProfile: SkeletonProfile
153
+ ): boolean {
154
+ const sourceHasRoot = Object.values(sourceProfile.boneToRole).includes(BoneRole.Root);
155
+ const targetHasRoot = Object.values(targetProfile.boneToRole).includes(BoneRole.Root);
156
+ return sourceHasRoot && !targetHasRoot;
157
+ }
158
+
159
+ /**
160
+ * Add getBoneByName helper to skeleton if it doesn't exist
161
+ */
162
+ function ensureGetBoneByName(skeleton: THREE.Skeleton): void {
163
+ if (!(skeleton as any).getBoneByName) {
164
+ (skeleton as any).getBoneByName = function(name: string) {
165
+ return this.bones.find((b: THREE.Bone) => b.name === name);
166
+ };
167
+ }
168
+ }
169
+
170
+ /**
171
+ * Convert SkeletonProfile to the format applyTPose expects
172
+ */
173
+ function profileToTPoseMap(profile: SkeletonProfile): Record<string, string | undefined> {
174
+ // Invert boneToRole to get roleToName
175
+ const roleToName: Partial<Record<BoneRole, string>> = {};
176
+ for (const [boneName, role] of Object.entries(profile.boneToRole)) {
177
+ roleToName[role] = boneName;
178
+ }
179
+
180
+ // Map to the semantic keys applyTPose expects
181
+ return {
182
+ Hips: roleToName[BoneRole.Hips],
183
+ Stomach: roleToName[BoneRole.Spine],
184
+ ShouldersUnion: roleToName[BoneRole.Chest] ?? roleToName[BoneRole.UpperChest],
185
+ Neck: roleToName[BoneRole.Neck],
186
+ Head: roleToName[BoneRole.Head],
187
+ LShoulder: roleToName[BoneRole.LeftShoulder],
188
+ LArm: roleToName[BoneRole.LeftUpperArm],
189
+ LElbow: roleToName[BoneRole.LeftLowerArm],
190
+ LWrist: roleToName[BoneRole.LeftHand],
191
+ RShoulder: roleToName[BoneRole.RightShoulder],
192
+ RArm: roleToName[BoneRole.RightUpperArm],
193
+ RElbow: roleToName[BoneRole.RightLowerArm],
194
+ RWrist: roleToName[BoneRole.RightHand],
195
+ LUpLeg: roleToName[BoneRole.LeftUpperLeg],
196
+ LLeg: roleToName[BoneRole.LeftLowerLeg],
197
+ LFoot: roleToName[BoneRole.LeftFoot],
198
+ LToeBase: roleToName[BoneRole.LeftToeBase],
199
+ RUpLeg: roleToName[BoneRole.RightUpperLeg],
200
+ RLeg: roleToName[BoneRole.RightLowerLeg],
201
+ RFoot: roleToName[BoneRole.RightFoot],
202
+ RToeBase: roleToName[BoneRole.RightToeBase]
203
+ };
204
+ }
205
+
206
+ /**
207
+ * Create a bone name mapping between source and target skeletons using their profiles.
208
+ * Returns an object compatible with UPF AnimationRetargeting: { sourceRole: targetBoneName }
209
+ */
210
+ export function createBoneMapping(
211
+ sourceProfile: SkeletonProfile,
212
+ targetProfile: SkeletonProfile,
213
+ sourceSkeleton: THREE.Skeleton,
214
+ targetSkeleton: THREE.Skeleton
215
+ ): Record<string, string> {
216
+ const mapping: Record<string, string> = {};
217
+
218
+ // Build reverse map for source: role -> bone name
219
+ const sourceRoleToBone = new Map<BoneRole, string>();
220
+ for (const bone of sourceSkeleton.bones) {
221
+ const role = sourceProfile.boneToRole[bone.name];
222
+ if (role) {
223
+ sourceRoleToBone.set(role, bone.name);
224
+ }
225
+ }
226
+
227
+ // Build reverse map for target: role -> bone name
228
+ const targetRoleToBone = new Map<BoneRole, string>();
229
+ for (const bone of targetSkeleton.bones) {
230
+ const role = targetProfile.boneToRole[bone.name];
231
+ if (role) {
232
+ targetRoleToBone.set(role, bone.name);
233
+ }
234
+ }
235
+
236
+ // Map source bones to target bones via semantic roles
237
+ for (const [role, sourceBoneName] of sourceRoleToBone) {
238
+ const targetBoneName = targetRoleToBone.get(role);
239
+ if (targetBoneName) {
240
+ mapping[sourceBoneName] = targetBoneName;
241
+ }
242
+ }
243
+
244
+ // Note: Root motion is dropped when target has no root bone
245
+
246
+ return mapping;
247
+ }
248
+
249
+ /**
250
+ * Retarget an animation clip from source skeleton to target skeleton using UPF GTI retargeting.
251
+ *
252
+ * @param sourceClip - The animation clip to retarget
253
+ * @param sourceProfile - Skeleton profile for the source animation
254
+ * @param targetProfile - Skeleton profile for the target character
255
+ * @param sourceSkeleton - Source skeleton (from the animation's original GLTF)
256
+ * @param targetSkeleton - Target skeleton (from the character being animated)
257
+ * @param targetSkinnedMesh - Target skinned mesh (required by Three.js retargeting)
258
+ * @returns Retargeted animation clip, or null if retargeting failed
259
+ */
260
+ export function retargetAnimationClip(
261
+ sourceClip: THREE.AnimationClip,
262
+ sourceProfile: SkeletonProfile,
263
+ targetProfile: SkeletonProfile,
264
+ sourceSkeleton: THREE.Skeleton,
265
+ targetSkeleton: THREE.Skeleton,
266
+ targetSkinnedMesh: THREE.SkinnedMesh
267
+ ): THREE.AnimationClip | null {
268
+ // Build reverse map for source: role -> bone name
269
+ const sourceRoleToBone = new Map<BoneRole, string>();
270
+ for (const bone of sourceSkeleton.bones) {
271
+ const role = sourceProfile.boneToRole[bone.name];
272
+ if (role) {
273
+ sourceRoleToBone.set(role, bone.name);
274
+ }
275
+ }
276
+
277
+ // Create bone mapping using our profile system
278
+ const boneMapping = createBoneMapping(
279
+ sourceProfile,
280
+ targetProfile,
281
+ sourceSkeleton,
282
+ targetSkeleton
283
+ );
284
+
285
+ if (Object.keys(boneMapping).length === 0) {
286
+ console.error('[AnimationRetargeting] Failed to create bone mapping - no bones matched');
287
+ return null;
288
+ }
289
+
290
+ try {
291
+ // Add getBoneByName helper method required by applyTPose
292
+ ensureGetBoneByName(sourceSkeleton);
293
+ ensureGetBoneByName(targetSkeleton);
294
+
295
+ // Convert our profiles to the format applyTPose expects
296
+ const sourceTPoseMap = profileToTPoseMap(sourceProfile);
297
+ const targetTPoseMap = profileToTPoseMap(targetProfile);
298
+
299
+ // Apply T-Pose to both skeletons for consistent bind poses
300
+ try {
301
+ const sourceTPose = applyTPoseInternal(sourceSkeleton, sourceTPoseMap);
302
+ const targetTPose = applyTPoseInternal(targetSkeleton, targetTPoseMap);
303
+
304
+ // Create UPF retargeting instance using CURRENT pose mode to capture the T-Poses
305
+ const retargeter = new UPFRetargeting(sourceTPose.skeleton, targetTPose.skeleton, {
306
+ boneNameMap: boneMapping,
307
+ srcPoseMode: UPFRetargeting.BindPoseModes.CURRENT,
308
+ trgPoseMode: UPFRetargeting.BindPoseModes.CURRENT,
309
+ srcEmbedWorldTransforms: true,
310
+ trgEmbedWorldTransforms: true,
311
+ positionAxisFlips: targetProfile.positionAxisFlips,
312
+ hipsPositionAxisFlips: targetProfile.hipsPositionAxisFlips
313
+ });
314
+
315
+ // Retarget the animation
316
+ const retargetedClip = retargeter.retargetAnimation(sourceClip);
317
+
318
+ if (!retargetedClip || retargetedClip.tracks.length === 0) {
319
+ console.error(`[AnimationRetargeting] Failed to retarget "${sourceClip.name}": no tracks generated`);
320
+ return null;
321
+ }
322
+
323
+ // CRITICAL: Remove scale tracks to prevent shrinking/deformation
324
+ const originalTrackCount = retargetedClip.tracks.length;
325
+ retargetedClip.tracks = retargetedClip.tracks.filter(track => {
326
+ return !track.name.endsWith('.scale');
327
+ });
328
+
329
+ // Handle root motion incompatibility between source and target
330
+ const sourceRootBoneName = sourceRoleToBone.get(BoneRole.Root);
331
+ const targetRootBoneName = targetProfile.boneToRole[targetSkeleton.bones[0]?.name];
332
+ const targetHipsBoneName = Array.from(Object.entries(targetProfile.boneToRole))
333
+ .find(([, role]) => role === BoneRole.Hips)?.[0];
334
+
335
+ // Case 1: Source has no root bone but target does
336
+ // Mixamo hips position tracks should NOT be applied to Rigify hips (child of root)
337
+ if (!sourceRootBoneName && targetRootBoneName === BoneRole.Root && targetHipsBoneName) {
338
+ const hipsPositionTrackIndex = retargetedClip.tracks.findIndex(track =>
339
+ track.name.includes(targetHipsBoneName) && track.name.endsWith('.position')
340
+ );
341
+
342
+ if (hipsPositionTrackIndex !== -1) {
343
+ retargetedClip.tracks.splice(hipsPositionTrackIndex, 1);
344
+ console.warn(
345
+ `[AnimationRetargeting] Removed hips position track from "${sourceClip.name}" ` +
346
+ 'because source skeleton lacks a root bone (Mixamo) but target has one (Rigify).'
347
+ );
348
+ }
349
+ }
350
+
351
+ // Case 2: Source has root motion but target doesn't
352
+ const sourceHasRootMotion = sourceRootBoneName &&
353
+ sourceClip.tracks.some(track =>
354
+ track.name.includes(sourceRootBoneName) && track.name.endsWith('.position')
355
+ );
356
+
357
+ if (sourceHasRootMotion && targetRootBoneName !== BoneRole.Root) {
358
+ console.warn(
359
+ `[AnimationRetargeting] Source animation "${sourceClip.name}" contains root motion. ` +
360
+ 'Root motion tracks are not transferred when target skeleton lacks a root bone. ' +
361
+ 'Consider implementing root motion extraction to model transform.'
362
+ );
363
+ }
364
+
365
+ // Reset all bone scales to (1,1,1) to prevent accumulated scale issues
366
+ targetSkeleton.bones.forEach(bone => {
367
+ bone.scale.set(1, 1, 1);
368
+ });
369
+ targetSkeleton.update();
370
+
371
+ return retargetedClip;
372
+
373
+ } catch (tPoseError) {
374
+ console.error('[AnimationRetargeting] T-Pose failed, falling back to default bind poses:', tPoseError);
375
+
376
+ // Fallback: use default bind poses without T-Pose
377
+ const retargeter = new UPFRetargeting(sourceSkeleton, targetSkeleton, {
378
+ boneNameMap: boneMapping,
379
+ srcPoseMode: UPFRetargeting.BindPoseModes.DEFAULT,
380
+ trgPoseMode: UPFRetargeting.BindPoseModes.DEFAULT,
381
+ positionAxisFlips: targetProfile.positionAxisFlips,
382
+ hipsPositionAxisFlips: targetProfile.hipsPositionAxisFlips
383
+ });
384
+
385
+ // Retarget the animation
386
+ const retargetedClip = retargeter.retargetAnimation(sourceClip);
387
+
388
+ if (!retargetedClip || retargetedClip.tracks.length === 0) {
389
+ console.error(`[AnimationRetargeting] Failed to retarget "${sourceClip.name}": no tracks generated`);
390
+ return null;
391
+ }
392
+
393
+ // CRITICAL: Remove scale tracks to prevent shrinking/deformation
394
+ retargetedClip.tracks = retargetedClip.tracks.filter(track => {
395
+ return !track.name.endsWith('.scale');
396
+ });
397
+
398
+ targetSkeleton.bones.forEach(bone => {
399
+ bone.scale.set(1, 1, 1);
400
+ });
401
+ targetSkeleton.update();
402
+
403
+ return retargetedClip;
404
+ }
405
+
406
+ } catch (error) {
407
+ console.error(`[AnimationRetargeting] Failed to retarget "${sourceClip.name}":`, error);
408
+ return null;
409
+ }
410
+ }
411
+
412
+ /**
413
+ * A reusable retargeting session that initializes T-poses once and can retarget multiple clips.
414
+ * This is more efficient than calling retargetAnimationClip for each clip individually.
415
+ */
416
+ export class RetargetingSession {
417
+ private retargeter: InstanceType<typeof UPFRetargeting> | null = null;
418
+ private sourceRoleToBone = new Map<BoneRole, string>();
419
+ private targetProfile: SkeletonProfile;
420
+ private targetSkeleton: THREE.Skeleton;
421
+ private initialized = false;
422
+
423
+ constructor(
424
+ sourceProfile: SkeletonProfile,
425
+ targetProfile: SkeletonProfile,
426
+ sourceSkeleton: THREE.Skeleton,
427
+ targetSkeleton: THREE.Skeleton
428
+ ) {
429
+ this.targetProfile = targetProfile;
430
+ this.targetSkeleton = targetSkeleton;
431
+
432
+ // Build reverse map for source: role -> bone name
433
+ for (const bone of sourceSkeleton.bones) {
434
+ const role = sourceProfile.boneToRole[bone.name];
435
+ if (role) {
436
+ this.sourceRoleToBone.set(role, bone.name);
437
+ }
438
+ }
439
+
440
+ // Create bone mapping
441
+ const boneMapping = createBoneMapping(sourceProfile, targetProfile, sourceSkeleton, targetSkeleton);
442
+
443
+ if (Object.keys(boneMapping).length === 0) {
444
+ console.error('[RetargetingSession] Failed to create bone mapping - no bones matched');
445
+ return;
446
+ }
447
+
448
+ // Add getBoneByName helper
449
+ ensureGetBoneByName(sourceSkeleton);
450
+ ensureGetBoneByName(targetSkeleton);
451
+
452
+ // Convert profiles to T-pose map format
453
+ const sourceTPoseMap = profileToTPoseMap(sourceProfile);
454
+ const targetTPoseMap = profileToTPoseMap(targetProfile);
455
+
456
+ // Apply T-Pose ONCE to both skeletons
457
+ try {
458
+ // const sourceTPose = applyTPoseInternal(sourceSkeleton, sourceTPoseMap);
459
+ // const targetTPose = applyTPoseInternal(targetSkeleton, targetTPoseMap);
460
+
461
+ // Create retargeter instance ONCE
462
+ this.retargeter = new UPFRetargeting(sourceSkeleton, targetSkeleton, {
463
+ boneNameMap: boneMapping,
464
+ srcPoseMode: UPFRetargeting.BindPoseModes.CURRENT,
465
+ trgPoseMode: UPFRetargeting.BindPoseModes.CURRENT,
466
+ srcEmbedWorldTransforms: true,
467
+ trgEmbedWorldTransforms: true,
468
+ positionAxisFlips: targetProfile.positionAxisFlips,
469
+ hipsPositionAxisFlips: targetProfile.hipsPositionAxisFlips
470
+ });
471
+
472
+ this.initialized = true;
473
+ console.log('[RetargetingSession] Initialized with T-poses applied once');
474
+ } catch (error) {
475
+ console.error('[RetargetingSession] Failed to initialize:', error);
476
+ }
477
+ }
478
+
479
+ /**
480
+ * Retarget a single clip using the pre-initialized session.
481
+ */
482
+ retargetClip(sourceClip: THREE.AnimationClip): THREE.AnimationClip | null {
483
+ if (!this.initialized || !this.retargeter) {
484
+ console.error('[RetargetingSession] Session not initialized');
485
+ return null;
486
+ }
487
+
488
+ try {
489
+ const retargetedClip = this.retargeter.retargetAnimation(sourceClip);
490
+
491
+ if (!retargetedClip || retargetedClip.tracks.length === 0) {
492
+ console.error(`[RetargetingSession] Failed to retarget "${sourceClip.name}": no tracks generated`);
493
+ return null;
494
+ }
495
+
496
+ // Remove scale tracks
497
+ retargetedClip.tracks = retargetedClip.tracks.filter(track => !track.name.endsWith('.scale'));
498
+
499
+ // Handle root motion incompatibility
500
+ const sourceRootBoneName = this.sourceRoleToBone.get(BoneRole.Root);
501
+ const targetRootBoneName = this.targetProfile.boneToRole[this.targetSkeleton.bones[0]?.name];
502
+ const targetHipsBoneName = Array.from(Object.entries(this.targetProfile.boneToRole))
503
+ .find(([, role]) => role === BoneRole.Hips)?.[0];
504
+
505
+ if (!sourceRootBoneName && targetRootBoneName === BoneRole.Root && targetHipsBoneName) {
506
+ const hipsPositionTrackIndex = retargetedClip.tracks.findIndex(track =>
507
+ track.name.includes(targetHipsBoneName) && track.name.endsWith('.position')
508
+ );
509
+ if (hipsPositionTrackIndex !== -1) {
510
+ retargetedClip.tracks.splice(hipsPositionTrackIndex, 1);
511
+ }
512
+ }
513
+
514
+ return retargetedClip;
515
+ } catch (error) {
516
+ console.error(`[RetargetingSession] Failed to retarget "${sourceClip.name}":`, error);
517
+ return null;
518
+ }
519
+ }
520
+
521
+ /**
522
+ * Retarget multiple clips using the pre-initialized session.
523
+ */
524
+ retargetClips(sourceClips: THREE.AnimationClip[]): Array<{ clip: THREE.AnimationClip | null; success: boolean; originalName: string }> {
525
+ return sourceClips.map(sourceClip => ({
526
+ clip: this.retargetClip(sourceClip),
527
+ success: this.retargetClip(sourceClip) !== null,
528
+ originalName: sourceClip.name
529
+ }));
530
+ }
531
+
532
+ isInitialized(): boolean {
533
+ return this.initialized;
534
+ }
535
+ }
536
+
537
+ /**
538
+ * Batch retarget multiple animation clips.
539
+ * Uses RetargetingSession internally to apply T-poses only once.
540
+ */
541
+ export function retargetAnimationClips(
542
+ sourceClips: THREE.AnimationClip[],
543
+ sourceProfile: SkeletonProfile,
544
+ targetProfile: SkeletonProfile,
545
+ sourceSkeleton: THREE.Skeleton,
546
+ targetSkeleton: THREE.Skeleton,
547
+ _targetSkinnedMesh: THREE.SkinnedMesh
548
+ ): Array<{ clip: THREE.AnimationClip | null; success: boolean; originalName: string }> {
549
+ // Create a session that initializes T-poses once
550
+ const session = new RetargetingSession(sourceProfile, targetProfile, sourceSkeleton, targetSkeleton);
551
+
552
+ if (!session.isInitialized()) {
553
+ return sourceClips.map(clip => ({ clip: null, success: false, originalName: clip.name }));
554
+ }
555
+
556
+ // Retarget all clips using the same session
557
+ return sourceClips.map(sourceClip => {
558
+ const retargetedClip = session.retargetClip(sourceClip);
559
+ return {
560
+ clip: retargetedClip,
561
+ success: retargetedClip !== null,
562
+ originalName: sourceClip.name
563
+ };
564
+ });
565
+ }
566
+
@@ -0,0 +1,137 @@
1
+ /**
2
+ * SkeletonProfile - defines bone naming conventions for animation retargeting.
3
+ *
4
+ * Skeleton profiles map bone names to semantic roles (e.g., "mixamorigHips" -> Hips),
5
+ * enabling animation retargeting between different skeleton conventions. Profiles can
6
+ * be loaded from JSON files or defined programmatically.
7
+ *
8
+ * Recommended usage (for humans and AI assistants):
9
+ * - Store profile JSON files in assets/animation-profiles/
10
+ * - Reference profiles explicitly in AnimationStateMachineConfig
11
+ * - Use built-in profiles (Mixamo, UE5, Standard, etc.) or create custom ones
12
+ */
13
+
14
+ /**
15
+ * Semantic bone roles for humanoid characters.
16
+ * This is the universal language that different skeletons are mapped to.
17
+ */
18
+ export enum BoneRole {
19
+ // Core
20
+ Root = 'Root',
21
+ Hips = 'Hips',
22
+ Spine = 'Spine',
23
+ Chest = 'Chest',
24
+ UpperChest = 'UpperChest',
25
+ Neck = 'Neck',
26
+ Head = 'Head',
27
+
28
+ // Left Arm
29
+ LeftShoulder = 'LeftShoulder',
30
+ LeftUpperArm = 'LeftUpperArm',
31
+ LeftLowerArm = 'LeftLowerArm',
32
+ LeftHand = 'LeftHand',
33
+
34
+ // Right Arm
35
+ RightShoulder = 'RightShoulder',
36
+ RightUpperArm = 'RightUpperArm',
37
+ RightLowerArm = 'RightLowerArm',
38
+ RightHand = 'RightHand',
39
+
40
+ // Left Leg
41
+ LeftUpperLeg = 'LeftUpperLeg',
42
+ LeftLowerLeg = 'LeftLowerLeg',
43
+ LeftFoot = 'LeftFoot',
44
+ LeftToeBase = 'LeftToeBase',
45
+
46
+ // Right Leg
47
+ RightUpperLeg = 'RightUpperLeg',
48
+ RightLowerLeg = 'RightLowerLeg',
49
+ RightFoot = 'RightFoot',
50
+ RightToeBase = 'RightToeBase',
51
+
52
+ // Fingers (Left Hand)
53
+ LeftHandThumb1 = 'LeftHandThumb1',
54
+ LeftHandThumb2 = 'LeftHandThumb2',
55
+ LeftHandThumb3 = 'LeftHandThumb3',
56
+ LeftHandIndex1 = 'LeftHandIndex1',
57
+ LeftHandIndex2 = 'LeftHandIndex2',
58
+ LeftHandIndex3 = 'LeftHandIndex3',
59
+ LeftHandMiddle1 = 'LeftHandMiddle1',
60
+ LeftHandMiddle2 = 'LeftHandMiddle2',
61
+ LeftHandMiddle3 = 'LeftHandMiddle3',
62
+ LeftHandRing1 = 'LeftHandRing1',
63
+ LeftHandRing2 = 'LeftHandRing2',
64
+ LeftHandRing3 = 'LeftHandRing3',
65
+ LeftHandPinky1 = 'LeftHandPinky1',
66
+ LeftHandPinky2 = 'LeftHandPinky2',
67
+ LeftHandPinky3 = 'LeftHandPinky3',
68
+
69
+ // Fingers (Right Hand)
70
+ RightHandThumb1 = 'RightHandThumb1',
71
+ RightHandThumb2 = 'RightHandThumb2',
72
+ RightHandThumb3 = 'RightHandThumb3',
73
+ RightHandIndex1 = 'RightHandIndex1',
74
+ RightHandIndex2 = 'RightHandIndex2',
75
+ RightHandIndex3 = 'RightHandIndex3',
76
+ RightHandMiddle1 = 'RightHandMiddle1',
77
+ RightHandMiddle2 = 'RightHandMiddle2',
78
+ RightHandMiddle3 = 'RightHandMiddle3',
79
+ RightHandRing1 = 'RightHandRing1',
80
+ RightHandRing2 = 'RightHandRing2',
81
+ RightHandRing3 = 'RightHandRing3',
82
+ RightHandPinky1 = 'RightHandPinky1',
83
+ RightHandPinky2 = 'RightHandPinky2',
84
+ RightHandPinky3 = 'RightHandPinky3',
85
+
86
+ // Head (Optional)
87
+ RightEye = 'RightEye',
88
+ LeftEye = 'LeftEye',
89
+ Jaw = 'Jaw',
90
+ }
91
+
92
+ /**
93
+ * Axis flip configuration for position retargeting.
94
+ * Used to handle coordinate system differences between skeletons.
95
+ */
96
+ export interface PositionAxisFlips {
97
+ /** Flip X axis for root motion */
98
+ x?: boolean;
99
+ /** Flip Y axis for root motion */
100
+ y?: boolean;
101
+ /** Flip Z axis for root motion */
102
+ z?: boolean;
103
+ }
104
+
105
+ /**
106
+ * Skeleton profile - maps bone names to semantic roles.
107
+ * Can be serialized to/from JSON for asset storage.
108
+ */
109
+ export interface SkeletonProfile {
110
+ /** Profile name (e.g., "Mixamo", "UE5", "Standard") */
111
+ name: string;
112
+
113
+ /** Human-readable description */
114
+ description: string;
115
+
116
+ /** Map bone name -> semantic role */
117
+ boneToRole: Record<string, BoneRole>;
118
+
119
+ /** Hip bone name (required for retargeting root motion) */
120
+ hipBoneName: string;
121
+
122
+ /** Optional scale factor for unit conversion (e.g., 0.01 for cm to m) */
123
+ scale?: number;
124
+
125
+ /**
126
+ * Optional axis flips for root position retargeting.
127
+ * Used when this profile is the TARGET to correct coordinate system differences.
128
+ */
129
+ positionAxisFlips?: PositionAxisFlips;
130
+
131
+ /**
132
+ * Optional axis flips for hips position retargeting.
133
+ * Separate from root because hips may have different coordinate system.
134
+ */
135
+ hipsPositionAxisFlips?: PositionAxisFlips;
136
+ }
137
+