@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 +1,866 @@
1
+ /**
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+ * AnimationRetargeting algorithm for Three.js - adapted from https://github.com/upf-gti/retargeting-threejs
3
+ */
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+
5
+ import * as THREE from 'three';
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+
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+ export interface PositionAxisFlips {
8
+ x?: boolean;
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+ y?: boolean;
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+ z?: boolean;
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+ }
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+
13
+ export interface RetargetingOptions {
14
+ srcPoseMode?: number;
15
+ trgPoseMode?: number;
16
+ srcEmbedWorldTransforms?: boolean;
17
+ trgEmbedWorldTransforms?: boolean;
18
+ boneNameMap?: Record<string, string>;
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+ positionAxisFlips?: PositionAxisFlips;
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+ hipsPositionAxisFlips?: PositionAxisFlips;
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+ }
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+
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+ interface Transform {
24
+ p: THREE.Vector3;
25
+ q: THREE.Quaternion;
26
+ s: THREE.Vector3;
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+ }
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+
29
+ interface EmbeddedTransforms {
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+ forward: Transform;
31
+ inverse: Transform;
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+ }
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+
34
+ interface ExtendedSkeleton extends THREE.Skeleton {
35
+ parentIndices: Int16Array;
36
+ transformsWorld: Transform[];
37
+ transformsWorldInverses: Transform[];
38
+ transformsWorldEmbedded?: EmbeddedTransforms;
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+ }
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+
41
+ interface BoneMapResult {
42
+ idxMap: Int16Array;
43
+ nameMap: Record<string, string>;
44
+ }
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+
46
+ interface PrecomputedQuats {
47
+ left: (THREE.Quaternion | null)[];
48
+ right: (THREE.Quaternion | null)[];
49
+ }
50
+
51
+ // asymetric and/or negative scaling of objects is not properly supported
52
+ class AnimationRetargeting {
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+
54
+ static BindPoseModes = { DEFAULT : 0, CURRENT: 1 };
55
+ static boneMap: Record<string, string> = {
56
+ 'LEye': 'lefteye',
57
+ 'REye': 'righteye',
58
+ 'Head': 'head',
59
+ 'Neck': 'neck',
60
+ 'ShouldersUnion': 'spine2', // chest
61
+ 'Stomach': 'spine1',
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+ 'BelowStomach': 'spine',
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+ 'Hips': 'hips',
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+ 'RShoulder': 'rightshoulder',
65
+ 'RArm': 'rightarm',
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+ 'RElbow': 'rightforearm',
67
+ 'RHandThumb': 'righthandthumb1',
68
+ 'RHandThumb2': 'righthandthumb2',
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+ 'RHandThumb3': 'righthandthumb3',
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+ 'RHandThumb4': 'righthandthumb4',
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+ 'RHandIndex': 'righthandindex1',
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+ 'RHandIndex2': 'righthandindex2',
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+ 'RHandIndex3': 'righthandindex3',
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+ 'RHandIndex4': 'righthandindex4',
75
+ 'RHandMiddle': 'righthandmiddle1',
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+ 'RHandMiddle2': 'righthandmiddle2',
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+ 'RHandMiddle3': 'righthandmiddle3',
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+ 'RHandMiddle4': 'righthandmiddle4',
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+ 'RHandRing': 'righthandring1',
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+ 'RHandRing2': 'righthandring2',
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+ 'RHandRing3': 'righthandring3',
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+ 'RHandRing4': 'righthandring4',
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+ 'RHandPinky': 'righthandpinky1',
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+ 'RHandPinky2': 'righthandpinky2',
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+ 'RHandPinky3': 'righthandpinky3',
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+ 'RHandPinky4': 'righthandpinky4',
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+ 'RWrist': 'righthand',
88
+ 'LShoulder': 'leftshoulder',
89
+ 'LArm': 'leftarm',
90
+ 'LElbow': 'leftforearm',
91
+ 'LHandThumb': 'lefthandthumb1',
92
+ 'LHandThumb2': 'lefthandthumb2',
93
+ 'LHandThumb3': 'lefthandthumb3',
94
+ 'LHandThumb4': 'lefthandthumb4',
95
+ 'LHandIndex': 'lefthandindex1',
96
+ 'LHandIndex2': 'lefthandindex2',
97
+ 'LHandIndex3': 'lefthandindex3',
98
+ 'LHandIndex4': 'lefthandindex4',
99
+ 'LHandMiddle': 'lefthandmiddle1',
100
+ 'LHandMiddle2': 'lefthandmiddle2',
101
+ 'LHandMiddle3': 'lefthandmiddle3',
102
+ 'LHandMiddle4': 'lefthandmiddle4',
103
+ 'LHandRing': 'lefthandring1',
104
+ 'LHandRing2': 'lefthandring2',
105
+ 'LHandRing3': 'lefthandring3',
106
+ 'LHandRing4': 'lefthandring4',
107
+ 'LHandPinky': 'lefthandpinky1',
108
+ 'LHandPinky2': 'lefthandpinky2',
109
+ 'LHandPinky3': 'lefthandpinky3',
110
+ 'LHandPinky4': 'lefthandpinky4',
111
+ 'LWrist': 'lefthand',
112
+ 'LUpLeg': 'leftupleg',
113
+ 'LLeg': 'leftleg',
114
+ 'LFoot': 'leftfoot',
115
+ 'LToeBase': 'lefttoebase',
116
+ 'RUpLeg': 'rightupleg',
117
+ 'RLeg': 'rightleg',
118
+ 'RFoot': 'rightfoot',
119
+ 'RToeBase': 'righttoebase',
120
+ };
121
+
122
+ srcSkeleton: THREE.Skeleton;
123
+ trgSkeleton: THREE.Skeleton;
124
+ boneMap: BoneMapResult;
125
+ srcBindPose: ExtendedSkeleton;
126
+ trgBindPose: ExtendedSkeleton;
127
+ precomputedQuats: PrecomputedQuats;
128
+ proportionRatio: number;
129
+ positionAxisFlips: PositionAxisFlips;
130
+ hipsPositionAxisFlips: PositionAxisFlips;
131
+ srcBoneMap?: BoneMapResult;
132
+ trgBoneMap?: BoneMapResult;
133
+
134
+ /**
135
+ * Retargets animations and/or current poses from one skeleton to another.
136
+ * Both skeletons must have the same bind pose (same orientation for each mapped bone) in order to properly work.
137
+ * Use optional parameters to adjust the bind pose.
138
+ * @param srcSkeleton Skeleton of source avatar. Its bind pose must be the same as trgSkeleton. The original skeleton is cloned and can be safely modified
139
+ * @param trgSkeleton Same as srcSkeleton but for the target avatar
140
+ * @param options.srcPoseMode BindPoseModes enum values. Pose of the srcSkeleton that will be used as the bind pose for the retargeting. By default, skeleton's actual bind pose is used.
141
+ * @param options.trgPoseMode BindPoseModes enum values. Same as srcPoseMode but for the target avatar.
142
+
143
+ * @param options.srcEmbedWorldTransforms Bool. Retargeting only takes into account transforms from the actual bone objects.
144
+ * If set to true, external (parent) transforms are computed and embedded into the root joint.
145
+ * Afterwards, parent transforms/matrices can be safely modified and will not affect in retargeting.
146
+ * Useful when it is easier to modify the container of the skeleton rather than the actual skeleton in order to align source and target poses
147
+ * @param options.trgEmbedWorldTransforms Same as srcEmbedWorldTransforms but for the target avatar
148
+ * @param options.boneNameMap String-to-string mapping between src and trg through bone names. Only supports one-to-one mapping
149
+ */
150
+ constructor( srcSkeleton: THREE.Skeleton | THREE.Object3D, trgSkeleton: THREE.Skeleton | THREE.Object3D, options: RetargetingOptions = {} ){
151
+
152
+ this.srcSkeleton = srcSkeleton as THREE.Skeleton; // original ref
153
+ if ( !(srcSkeleton as THREE.Skeleton).boneInverses ){ // find its skeleton
154
+ (srcSkeleton as THREE.Object3D).traverse( (o) => { if( (o as THREE.SkinnedMesh).isSkinnedMesh ){ this.srcSkeleton = (o as THREE.SkinnedMesh).skeleton; } } );
155
+ }
156
+ this.trgSkeleton = trgSkeleton as THREE.Skeleton; // original ref
157
+ if ( !(trgSkeleton as THREE.Skeleton).boneInverses ){ // find its skeleton
158
+ (trgSkeleton as THREE.Object3D).traverse( (o) => { if( (o as THREE.SkinnedMesh).isSkinnedMesh ){ this.trgSkeleton = (o as THREE.SkinnedMesh).skeleton; } } );
159
+ }
160
+
161
+ this.boneMap = this.computeBoneMap( this.srcSkeleton, this.trgSkeleton, options.boneNameMap ); // { idxMap: [], nameMape:{} }
162
+ this.srcBindPose = this.cloneRawSkeleton( this.srcSkeleton, options.srcPoseMode, options.srcEmbedWorldTransforms ); // returns pure skeleton, without any object model applied
163
+ this.trgBindPose = this.cloneRawSkeleton( this.trgSkeleton, options.trgPoseMode, options.trgEmbedWorldTransforms ); // returns pure skeleton, without any object model applied
164
+
165
+ this.precomputedQuats = this._precomputeRetargetingQuats();
166
+ this.proportionRatio = this._computeProportionRatio(); // returns an aproximate ratio of lengths between source skeleton and target skeleton. Used in Position retargeting
167
+
168
+ // Optional axis flips for position retargeting (from target profile)
169
+ this.positionAxisFlips = options.positionAxisFlips ?? { x: false, y: false, z: false };
170
+ this.hipsPositionAxisFlips = options.hipsPositionAxisFlips ?? { x: false, y: false, z: false };
171
+ }
172
+
173
+ /**
174
+ * creates a Transform object with identity values
175
+ * @returns Transform
176
+ */
177
+ _newTransform(): Transform { return { p: new THREE.Vector3(0,0,0), q: new THREE.Quaternion(0,0,0,1), s: new THREE.Vector3(1,1,1) }; }
178
+
179
+ /**
180
+ * Deep clone of the skeleton. New bones are generated. Skeleton's parent objects will not be linked to the cloned one
181
+ * Returned skeleton has new attributes:
182
+ * - Always: .parentIndices, .transformsWorld, .transformsWorldInverses
183
+ * - embedWorld == true: .transformsWorldEmbedded
184
+ */
185
+ cloneRawSkeleton( skeleton: THREE.Skeleton, poseMode?: number, embedWorld = false ): ExtendedSkeleton {
186
+ const bones = skeleton.bones;
187
+
188
+ const resultBones: THREE.Bone[] = new Array( bones.length );
189
+ const parentIndices = new Int16Array( bones.length );
190
+
191
+ // bones[0].clone( true ); // recursive
192
+ for( let i = 0; i < bones.length; ++i ){
193
+ resultBones[i] = bones[i].clone(false);
194
+ resultBones[i].parent = null;
195
+ }
196
+
197
+ for( let i = 0; i < bones.length; ++i ){
198
+ const parentIdx = findIndexOfBone( skeleton, bones[i].parent as THREE.Bone );
199
+ if ( parentIdx > -1 ){ resultBones[ parentIdx ].add( resultBones[ i ] ); }
200
+
201
+ parentIndices[i] = parentIdx;
202
+ }
203
+
204
+ resultBones[0].updateWorldMatrix( false, true ); // assume 0 is root. Update all global matrices (root does not have any parent)
205
+
206
+ // generate skeleton
207
+ let resultSkeleton: ExtendedSkeleton;
208
+ switch(poseMode) {
209
+ case AnimationRetargeting.BindPoseModes.CURRENT:
210
+ resultSkeleton = new THREE.Skeleton( resultBones ) as ExtendedSkeleton; // will automatically compute the inverses from the matrixWorld of each bone
211
+
212
+ break;
213
+ default: {
214
+ const boneInverses: THREE.Matrix4[] = new Array( skeleton.boneInverses.length );
215
+ for( let i = 0; i < boneInverses.length; ++i ) {
216
+ boneInverses[i] = skeleton.boneInverses[i].clone();
217
+ }
218
+ resultSkeleton = new THREE.Skeleton( resultBones, boneInverses ) as ExtendedSkeleton;
219
+ resultSkeleton.pose();
220
+ break;
221
+ }
222
+ }
223
+
224
+ resultSkeleton.parentIndices = parentIndices; // add this attribute to the THREE.Skeleton class
225
+
226
+ // precompute transforms (forward and inverse) from world matrices
227
+ const transforms: Transform[] = new Array( skeleton.bones.length );
228
+ const transformsInverses: Transform[] = new Array( skeleton.bones.length );
229
+ for( let i = 0; i < transforms.length; ++i ){
230
+ let t = this._newTransform();
231
+ resultSkeleton.bones[i].matrixWorld.decompose( t.p, t.q, t.s );
232
+ transforms[i] = t;
233
+
234
+ t = this._newTransform();
235
+ resultSkeleton.boneInverses[i].decompose( t.p, t.q, t.s );
236
+ transformsInverses[i] = t;
237
+ }
238
+ resultSkeleton.transformsWorld = transforms;
239
+ resultSkeleton.transformsWorldInverses = transformsInverses;
240
+
241
+ // embedded transform
242
+ if ( embedWorld && bones[0].parent ){
243
+ const embedded: EmbeddedTransforms = { forward: this._newTransform(), inverse: this._newTransform() };
244
+ let t = embedded.forward;
245
+ bones[0].parent.updateWorldMatrix( true, false );
246
+ bones[0].parent.matrixWorld.decompose( t.p, t.q, t.s );
247
+ t = embedded.inverse;
248
+ skeleton.bones[0].parent!.matrixWorld.clone().invert().decompose( t.p, t.q, t.s );
249
+ resultSkeleton.transformsWorldEmbedded = embedded;
250
+ }
251
+ return resultSkeleton;
252
+ }
253
+
254
+
255
+ /**
256
+ * Maps bones from one skeleton to another given boneMap.
257
+ * Given a null bonemap, an automap is performed
258
+ */
259
+ computeBoneMap( srcSkeleton: THREE.Skeleton, trgSkeleton: THREE.Skeleton, boneMap: Record<string, string> | null | undefined = null ): BoneMapResult {
260
+ const srcBones = srcSkeleton.bones;
261
+ const result: BoneMapResult = {
262
+ idxMap: new Int16Array( srcBones.length ),
263
+ nameMap: {}
264
+ };
265
+ result.idxMap.fill( -1 ); // default to no map;
266
+ if ( boneMap ) {
267
+ for ( const srcName in boneMap ){
268
+ const idx = findIndexOfBoneByName( srcSkeleton, srcName );
269
+ if ( idx < 0 ){ continue; }
270
+ const trgIdx = findIndexOfBoneByName( trgSkeleton, boneMap[ srcName ] ); // will return either a valid index or -1
271
+ result.idxMap[ idx ] = trgIdx;
272
+ result.nameMap[ srcName ] = boneMap[ srcName ];
273
+ }
274
+ }
275
+ else {
276
+ // automap
277
+ const auxBoneMap = Object.keys(AnimationRetargeting.boneMap);
278
+ this.srcBoneMap = computeAutoBoneMap( srcSkeleton );
279
+ this.trgBoneMap = computeAutoBoneMap( trgSkeleton );
280
+ if(this.srcBoneMap.idxMap.length && this.trgBoneMap.idxMap.length) {
281
+ for(let i = 0; i < auxBoneMap.length; i++) {
282
+ const name = auxBoneMap[i];
283
+ if(this.srcBoneMap.idxMap[i] < 0) {
284
+ continue;
285
+ }
286
+ result.idxMap[this.srcBoneMap.idxMap[i]] = this.trgBoneMap.idxMap[i];
287
+ result.nameMap[ this.srcBoneMap.nameMap[name]] = this.trgBoneMap.nameMap[name];
288
+ }
289
+ }
290
+ }
291
+
292
+ return result;
293
+ }
294
+
295
+ /**
296
+ * Computes an aproximate ratio of lengths between source skeleton and target skeleton
297
+ */
298
+ _computeProportionRatio(): number {
299
+ let srcLength = 0;
300
+ // Compute source sum of bone lengths
301
+ for(let i = 1; i < this.srcBindPose.bones.length; i++) {
302
+ const dist = this.srcBindPose.bones[i].getWorldPosition(new THREE.Vector3()).distanceTo(this.srcBindPose.bones[i].parent!.getWorldPosition(new THREE.Vector3()));
303
+ srcLength += dist;
304
+ }
305
+
306
+ let trgLength = 0;
307
+ // Compute target sum of bone lengths
308
+ for(let i = 1; i < this.trgBindPose.bones.length; i++) {
309
+ const dist = this.trgBindPose.bones[i].getWorldPosition(new THREE.Vector3()).distanceTo(this.trgBindPose.bones[i].parent!.getWorldPosition(new THREE.Vector3()));
310
+ trgLength += dist;
311
+ }
312
+ return trgLength / srcLength;
313
+ }
314
+
315
+ _precomputeRetargetingQuats(): PrecomputedQuats {
316
+ //BASIC ALGORITHM --> trglocal = invBindTrgWorldParent * bindSrcWorldParent * srcLocal * invBindSrcWorld * bindTrgWorld
317
+ // trglocal = invBindTrgWorldParent * invTrgEmbedded * srcEmbedded * bindSrcWorldParent * srcLocal * invBindSrcWorld * invSrcEmbedded * trgEmbedded * bindTrgWorld
318
+
319
+ const left: (THREE.Quaternion | null)[] = new Array( this.srcBindPose.bones.length ); // invBindTrgWorldParent * invTrgEmbedded * srcEmbedded * bindSrcWorldParent
320
+ const right: (THREE.Quaternion | null)[] = new Array( this.srcBindPose.bones.length ); // invBindSrcWorld * invSrcEmbedded * trgEmbedded * bindTrgWorld
321
+
322
+ for( let srcIndex = 0; srcIndex < left.length; ++srcIndex ){
323
+ const trgIndex = this.boneMap.idxMap[ srcIndex ];
324
+ if( trgIndex < 0 ){ // not mapped, cannot precompute
325
+ left[ srcIndex ] = null;
326
+ right[ srcIndex ] = null;
327
+ continue;
328
+ }
329
+
330
+ let resultQuat = new THREE.Quaternion(0,0,0,1);
331
+ resultQuat.copy( this.trgBindPose.transformsWorld[ trgIndex ].q ); // bindTrgWorld
332
+ if ( this.trgBindPose.transformsWorldEmbedded ) { resultQuat.premultiply( this.trgBindPose.transformsWorldEmbedded.forward.q ); } // trgEmbedded
333
+ if ( this.srcBindPose.transformsWorldEmbedded ) { resultQuat.premultiply( this.srcBindPose.transformsWorldEmbedded.inverse.q ); } // invSrcEmbedded
334
+ resultQuat.premultiply( this.srcBindPose.transformsWorldInverses[ srcIndex ].q ); // invBindSrcWorld
335
+ right[ srcIndex ] = resultQuat;
336
+
337
+ resultQuat = new THREE.Quaternion(0,0,0,1);
338
+ // bindSrcWorldParent
339
+ if ( this.srcBindPose.bones[ srcIndex ].parent ){
340
+ const parentIdx = this.srcBindPose.parentIndices[ srcIndex ];
341
+ resultQuat.premultiply( this.srcBindPose.transformsWorld[ parentIdx ].q );
342
+ }
343
+
344
+ if ( this.srcBindPose.transformsWorldEmbedded ) { resultQuat.premultiply( this.srcBindPose.transformsWorldEmbedded.forward.q ); } // srcEmbedded
345
+ if ( this.trgBindPose.transformsWorldEmbedded ) { resultQuat.premultiply( this.trgBindPose.transformsWorldEmbedded.inverse.q ); } // invTrgEmbedded
346
+
347
+ // invBindTrgWorldParent
348
+ if ( this.trgBindPose.bones[ trgIndex ].parent ){
349
+ const parentIdx = this.trgBindPose.parentIndices[ trgIndex ];
350
+ resultQuat.premultiply( this.trgBindPose.transformsWorldInverses[ parentIdx ].q );
351
+ }
352
+ left[ srcIndex ] = resultQuat;
353
+ }
354
+
355
+ return { left: left, right: right };
356
+ }
357
+
358
+ /**
359
+ * retargets the bone specified
360
+ * @param srcIndex MUST be a valid MAPPED bone. Otherwise it crashes
361
+ */
362
+ _retargetQuaternion( srcIndex: number, srcLocalQuat: THREE.Quaternion, resultQuat: THREE.Quaternion | null = null ): THREE.Quaternion {
363
+ resultQuat ??= new THREE.Quaternion(0,0,0,1);
364
+ //BASIC ALGORITHM --> trglocal = invBindTrgWorldParent * bindSrcWorldParent * srcLocal * invBindSrcWorld * bindTrgWorld
365
+ // trglocal = invBindTrgWorldParent * invTrgEmbedded * srcEmbedded * bindSrcWorldParent * srcLocal * invBindSrcWorld * invSrcEmbedded * trgEmbedded * bindTrgWorld
366
+
367
+ // In this order because resultQuat and srcLocalQuat might be the same Quaternion instance
368
+ resultQuat.copy( srcLocalQuat ); // srcLocal
369
+ resultQuat.premultiply( this.precomputedQuats.left[ srcIndex ]! ); // invBindTrgWorldParent * invTrgEmbedded * srcEmbedded * bindSrcWorldParent
370
+ resultQuat.multiply( this.precomputedQuats.right[ srcIndex ]! ); // invBindSrcWorld * invSrcEmbedded * trgEmbedded * bindTrgWorld
371
+ return resultQuat;
372
+ }
373
+
374
+ /**
375
+ * Retargets the current whole (mapped) skeleton pose.
376
+ * Currently, only quaternions are retargeted
377
+ */
378
+ retargetPose(): void {
379
+
380
+ const m = this.boneMap.idxMap;
381
+ for ( let i = 0; i < m.length; ++i ){
382
+ if ( m[i] < 0 ){ continue; }
383
+ this._retargetQuaternion( i, this.srcSkeleton.bones[ i ].quaternion, this.trgSkeleton.bones[ m[i] ].quaternion );
384
+ }
385
+ }
386
+
387
+ /**
388
+ *
389
+ * assumes srcTrack IS a position track (VectorKeyframeTrack) with the proper values array and name (boneName.position)
390
+ */
391
+ retargetPositionTrack( srcTrack: THREE.VectorKeyframeTrack ): THREE.VectorKeyframeTrack | null {
392
+ const boneName = srcTrack.name.slice(0, srcTrack.name.length - 9 ); // remove the ".position"
393
+ const boneIndex = findIndexOfBoneByName( this.srcSkeleton, boneName );
394
+
395
+ if ( boneIndex < 0 || this.boneMap.idxMap[ boneIndex ] < 0 ){
396
+ return null;
397
+ }
398
+
399
+ const trgBoneIndex = this.boneMap.idxMap[ boneIndex ];
400
+
401
+ // Retarget position track
402
+ const srcValues = srcTrack.values;
403
+ const trgValues = new Float32Array( srcValues.length );
404
+
405
+ // Use LOCAL positions - animation track values are in local space
406
+ const srcBindPos = this.srcSkeleton.bones[boneIndex].position.clone();
407
+ const trgBindPos = this.trgSkeleton.bones[trgBoneIndex].position.clone();
408
+
409
+ // For root bone (index 0), use embedded transforms for axis conversion
410
+ // For other bones (hips), use explicit axis flips from profile
411
+ const isRootBone = boneIndex === 0;
412
+
413
+ // Get embedded transforms for root bone axis conversion
414
+ const srcEmbeddedInv = this.srcBindPose.transformsWorldEmbedded?.inverse?.q;
415
+ const trgEmbeddedFwd = this.trgBindPose.transformsWorldEmbedded?.forward?.q;
416
+
417
+ const pos = new THREE.Vector3();
418
+ const diffPosition = new THREE.Vector3();
419
+
420
+ for( let i = 0; i < srcValues.length; i+=3 ){
421
+
422
+ pos.set( srcValues[i], srcValues[i+1], srcValues[i+2]);
423
+
424
+ // Compute difference from source bind position
425
+ diffPosition.subVectors(pos, srcBindPos);
426
+
427
+ if (isRootBone && srcEmbeddedInv && trgEmbeddedFwd) {
428
+ // Apply embedded transforms for coordinate system conversion
429
+ diffPosition.applyQuaternion(srcEmbeddedInv);
430
+ diffPosition.multiplyScalar(this.proportionRatio);
431
+ diffPosition.applyQuaternion(trgEmbeddedFwd);
432
+ // Apply explicit axis flips from target profile (root)
433
+ if (this.positionAxisFlips.x) diffPosition.x = -diffPosition.x;
434
+ if (this.positionAxisFlips.y) diffPosition.y = -diffPosition.y;
435
+ if (this.positionAxisFlips.z) diffPosition.z = -diffPosition.z;
436
+ } else {
437
+ // Scale by proportion ratio
438
+ diffPosition.multiplyScalar(this.proportionRatio);
439
+ // Apply explicit axis flips from target profile (hips)
440
+ if (this.hipsPositionAxisFlips.x) diffPosition.x = -diffPosition.x;
441
+ if (this.hipsPositionAxisFlips.y) diffPosition.y = -diffPosition.y;
442
+ if (this.hipsPositionAxisFlips.z) diffPosition.z = -diffPosition.z;
443
+ }
444
+
445
+ // Add to target bind position
446
+ diffPosition.add(trgBindPos);
447
+
448
+ trgValues[i] = diffPosition.x ;
449
+ trgValues[i+1] = diffPosition.y ;
450
+ trgValues[i+2] = diffPosition.z ;
451
+ }
452
+
453
+ // TODO missing interpolation mode. Assuming always linear. Also check if arrays are copied or referenced
454
+ return new THREE.VectorKeyframeTrack( this.boneMap.nameMap[ boneName ] + '.position', srcTrack.times.slice(), trgValues );
455
+ }
456
+
457
+ /**
458
+ * assumes srcTrack IS a quaternion track with the proper values array and name (boneName.quaternion)
459
+ */
460
+ retargetQuaternionTrack( srcTrack: THREE.QuaternionKeyframeTrack ): THREE.QuaternionKeyframeTrack | null {
461
+ const boneName = srcTrack.name.slice(0, srcTrack.name.length - 11 ); // remove the ".quaternion"
462
+ const boneIndex = findIndexOfBoneByName( this.srcSkeleton, boneName );
463
+ if ( boneIndex < 0 || this.boneMap.idxMap[ boneIndex ] < 0 ){
464
+ return null;
465
+ }
466
+
467
+ const quat = new THREE.Quaternion( 0,0,0,1 );
468
+ const srcValues = srcTrack.values;
469
+ const trgValues = new Float32Array( srcValues.length );
470
+ for( let i = 0; i < srcValues.length; i+=4 ){
471
+ quat.set( srcValues[i], srcValues[i+1], srcValues[i+2], srcValues[i+3] );
472
+ this._retargetQuaternion( boneIndex, quat, quat );
473
+ trgValues[i] = quat.x;
474
+ trgValues[i+1] = quat.y;
475
+ trgValues[i+2] = quat.z;
476
+ trgValues[i+3] = quat.w;
477
+ }
478
+
479
+ // TODO missing interpolation mode. Assuming always linear
480
+ return new THREE.QuaternionKeyframeTrack( this.boneMap.nameMap[ boneName ] + '.quaternion', srcTrack.times.slice(), trgValues );
481
+ }
482
+
483
+ /**
484
+ * assumes srcTrack IS a scale track (VectorKeyframeTrack) with the proper values array and name (boneName.scale)
485
+ */
486
+ retargetScaleTrack( srcTrack: THREE.VectorKeyframeTrack ): THREE.VectorKeyframeTrack | null {
487
+ const boneName = srcTrack.name.slice(0, srcTrack.name.length - 6 ); // remove the ".scale"
488
+ const boneIndex = findIndexOfBoneByName( this.srcSkeleton, boneName );
489
+ if ( boneIndex < 0 || this.boneMap.idxMap[ boneIndex ] < 0 ){
490
+ return null;
491
+ }
492
+ const srcScale = this.srcBindPose.bones[boneIndex].scale;
493
+ const trgScale = this.trgBindPose.bones[ this.boneMap.idxMap[ boneIndex ] ].scale;
494
+ const scaleRatio = trgScale.clone().divide(srcScale);
495
+
496
+ const srcValues = srcTrack.values;
497
+ const trgValues = new Float32Array( srcValues.length );
498
+ for( let i = 0; i < srcValues.length; i+=3 ){
499
+ trgValues[i] = srcValues[i] * scaleRatio.x;
500
+ trgValues[i+1] = srcValues[i+1] * scaleRatio.y;
501
+ trgValues[i+2] = srcValues[i+2] * scaleRatio.z;
502
+ }
503
+
504
+
505
+ // TODO missing interpolation mode. Assuming always linear. Also check if arrays are copied or referenced
506
+ return new THREE.VectorKeyframeTrack( this.boneMap.nameMap[ boneName ] + '.scale', srcTrack.times.slice(), trgValues );
507
+ }
508
+
509
+ /**
510
+ * Given a clip, all tracks with a mapped bone are retargeted.
511
+ * Currently only quaternions are retargeted
512
+ */
513
+ retargetAnimation( anim: THREE.AnimationClip ): THREE.AnimationClip {
514
+ const trgTracks: THREE.KeyframeTrack[] = [];
515
+ const srcTracks = anim.tracks;
516
+
517
+ for( let i = 0; i < srcTracks.length; ++i ){
518
+ const t = srcTracks[i];
519
+ let newTrack: THREE.KeyframeTrack | null = null;
520
+
521
+ if ( t.name.endsWith( '.position' ) ) {
522
+ // Only retarget position for root (bones[0]) or hips (bones[1]) bones
523
+ const isRootBone = t.name.includes(this.srcSkeleton.bones[0].name);
524
+ const isHipsBone = this.srcSkeleton.bones[1] && t.name.includes(this.srcSkeleton.bones[1].name);
525
+ if (isRootBone || isHipsBone) {
526
+ newTrack = this.retargetPositionTrack( t as THREE.VectorKeyframeTrack );
527
+ }
528
+ }
529
+ else if ( t.name.endsWith( '.quaternion' ) ){ newTrack = this.retargetQuaternionTrack( t as THREE.QuaternionKeyframeTrack ); }
530
+ else if ( t.name.endsWith( '.scale' ) ){ newTrack = this.retargetScaleTrack( t as THREE.VectorKeyframeTrack ); }
531
+
532
+ if ( newTrack ){ trgTracks.push( newTrack ); }
533
+ }
534
+
535
+ // negative duration: automatically computes proper duration of animation based on tracks
536
+ return new THREE.AnimationClip( anim.name, -1, trgTracks, anim.blendMode );
537
+ }
538
+ }
539
+
540
+ // ---- HELPERS ----
541
+ // should be moved into a "utils" file
542
+
543
+ // O(n)
544
+ function findIndexOfBone( skeleton: THREE.Skeleton, bone: THREE.Bone | null ): number {
545
+ if ( !bone ){ return -1;}
546
+ const b = skeleton.bones;
547
+ for( let i = 0; i < b.length; ++i ){
548
+ if ( b[i] == bone ){ return i; }
549
+ }
550
+ return -1;
551
+ }
552
+
553
+ // O(nm)
554
+ function findIndexOfBoneByName( skeleton: THREE.Skeleton, name: string | null ): number {
555
+ if ( !name ){ return -1; }
556
+ const b = skeleton.bones;
557
+ for( let i = 0; i < b.length; ++i ){
558
+ if ( b[i].name == name ){ return i; }
559
+ }
560
+ return -1;
561
+ }
562
+
563
+ // sets bind quaternions only. Warning: Not the best function to call every frame.
564
+ function forceBindPoseQuats( skeleton: THREE.Skeleton, skipRoot = false ): void {
565
+ const bones = skeleton.bones;
566
+ const inverses = skeleton.boneInverses;
567
+ if ( inverses.length < 1 ){ return; }
568
+ const boneMat = inverses[0].clone();
569
+ const _ignoreVec3 = new THREE.Vector3();
570
+ for( let i = 0; i < bones.length; ++i ){
571
+ boneMat.copy( inverses[i] ); // World to Local
572
+ boneMat.invert(); // Local to World
573
+
574
+ // get only the local matrix of the bone (root should not need any change)
575
+ const parentIdx = findIndexOfBone( skeleton, bones[i].parent as THREE.Bone );
576
+ if ( parentIdx > -1 ){ boneMat.premultiply( inverses[ parentIdx ] ); }
577
+ else{
578
+ if ( skipRoot ){ continue; }
579
+ }
580
+
581
+ boneMat.decompose( _ignoreVec3, bones[i].quaternion, _ignoreVec3 );
582
+ // bones[i].quaternion.setFromRotationMatrix( boneMat );
583
+ bones[i].quaternion.normalize();
584
+ }
585
+ }
586
+
587
+ /**
588
+ * Apply a T-pose shape facing +Z axis to the passed skeleton.
589
+ */
590
+ function applyTPose(skeleton: THREE.Skeleton, map?: Record<string, string | null | undefined>): { skeleton: THREE.Skeleton; map: Record<string, string> } {
591
+ let resolvedMap: Record<string, string>;
592
+ if(!map) {
593
+ const autoMap = computeAutoBoneMap(skeleton);
594
+ resolvedMap = autoMap.nameMap;
595
+ }
596
+ else {
597
+ if(Object.values(map).every(value => value === null)) {
598
+ const autoMap = computeAutoBoneMap(skeleton);
599
+ resolvedMap = autoMap.nameMap;
600
+ } else {
601
+ resolvedMap = map as Record<string, string>;
602
+ }
603
+ }
604
+
605
+ const resultSkeleton = skeleton;
606
+
607
+ const x_axis = new THREE.Vector3(1, 0, 0);
608
+ const y_axis = new THREE.Vector3(0, 1, 0);
609
+ const z_axis = new THREE.Vector3(0, 0, 1);
610
+
611
+ // Use Hips as spine base (not bones[0] which might be a root bone)
612
+ const hipsName = resolvedMap.Hips ?? resultSkeleton.bones[0].name;
613
+ const hipsBone = resultSkeleton.getBoneByName(hipsName) ?? resultSkeleton.bones[0];
614
+
615
+ // Fully extend the chains
616
+ extendChain( resultSkeleton, hipsName, resolvedMap.ShouldersUnion); // Spine
617
+ extendChain( resultSkeleton, resolvedMap.LUpLeg, resolvedMap.LFoot); // Left Leg
618
+ extendChain( resultSkeleton, resolvedMap.RUpLeg, resolvedMap.RFoot); // Right Leg
619
+ extendChain( resultSkeleton, resolvedMap.LArm, resolvedMap.LWrist); // Left Arm
620
+ extendChain( resultSkeleton, resolvedMap.RArm, resolvedMap.RWrist); // Right Arm
621
+
622
+ const leftHand = resultSkeleton.getBoneByName(resolvedMap.LWrist)!;
623
+ for(let i = 0; i < leftHand.children.length; i++) { // Left Fingers
624
+ extendChain( resultSkeleton, leftHand.children[i] as THREE.Bone);
625
+ extendChain( resultSkeleton, resolvedMap.LWrist, (leftHand.children[i] as THREE.Bone).children[0] as THREE.Bone); // Left Arm
626
+ }
627
+ const rightHand = resultSkeleton.getBoneByName(resolvedMap.RWrist)!;
628
+ for(let i = 0; i < rightHand.children.length; i++) { // Right Fingers
629
+ extendChain( resultSkeleton, rightHand.children[i] as THREE.Bone);
630
+ extendChain( resultSkeleton, resolvedMap.RWrist, (rightHand.children[i] as THREE.Bone).children[0] as THREE.Bone); // Right Arm
631
+ }
632
+
633
+ // Forces the pose to face the +Z axis using the left-right arm and spine plane
634
+ const right_arm = resultSkeleton.getBoneByName(resolvedMap.RArm)!;
635
+ const left_arm = resultSkeleton.getBoneByName(resolvedMap.LArm)!;
636
+
637
+ const spine_base = hipsBone;
638
+ const spine_end = resultSkeleton.getBoneByName(resolvedMap.ShouldersUnion)!;
639
+
640
+ const rArmPos = right_arm.getWorldPosition(new THREE.Vector3());
641
+ const lArmPos = left_arm.getWorldPosition(new THREE.Vector3());
642
+
643
+ const basePos = spine_base.getWorldPosition(new THREE.Vector3());
644
+ const endPos = spine_end.getWorldPosition(new THREE.Vector3());
645
+
646
+ const spine_dir = new THREE.Vector3();
647
+ spine_dir.subVectors(endPos, basePos).normalize();
648
+
649
+ const arms_dir = new THREE.Vector3();
650
+ arms_dir.subVectors(lArmPos, rArmPos).normalize();
651
+ // Rotate the skeleton root to face Z+ (if hips has a parent, rotate the parent instead)
652
+ const boneToRotate = hipsBone.parent as THREE.Bone ?? hipsBone;
653
+ lookBoneAtAxis(boneToRotate, arms_dir, spine_dir, z_axis);
654
+
655
+ // Align the 5 chains so that they follow their corresponding axes
656
+ // SPINE
657
+ alignBoneToAxis(resultSkeleton, hipsName, resolvedMap.ShouldersUnion, y_axis);
658
+
659
+ // LEGS
660
+ // check if left leg follows the -Y axis
661
+ const neg_y_axis = y_axis.clone().multiplyScalar(-1);
662
+ alignBoneToAxis(resultSkeleton, resolvedMap.LUpLeg, resolvedMap.LFoot, neg_y_axis);
663
+ // if check right leg follow the -Y axis
664
+ alignBoneToAxis(resultSkeleton, resolvedMap.RUpLeg, resolvedMap.RFoot, neg_y_axis);
665
+
666
+ // ARMS
667
+ // check if left arm follows the X axis
668
+ alignBoneToAxis(resultSkeleton, resolvedMap.LArm, resolvedMap.LWrist, x_axis);
669
+ // if check right arm follow the -X axis
670
+ const neg_x_axis = x_axis.clone().multiplyScalar(-1);
671
+ alignBoneToAxis(resultSkeleton, resolvedMap.RArm, resolvedMap.RWrist, neg_x_axis);
672
+
673
+ for(let i = 0; i < leftHand.children.length; i++) { // Left Fingers
674
+ alignBoneToAxis( resultSkeleton, leftHand.children[i] as THREE.Bone, null, x_axis);
675
+ }
676
+ for(let i = 0; i < rightHand.children.length; i++) { // Right Fingers
677
+ alignBoneToAxis( resultSkeleton, rightHand.children[i] as THREE.Bone, null, neg_x_axis);
678
+ }
679
+ // return new T-pose
680
+ resultSkeleton.update();
681
+ return {skeleton: resultSkeleton, map: resolvedMap};
682
+ }
683
+
684
+ /**
685
+ * Extends all bones in the given chain (origin and end) to follow the direction of the parent bone and updates it to the given pose
686
+ */
687
+ function extendChain(resultSkeleton: THREE.Skeleton, origin: string | THREE.Bone | undefined, end?: string | THREE.Bone): void {
688
+ if (!origin) return;
689
+
690
+ const base = typeof(origin) == 'string' ? resultSkeleton.getBoneByName(origin) : origin;
691
+ if (!base) return;
692
+
693
+ let previous: THREE.Bone;
694
+ if( !end ) {
695
+ let endBone: THREE.Bone = base;
696
+ while( endBone.children.length ) {
697
+ endBone = endBone.children[0] as THREE.Bone;
698
+ }
699
+ previous = endBone;
700
+ }
701
+ else {
702
+ const resolved = typeof(end) == 'string' ? resultSkeleton.getBoneByName(end) : end;
703
+ if (!resolved) return;
704
+ previous = resolved;
705
+ }
706
+ let current = previous.parent as THREE.Bone;
707
+ if (!current) return;
708
+ let next = current.parent as THREE.Bone;
709
+
710
+ while( next != base.parent ) {
711
+ if (!next) break;
712
+
713
+ // Extend the bone current_id - previous_id to follow the next_id - current_id direction
714
+ const prevPos = previous.getWorldPosition(new THREE.Vector3());
715
+ const currPos = current.getWorldPosition(new THREE.Vector3());
716
+ const nextPos = next.getWorldPosition(new THREE.Vector3());
717
+
718
+ // Direction from the parent joint to the middle joint (desired)
719
+ const desired_dir = new THREE.Vector3();
720
+ desired_dir.subVectors(nextPos, currPos).normalize();
721
+ // Direction from the middle joint to the child joint (current)
722
+ const current_dir = new THREE.Vector3();
723
+ current_dir.subVectors(currPos, prevPos);
724
+
725
+ // Angle to go from the current dir to the desired dir
726
+ const angle = current_dir.angleTo(desired_dir);
727
+
728
+ if (Math.abs(angle) > 0.01) {
729
+ // Axis of rotation (perpendicular): To rotate from the current to the desired direction
730
+ const axis = new THREE.Vector3();
731
+ axis.crossVectors(current_dir, desired_dir).normalize();
732
+ // Rotation from current to the desired direction in quaterion
733
+ const rot = new THREE.Quaternion().setFromAxisAngle(axis, angle);
734
+ // Apply the rotation to the current rotation of the joint in global space
735
+ let currRot = current.getWorldQuaternion(new THREE.Quaternion());
736
+ currRot = rot.multiply(currRot);
737
+ const nextRot = next.getWorldQuaternion(new THREE.Quaternion());
738
+ // Convert the rotation in local space
739
+ const localRot = nextRot.invert().multiply(currRot);
740
+ current.quaternion.copy(localRot);
741
+ current.updateMatrix();
742
+ current.updateMatrixWorld(true);
743
+ }
744
+
745
+ // Update the ids for the next iteration
746
+ previous = current;
747
+ current = next;
748
+ next = next.parent as THREE.Bone;
749
+ }
750
+ }
751
+ /**
752
+ * Given the vectors that form a plane and the desired direction where to look, rotates the root bone of the given pose to face at the desired axis.
753
+ */
754
+ function lookBoneAtAxis(bone: THREE.Bone, dir_a: THREE.Vector3, dir_b: THREE.Vector3, axis: THREE.Vector3 ): void {
755
+
756
+ // Face the pose looking at the given axis
757
+ // Normal vector of the plane (perpendicular): Current direction that the character is looking
758
+ const rot_axis = new THREE.Vector3();
759
+ rot_axis.crossVectors(dir_a, dir_b).normalize();
760
+ const angle = rot_axis.angleTo(axis);
761
+
762
+ if (Math.abs(angle) > 0.01) {
763
+ // Axis of rotation (perpendicular): To rotate from the current plane direction to the axis direction
764
+ const new_axis = new THREE.Vector3();
765
+ new_axis.crossVectors(rot_axis, axis).normalize();
766
+ // Rotation from current to the desired direction in quaterion
767
+ const rot = new THREE.Quaternion().setFromAxisAngle(new_axis, angle);
768
+
769
+ // Apply the rotation to the current rotation of the joint in global space
770
+ let global_rot = bone.getWorldQuaternion(new THREE.Quaternion());
771
+ global_rot = rot.multiply(global_rot);
772
+
773
+ // Convert the rotation in local space
774
+ let local_rot = global_rot;
775
+ // Convert the rotation in local space
776
+ if ( bone.parent ) {
777
+ const parent_rot = bone.parent.getWorldQuaternion(new THREE.Quaternion());
778
+ local_rot = parent_rot.invert().multiply(global_rot);
779
+ }
780
+ bone.quaternion.copy(local_rot);
781
+ bone.updateMatrix();
782
+ bone.updateMatrixWorld(true);
783
+ }
784
+ }
785
+
786
+
787
+ /**
788
+ * Aligns the direction of the origin-end vector to follow the given axis and updates the direction at the given pose
789
+ */
790
+ function alignBoneToAxis(resultSkeleton: THREE.Skeleton, origin: string | THREE.Bone | undefined, end: string | THREE.Bone | null | undefined, axis: THREE.Vector3 ): void {
791
+ if (!origin) return;
792
+
793
+ // Rotate the direction of the origin-end vector to follow the given axis
794
+ const oBone = typeof(origin) == 'string' ? resultSkeleton.getBoneByName(origin) : origin;
795
+ if (!oBone) return;
796
+
797
+ oBone.updateMatrixWorld(true);
798
+ end ??= oBone.children[0] as THREE.Bone;
799
+ const eBone = typeof(end) == 'string' ? resultSkeleton.getBoneByName(end) : end;
800
+ if (!eBone) return;
801
+
802
+ // Get global positions
803
+ const oPos = oBone.getWorldPosition(new THREE.Vector3());
804
+ const ePos = eBone.getWorldPosition(new THREE.Vector3());
805
+
806
+ // Compute the unitary direction of the bone from its position and its child position
807
+ const dir = new THREE.Vector3();
808
+ dir.subVectors(ePos, oPos).normalize();
809
+
810
+ // Angle between the current direction and the desired direction
811
+ const angle = (dir).angleTo(axis);
812
+ if( Math.abs(angle) > 0.001 ) {
813
+ // Axis of rotation (perpendicular): To rotate from the current to the desired direction
814
+ const new_axis = new THREE.Vector3();
815
+ new_axis.crossVectors(dir, axis).normalize();
816
+ // Rotation from current to the desired direction in quaterion
817
+ const rot = new THREE.Quaternion().setFromAxisAngle(new_axis, angle);
818
+ // Get bone global rotation
819
+ let oRot = oBone.getWorldQuaternion(new THREE.Quaternion());
820
+ // Apply the rotation to the current rotation of the joint in global space
821
+ oRot = rot.multiply(oRot);
822
+ let oLocalRot = oRot;
823
+ // Convert the rotation in local space
824
+ if ( oBone.parent ) {
825
+ const oParentRot = oBone.parent.getWorldQuaternion(new THREE.Quaternion());
826
+ oLocalRot = oParentRot.invert().multiply(oRot);
827
+ }
828
+
829
+ oBone.quaternion.copy(oLocalRot);
830
+ oBone.updateMatrix();
831
+ oBone.updateMatrixWorld(true);
832
+ }
833
+ }
834
+
835
+ /**
836
+ * Maps automatically bones from the skeleton to an auxiliar map.
837
+ * Given a null bonemap, an automap is performed
838
+ */
839
+ function computeAutoBoneMap( skeleton: THREE.Skeleton ): BoneMapResult {
840
+ const auxBoneMap = Object.keys(AnimationRetargeting.boneMap);
841
+ const bones = skeleton.bones;
842
+ const result: BoneMapResult = {
843
+ idxMap: new Int16Array( auxBoneMap.length ),
844
+ nameMap: {}
845
+ };
846
+
847
+ result.idxMap.fill( -1 ); // default to no map;
848
+ // automap
849
+ for(let i = 0; i < auxBoneMap.length; i++) {
850
+ const auxName = auxBoneMap[i];
851
+ for( let j = 0; j < bones.length; ++j ){
852
+ let name: string = bones[j].name;
853
+ if ( typeof( name ) !== 'string' ){ continue; }
854
+ name = name.toLowerCase().replace( 'mixamorig', '' ).replace( /[`~!@#$%^&*()_|+\-=?;:'"<>\{\}\\\/]/gi, '' );
855
+ if ( name.length < 1 ){ continue; }
856
+ if(name.toLowerCase().includes(auxName.toLocaleLowerCase()) || name.toLowerCase().includes(AnimationRetargeting.boneMap[auxName].toLocaleLowerCase())) {
857
+ result.nameMap[auxName] = bones[j].name;
858
+ result.idxMap[i] = j;
859
+ break;
860
+ }
861
+ }
862
+ }
863
+ return result;
864
+ }
865
+ export { AnimationRetargeting, findIndexOfBone, findIndexOfBoneByName, forceBindPoseQuats, applyTPose, computeAutoBoneMap };
866
+