@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 +1,834 @@
1
+ /**
2
+ * AnimationRetargeting algorithm for Three.js - adapted from https://github.com/upf-gti/retargeting-threejs
3
+ */
4
+ import * as THREE from 'three';
5
+ // asymetric and/or negative scaling of objects is not properly supported
6
+ class AnimationRetargeting {
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+ /**
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+ * Retargets animations and/or current poses from one skeleton to another.
9
+ * Both skeletons must have the same bind pose (same orientation for each mapped bone) in order to properly work.
10
+ * Use optional parameters to adjust the bind pose.
11
+ * @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
12
+ * @param trgSkeleton Same as srcSkeleton but for the target avatar
13
+ * @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.
14
+ * @param options.trgPoseMode BindPoseModes enum values. Same as srcPoseMode but for the target avatar.
15
+
16
+ * @param options.srcEmbedWorldTransforms Bool. Retargeting only takes into account transforms from the actual bone objects.
17
+ * If set to true, external (parent) transforms are computed and embedded into the root joint.
18
+ * Afterwards, parent transforms/matrices can be safely modified and will not affect in retargeting.
19
+ * 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
20
+ * @param options.trgEmbedWorldTransforms Same as srcEmbedWorldTransforms but for the target avatar
21
+ * @param options.boneNameMap String-to-string mapping between src and trg through bone names. Only supports one-to-one mapping
22
+ */
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+ constructor(srcSkeleton, trgSkeleton, options = {}) {
24
+ Object.defineProperty(this, "srcSkeleton", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "trgSkeleton", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "boneMap", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "srcBindPose", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "trgBindPose", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "precomputedQuats", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "proportionRatio", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "positionAxisFlips", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "hipsPositionAxisFlips", {
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+ enumerable: true,
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+ configurable: true,
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+ writable: true,
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+ value: void 0
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+ });
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+ Object.defineProperty(this, "srcBoneMap", {
79
+ enumerable: true,
80
+ configurable: true,
81
+ writable: true,
82
+ value: void 0
83
+ });
84
+ Object.defineProperty(this, "trgBoneMap", {
85
+ enumerable: true,
86
+ configurable: true,
87
+ writable: true,
88
+ value: void 0
89
+ });
90
+ this.srcSkeleton = srcSkeleton; // original ref
91
+ if (!srcSkeleton.boneInverses) { // find its skeleton
92
+ srcSkeleton.traverse((o) => { if (o.isSkinnedMesh) {
93
+ this.srcSkeleton = o.skeleton;
94
+ } });
95
+ }
96
+ this.trgSkeleton = trgSkeleton; // original ref
97
+ if (!trgSkeleton.boneInverses) { // find its skeleton
98
+ trgSkeleton.traverse((o) => { if (o.isSkinnedMesh) {
99
+ this.trgSkeleton = o.skeleton;
100
+ } });
101
+ }
102
+ this.boneMap = this.computeBoneMap(this.srcSkeleton, this.trgSkeleton, options.boneNameMap); // { idxMap: [], nameMape:{} }
103
+ this.srcBindPose = this.cloneRawSkeleton(this.srcSkeleton, options.srcPoseMode, options.srcEmbedWorldTransforms); // returns pure skeleton, without any object model applied
104
+ this.trgBindPose = this.cloneRawSkeleton(this.trgSkeleton, options.trgPoseMode, options.trgEmbedWorldTransforms); // returns pure skeleton, without any object model applied
105
+ this.precomputedQuats = this._precomputeRetargetingQuats();
106
+ this.proportionRatio = this._computeProportionRatio(); // returns an aproximate ratio of lengths between source skeleton and target skeleton. Used in Position retargeting
107
+ // Optional axis flips for position retargeting (from target profile)
108
+ this.positionAxisFlips = options.positionAxisFlips ?? { x: false, y: false, z: false };
109
+ this.hipsPositionAxisFlips = options.hipsPositionAxisFlips ?? { x: false, y: false, z: false };
110
+ }
111
+ /**
112
+ * creates a Transform object with identity values
113
+ * @returns Transform
114
+ */
115
+ _newTransform() { return { p: new THREE.Vector3(0, 0, 0), q: new THREE.Quaternion(0, 0, 0, 1), s: new THREE.Vector3(1, 1, 1) }; }
116
+ /**
117
+ * Deep clone of the skeleton. New bones are generated. Skeleton's parent objects will not be linked to the cloned one
118
+ * Returned skeleton has new attributes:
119
+ * - Always: .parentIndices, .transformsWorld, .transformsWorldInverses
120
+ * - embedWorld == true: .transformsWorldEmbedded
121
+ */
122
+ cloneRawSkeleton(skeleton, poseMode, embedWorld = false) {
123
+ const bones = skeleton.bones;
124
+ const resultBones = new Array(bones.length);
125
+ const parentIndices = new Int16Array(bones.length);
126
+ // bones[0].clone( true ); // recursive
127
+ for (let i = 0; i < bones.length; ++i) {
128
+ resultBones[i] = bones[i].clone(false);
129
+ resultBones[i].parent = null;
130
+ }
131
+ for (let i = 0; i < bones.length; ++i) {
132
+ const parentIdx = findIndexOfBone(skeleton, bones[i].parent);
133
+ if (parentIdx > -1) {
134
+ resultBones[parentIdx].add(resultBones[i]);
135
+ }
136
+ parentIndices[i] = parentIdx;
137
+ }
138
+ resultBones[0].updateWorldMatrix(false, true); // assume 0 is root. Update all global matrices (root does not have any parent)
139
+ // generate skeleton
140
+ let resultSkeleton;
141
+ switch (poseMode) {
142
+ case AnimationRetargeting.BindPoseModes.CURRENT:
143
+ resultSkeleton = new THREE.Skeleton(resultBones); // will automatically compute the inverses from the matrixWorld of each bone
144
+ break;
145
+ default: {
146
+ const boneInverses = new Array(skeleton.boneInverses.length);
147
+ for (let i = 0; i < boneInverses.length; ++i) {
148
+ boneInverses[i] = skeleton.boneInverses[i].clone();
149
+ }
150
+ resultSkeleton = new THREE.Skeleton(resultBones, boneInverses);
151
+ resultSkeleton.pose();
152
+ break;
153
+ }
154
+ }
155
+ resultSkeleton.parentIndices = parentIndices; // add this attribute to the THREE.Skeleton class
156
+ // precompute transforms (forward and inverse) from world matrices
157
+ const transforms = new Array(skeleton.bones.length);
158
+ const transformsInverses = new Array(skeleton.bones.length);
159
+ for (let i = 0; i < transforms.length; ++i) {
160
+ let t = this._newTransform();
161
+ resultSkeleton.bones[i].matrixWorld.decompose(t.p, t.q, t.s);
162
+ transforms[i] = t;
163
+ t = this._newTransform();
164
+ resultSkeleton.boneInverses[i].decompose(t.p, t.q, t.s);
165
+ transformsInverses[i] = t;
166
+ }
167
+ resultSkeleton.transformsWorld = transforms;
168
+ resultSkeleton.transformsWorldInverses = transformsInverses;
169
+ // embedded transform
170
+ if (embedWorld && bones[0].parent) {
171
+ const embedded = { forward: this._newTransform(), inverse: this._newTransform() };
172
+ let t = embedded.forward;
173
+ bones[0].parent.updateWorldMatrix(true, false);
174
+ bones[0].parent.matrixWorld.decompose(t.p, t.q, t.s);
175
+ t = embedded.inverse;
176
+ skeleton.bones[0].parent.matrixWorld.clone().invert().decompose(t.p, t.q, t.s);
177
+ resultSkeleton.transformsWorldEmbedded = embedded;
178
+ }
179
+ return resultSkeleton;
180
+ }
181
+ /**
182
+ * Maps bones from one skeleton to another given boneMap.
183
+ * Given a null bonemap, an automap is performed
184
+ */
185
+ computeBoneMap(srcSkeleton, trgSkeleton, boneMap = null) {
186
+ const srcBones = srcSkeleton.bones;
187
+ const result = {
188
+ idxMap: new Int16Array(srcBones.length),
189
+ nameMap: {}
190
+ };
191
+ result.idxMap.fill(-1); // default to no map;
192
+ if (boneMap) {
193
+ for (const srcName in boneMap) {
194
+ const idx = findIndexOfBoneByName(srcSkeleton, srcName);
195
+ if (idx < 0) {
196
+ continue;
197
+ }
198
+ const trgIdx = findIndexOfBoneByName(trgSkeleton, boneMap[srcName]); // will return either a valid index or -1
199
+ result.idxMap[idx] = trgIdx;
200
+ result.nameMap[srcName] = boneMap[srcName];
201
+ }
202
+ }
203
+ else {
204
+ // automap
205
+ const auxBoneMap = Object.keys(AnimationRetargeting.boneMap);
206
+ this.srcBoneMap = computeAutoBoneMap(srcSkeleton);
207
+ this.trgBoneMap = computeAutoBoneMap(trgSkeleton);
208
+ if (this.srcBoneMap.idxMap.length && this.trgBoneMap.idxMap.length) {
209
+ for (let i = 0; i < auxBoneMap.length; i++) {
210
+ const name = auxBoneMap[i];
211
+ if (this.srcBoneMap.idxMap[i] < 0) {
212
+ continue;
213
+ }
214
+ result.idxMap[this.srcBoneMap.idxMap[i]] = this.trgBoneMap.idxMap[i];
215
+ result.nameMap[this.srcBoneMap.nameMap[name]] = this.trgBoneMap.nameMap[name];
216
+ }
217
+ }
218
+ }
219
+ return result;
220
+ }
221
+ /**
222
+ * Computes an aproximate ratio of lengths between source skeleton and target skeleton
223
+ */
224
+ _computeProportionRatio() {
225
+ let srcLength = 0;
226
+ // Compute source sum of bone lengths
227
+ for (let i = 1; i < this.srcBindPose.bones.length; i++) {
228
+ const dist = this.srcBindPose.bones[i].getWorldPosition(new THREE.Vector3()).distanceTo(this.srcBindPose.bones[i].parent.getWorldPosition(new THREE.Vector3()));
229
+ srcLength += dist;
230
+ }
231
+ let trgLength = 0;
232
+ // Compute target sum of bone lengths
233
+ for (let i = 1; i < this.trgBindPose.bones.length; i++) {
234
+ const dist = this.trgBindPose.bones[i].getWorldPosition(new THREE.Vector3()).distanceTo(this.trgBindPose.bones[i].parent.getWorldPosition(new THREE.Vector3()));
235
+ trgLength += dist;
236
+ }
237
+ return trgLength / srcLength;
238
+ }
239
+ _precomputeRetargetingQuats() {
240
+ //BASIC ALGORITHM --> trglocal = invBindTrgWorldParent * bindSrcWorldParent * srcLocal * invBindSrcWorld * bindTrgWorld
241
+ // trglocal = invBindTrgWorldParent * invTrgEmbedded * srcEmbedded * bindSrcWorldParent * srcLocal * invBindSrcWorld * invSrcEmbedded * trgEmbedded * bindTrgWorld
242
+ const left = new Array(this.srcBindPose.bones.length); // invBindTrgWorldParent * invTrgEmbedded * srcEmbedded * bindSrcWorldParent
243
+ const right = new Array(this.srcBindPose.bones.length); // invBindSrcWorld * invSrcEmbedded * trgEmbedded * bindTrgWorld
244
+ for (let srcIndex = 0; srcIndex < left.length; ++srcIndex) {
245
+ const trgIndex = this.boneMap.idxMap[srcIndex];
246
+ if (trgIndex < 0) { // not mapped, cannot precompute
247
+ left[srcIndex] = null;
248
+ right[srcIndex] = null;
249
+ continue;
250
+ }
251
+ let resultQuat = new THREE.Quaternion(0, 0, 0, 1);
252
+ resultQuat.copy(this.trgBindPose.transformsWorld[trgIndex].q); // bindTrgWorld
253
+ if (this.trgBindPose.transformsWorldEmbedded) {
254
+ resultQuat.premultiply(this.trgBindPose.transformsWorldEmbedded.forward.q);
255
+ } // trgEmbedded
256
+ if (this.srcBindPose.transformsWorldEmbedded) {
257
+ resultQuat.premultiply(this.srcBindPose.transformsWorldEmbedded.inverse.q);
258
+ } // invSrcEmbedded
259
+ resultQuat.premultiply(this.srcBindPose.transformsWorldInverses[srcIndex].q); // invBindSrcWorld
260
+ right[srcIndex] = resultQuat;
261
+ resultQuat = new THREE.Quaternion(0, 0, 0, 1);
262
+ // bindSrcWorldParent
263
+ if (this.srcBindPose.bones[srcIndex].parent) {
264
+ const parentIdx = this.srcBindPose.parentIndices[srcIndex];
265
+ resultQuat.premultiply(this.srcBindPose.transformsWorld[parentIdx].q);
266
+ }
267
+ if (this.srcBindPose.transformsWorldEmbedded) {
268
+ resultQuat.premultiply(this.srcBindPose.transformsWorldEmbedded.forward.q);
269
+ } // srcEmbedded
270
+ if (this.trgBindPose.transformsWorldEmbedded) {
271
+ resultQuat.premultiply(this.trgBindPose.transformsWorldEmbedded.inverse.q);
272
+ } // invTrgEmbedded
273
+ // invBindTrgWorldParent
274
+ if (this.trgBindPose.bones[trgIndex].parent) {
275
+ const parentIdx = this.trgBindPose.parentIndices[trgIndex];
276
+ resultQuat.premultiply(this.trgBindPose.transformsWorldInverses[parentIdx].q);
277
+ }
278
+ left[srcIndex] = resultQuat;
279
+ }
280
+ return { left: left, right: right };
281
+ }
282
+ /**
283
+ * retargets the bone specified
284
+ * @param srcIndex MUST be a valid MAPPED bone. Otherwise it crashes
285
+ */
286
+ _retargetQuaternion(srcIndex, srcLocalQuat, resultQuat = null) {
287
+ resultQuat ??= new THREE.Quaternion(0, 0, 0, 1);
288
+ //BASIC ALGORITHM --> trglocal = invBindTrgWorldParent * bindSrcWorldParent * srcLocal * invBindSrcWorld * bindTrgWorld
289
+ // trglocal = invBindTrgWorldParent * invTrgEmbedded * srcEmbedded * bindSrcWorldParent * srcLocal * invBindSrcWorld * invSrcEmbedded * trgEmbedded * bindTrgWorld
290
+ // In this order because resultQuat and srcLocalQuat might be the same Quaternion instance
291
+ resultQuat.copy(srcLocalQuat); // srcLocal
292
+ resultQuat.premultiply(this.precomputedQuats.left[srcIndex]); // invBindTrgWorldParent * invTrgEmbedded * srcEmbedded * bindSrcWorldParent
293
+ resultQuat.multiply(this.precomputedQuats.right[srcIndex]); // invBindSrcWorld * invSrcEmbedded * trgEmbedded * bindTrgWorld
294
+ return resultQuat;
295
+ }
296
+ /**
297
+ * Retargets the current whole (mapped) skeleton pose.
298
+ * Currently, only quaternions are retargeted
299
+ */
300
+ retargetPose() {
301
+ const m = this.boneMap.idxMap;
302
+ for (let i = 0; i < m.length; ++i) {
303
+ if (m[i] < 0) {
304
+ continue;
305
+ }
306
+ this._retargetQuaternion(i, this.srcSkeleton.bones[i].quaternion, this.trgSkeleton.bones[m[i]].quaternion);
307
+ }
308
+ }
309
+ /**
310
+ *
311
+ * assumes srcTrack IS a position track (VectorKeyframeTrack) with the proper values array and name (boneName.position)
312
+ */
313
+ retargetPositionTrack(srcTrack) {
314
+ const boneName = srcTrack.name.slice(0, srcTrack.name.length - 9); // remove the ".position"
315
+ const boneIndex = findIndexOfBoneByName(this.srcSkeleton, boneName);
316
+ if (boneIndex < 0 || this.boneMap.idxMap[boneIndex] < 0) {
317
+ return null;
318
+ }
319
+ const trgBoneIndex = this.boneMap.idxMap[boneIndex];
320
+ // Retarget position track
321
+ const srcValues = srcTrack.values;
322
+ const trgValues = new Float32Array(srcValues.length);
323
+ // Use LOCAL positions - animation track values are in local space
324
+ const srcBindPos = this.srcSkeleton.bones[boneIndex].position.clone();
325
+ const trgBindPos = this.trgSkeleton.bones[trgBoneIndex].position.clone();
326
+ // For root bone (index 0), use embedded transforms for axis conversion
327
+ // For other bones (hips), use explicit axis flips from profile
328
+ const isRootBone = boneIndex === 0;
329
+ // Get embedded transforms for root bone axis conversion
330
+ const srcEmbeddedInv = this.srcBindPose.transformsWorldEmbedded?.inverse?.q;
331
+ const trgEmbeddedFwd = this.trgBindPose.transformsWorldEmbedded?.forward?.q;
332
+ const pos = new THREE.Vector3();
333
+ const diffPosition = new THREE.Vector3();
334
+ for (let i = 0; i < srcValues.length; i += 3) {
335
+ pos.set(srcValues[i], srcValues[i + 1], srcValues[i + 2]);
336
+ // Compute difference from source bind position
337
+ diffPosition.subVectors(pos, srcBindPos);
338
+ if (isRootBone && srcEmbeddedInv && trgEmbeddedFwd) {
339
+ // Apply embedded transforms for coordinate system conversion
340
+ diffPosition.applyQuaternion(srcEmbeddedInv);
341
+ diffPosition.multiplyScalar(this.proportionRatio);
342
+ diffPosition.applyQuaternion(trgEmbeddedFwd);
343
+ // Apply explicit axis flips from target profile (root)
344
+ if (this.positionAxisFlips.x)
345
+ diffPosition.x = -diffPosition.x;
346
+ if (this.positionAxisFlips.y)
347
+ diffPosition.y = -diffPosition.y;
348
+ if (this.positionAxisFlips.z)
349
+ diffPosition.z = -diffPosition.z;
350
+ }
351
+ else {
352
+ // Scale by proportion ratio
353
+ diffPosition.multiplyScalar(this.proportionRatio);
354
+ // Apply explicit axis flips from target profile (hips)
355
+ if (this.hipsPositionAxisFlips.x)
356
+ diffPosition.x = -diffPosition.x;
357
+ if (this.hipsPositionAxisFlips.y)
358
+ diffPosition.y = -diffPosition.y;
359
+ if (this.hipsPositionAxisFlips.z)
360
+ diffPosition.z = -diffPosition.z;
361
+ }
362
+ // Add to target bind position
363
+ diffPosition.add(trgBindPos);
364
+ trgValues[i] = diffPosition.x;
365
+ trgValues[i + 1] = diffPosition.y;
366
+ trgValues[i + 2] = diffPosition.z;
367
+ }
368
+ // TODO missing interpolation mode. Assuming always linear. Also check if arrays are copied or referenced
369
+ return new THREE.VectorKeyframeTrack(this.boneMap.nameMap[boneName] + '.position', srcTrack.times.slice(), trgValues);
370
+ }
371
+ /**
372
+ * assumes srcTrack IS a quaternion track with the proper values array and name (boneName.quaternion)
373
+ */
374
+ retargetQuaternionTrack(srcTrack) {
375
+ const boneName = srcTrack.name.slice(0, srcTrack.name.length - 11); // remove the ".quaternion"
376
+ const boneIndex = findIndexOfBoneByName(this.srcSkeleton, boneName);
377
+ if (boneIndex < 0 || this.boneMap.idxMap[boneIndex] < 0) {
378
+ return null;
379
+ }
380
+ const quat = new THREE.Quaternion(0, 0, 0, 1);
381
+ const srcValues = srcTrack.values;
382
+ const trgValues = new Float32Array(srcValues.length);
383
+ for (let i = 0; i < srcValues.length; i += 4) {
384
+ quat.set(srcValues[i], srcValues[i + 1], srcValues[i + 2], srcValues[i + 3]);
385
+ this._retargetQuaternion(boneIndex, quat, quat);
386
+ trgValues[i] = quat.x;
387
+ trgValues[i + 1] = quat.y;
388
+ trgValues[i + 2] = quat.z;
389
+ trgValues[i + 3] = quat.w;
390
+ }
391
+ // TODO missing interpolation mode. Assuming always linear
392
+ return new THREE.QuaternionKeyframeTrack(this.boneMap.nameMap[boneName] + '.quaternion', srcTrack.times.slice(), trgValues);
393
+ }
394
+ /**
395
+ * assumes srcTrack IS a scale track (VectorKeyframeTrack) with the proper values array and name (boneName.scale)
396
+ */
397
+ retargetScaleTrack(srcTrack) {
398
+ const boneName = srcTrack.name.slice(0, srcTrack.name.length - 6); // remove the ".scale"
399
+ const boneIndex = findIndexOfBoneByName(this.srcSkeleton, boneName);
400
+ if (boneIndex < 0 || this.boneMap.idxMap[boneIndex] < 0) {
401
+ return null;
402
+ }
403
+ const srcScale = this.srcBindPose.bones[boneIndex].scale;
404
+ const trgScale = this.trgBindPose.bones[this.boneMap.idxMap[boneIndex]].scale;
405
+ const scaleRatio = trgScale.clone().divide(srcScale);
406
+ const srcValues = srcTrack.values;
407
+ const trgValues = new Float32Array(srcValues.length);
408
+ for (let i = 0; i < srcValues.length; i += 3) {
409
+ trgValues[i] = srcValues[i] * scaleRatio.x;
410
+ trgValues[i + 1] = srcValues[i + 1] * scaleRatio.y;
411
+ trgValues[i + 2] = srcValues[i + 2] * scaleRatio.z;
412
+ }
413
+ // TODO missing interpolation mode. Assuming always linear. Also check if arrays are copied or referenced
414
+ return new THREE.VectorKeyframeTrack(this.boneMap.nameMap[boneName] + '.scale', srcTrack.times.slice(), trgValues);
415
+ }
416
+ /**
417
+ * Given a clip, all tracks with a mapped bone are retargeted.
418
+ * Currently only quaternions are retargeted
419
+ */
420
+ retargetAnimation(anim) {
421
+ const trgTracks = [];
422
+ const srcTracks = anim.tracks;
423
+ for (let i = 0; i < srcTracks.length; ++i) {
424
+ const t = srcTracks[i];
425
+ let newTrack = null;
426
+ if (t.name.endsWith('.position')) {
427
+ // Only retarget position for root (bones[0]) or hips (bones[1]) bones
428
+ const isRootBone = t.name.includes(this.srcSkeleton.bones[0].name);
429
+ const isHipsBone = this.srcSkeleton.bones[1] && t.name.includes(this.srcSkeleton.bones[1].name);
430
+ if (isRootBone || isHipsBone) {
431
+ newTrack = this.retargetPositionTrack(t);
432
+ }
433
+ }
434
+ else if (t.name.endsWith('.quaternion')) {
435
+ newTrack = this.retargetQuaternionTrack(t);
436
+ }
437
+ else if (t.name.endsWith('.scale')) {
438
+ newTrack = this.retargetScaleTrack(t);
439
+ }
440
+ if (newTrack) {
441
+ trgTracks.push(newTrack);
442
+ }
443
+ }
444
+ // negative duration: automatically computes proper duration of animation based on tracks
445
+ return new THREE.AnimationClip(anim.name, -1, trgTracks, anim.blendMode);
446
+ }
447
+ }
448
+ Object.defineProperty(AnimationRetargeting, "BindPoseModes", {
449
+ enumerable: true,
450
+ configurable: true,
451
+ writable: true,
452
+ value: { DEFAULT: 0, CURRENT: 1 }
453
+ });
454
+ Object.defineProperty(AnimationRetargeting, "boneMap", {
455
+ enumerable: true,
456
+ configurable: true,
457
+ writable: true,
458
+ value: {
459
+ 'LEye': 'lefteye',
460
+ 'REye': 'righteye',
461
+ 'Head': 'head',
462
+ 'Neck': 'neck',
463
+ 'ShouldersUnion': 'spine2', // chest
464
+ 'Stomach': 'spine1',
465
+ 'BelowStomach': 'spine',
466
+ 'Hips': 'hips',
467
+ 'RShoulder': 'rightshoulder',
468
+ 'RArm': 'rightarm',
469
+ 'RElbow': 'rightforearm',
470
+ 'RHandThumb': 'righthandthumb1',
471
+ 'RHandThumb2': 'righthandthumb2',
472
+ 'RHandThumb3': 'righthandthumb3',
473
+ 'RHandThumb4': 'righthandthumb4',
474
+ 'RHandIndex': 'righthandindex1',
475
+ 'RHandIndex2': 'righthandindex2',
476
+ 'RHandIndex3': 'righthandindex3',
477
+ 'RHandIndex4': 'righthandindex4',
478
+ 'RHandMiddle': 'righthandmiddle1',
479
+ 'RHandMiddle2': 'righthandmiddle2',
480
+ 'RHandMiddle3': 'righthandmiddle3',
481
+ 'RHandMiddle4': 'righthandmiddle4',
482
+ 'RHandRing': 'righthandring1',
483
+ 'RHandRing2': 'righthandring2',
484
+ 'RHandRing3': 'righthandring3',
485
+ 'RHandRing4': 'righthandring4',
486
+ 'RHandPinky': 'righthandpinky1',
487
+ 'RHandPinky2': 'righthandpinky2',
488
+ 'RHandPinky3': 'righthandpinky3',
489
+ 'RHandPinky4': 'righthandpinky4',
490
+ 'RWrist': 'righthand',
491
+ 'LShoulder': 'leftshoulder',
492
+ 'LArm': 'leftarm',
493
+ 'LElbow': 'leftforearm',
494
+ 'LHandThumb': 'lefthandthumb1',
495
+ 'LHandThumb2': 'lefthandthumb2',
496
+ 'LHandThumb3': 'lefthandthumb3',
497
+ 'LHandThumb4': 'lefthandthumb4',
498
+ 'LHandIndex': 'lefthandindex1',
499
+ 'LHandIndex2': 'lefthandindex2',
500
+ 'LHandIndex3': 'lefthandindex3',
501
+ 'LHandIndex4': 'lefthandindex4',
502
+ 'LHandMiddle': 'lefthandmiddle1',
503
+ 'LHandMiddle2': 'lefthandmiddle2',
504
+ 'LHandMiddle3': 'lefthandmiddle3',
505
+ 'LHandMiddle4': 'lefthandmiddle4',
506
+ 'LHandRing': 'lefthandring1',
507
+ 'LHandRing2': 'lefthandring2',
508
+ 'LHandRing3': 'lefthandring3',
509
+ 'LHandRing4': 'lefthandring4',
510
+ 'LHandPinky': 'lefthandpinky1',
511
+ 'LHandPinky2': 'lefthandpinky2',
512
+ 'LHandPinky3': 'lefthandpinky3',
513
+ 'LHandPinky4': 'lefthandpinky4',
514
+ 'LWrist': 'lefthand',
515
+ 'LUpLeg': 'leftupleg',
516
+ 'LLeg': 'leftleg',
517
+ 'LFoot': 'leftfoot',
518
+ 'LToeBase': 'lefttoebase',
519
+ 'RUpLeg': 'rightupleg',
520
+ 'RLeg': 'rightleg',
521
+ 'RFoot': 'rightfoot',
522
+ 'RToeBase': 'righttoebase',
523
+ }
524
+ });
525
+ // ---- HELPERS ----
526
+ // should be moved into a "utils" file
527
+ // O(n)
528
+ function findIndexOfBone(skeleton, bone) {
529
+ if (!bone) {
530
+ return -1;
531
+ }
532
+ const b = skeleton.bones;
533
+ for (let i = 0; i < b.length; ++i) {
534
+ if (b[i] == bone) {
535
+ return i;
536
+ }
537
+ }
538
+ return -1;
539
+ }
540
+ // O(nm)
541
+ function findIndexOfBoneByName(skeleton, name) {
542
+ if (!name) {
543
+ return -1;
544
+ }
545
+ const b = skeleton.bones;
546
+ for (let i = 0; i < b.length; ++i) {
547
+ if (b[i].name == name) {
548
+ return i;
549
+ }
550
+ }
551
+ return -1;
552
+ }
553
+ // sets bind quaternions only. Warning: Not the best function to call every frame.
554
+ function forceBindPoseQuats(skeleton, skipRoot = false) {
555
+ const bones = skeleton.bones;
556
+ const inverses = skeleton.boneInverses;
557
+ if (inverses.length < 1) {
558
+ return;
559
+ }
560
+ const boneMat = inverses[0].clone();
561
+ const _ignoreVec3 = new THREE.Vector3();
562
+ for (let i = 0; i < bones.length; ++i) {
563
+ boneMat.copy(inverses[i]); // World to Local
564
+ boneMat.invert(); // Local to World
565
+ // get only the local matrix of the bone (root should not need any change)
566
+ const parentIdx = findIndexOfBone(skeleton, bones[i].parent);
567
+ if (parentIdx > -1) {
568
+ boneMat.premultiply(inverses[parentIdx]);
569
+ }
570
+ else {
571
+ if (skipRoot) {
572
+ continue;
573
+ }
574
+ }
575
+ boneMat.decompose(_ignoreVec3, bones[i].quaternion, _ignoreVec3);
576
+ // bones[i].quaternion.setFromRotationMatrix( boneMat );
577
+ bones[i].quaternion.normalize();
578
+ }
579
+ }
580
+ /**
581
+ * Apply a T-pose shape facing +Z axis to the passed skeleton.
582
+ */
583
+ function applyTPose(skeleton, map) {
584
+ let resolvedMap;
585
+ if (!map) {
586
+ const autoMap = computeAutoBoneMap(skeleton);
587
+ resolvedMap = autoMap.nameMap;
588
+ }
589
+ else {
590
+ if (Object.values(map).every(value => value === null)) {
591
+ const autoMap = computeAutoBoneMap(skeleton);
592
+ resolvedMap = autoMap.nameMap;
593
+ }
594
+ else {
595
+ resolvedMap = map;
596
+ }
597
+ }
598
+ const resultSkeleton = skeleton;
599
+ const x_axis = new THREE.Vector3(1, 0, 0);
600
+ const y_axis = new THREE.Vector3(0, 1, 0);
601
+ const z_axis = new THREE.Vector3(0, 0, 1);
602
+ // Use Hips as spine base (not bones[0] which might be a root bone)
603
+ const hipsName = resolvedMap.Hips ?? resultSkeleton.bones[0].name;
604
+ const hipsBone = resultSkeleton.getBoneByName(hipsName) ?? resultSkeleton.bones[0];
605
+ // Fully extend the chains
606
+ extendChain(resultSkeleton, hipsName, resolvedMap.ShouldersUnion); // Spine
607
+ extendChain(resultSkeleton, resolvedMap.LUpLeg, resolvedMap.LFoot); // Left Leg
608
+ extendChain(resultSkeleton, resolvedMap.RUpLeg, resolvedMap.RFoot); // Right Leg
609
+ extendChain(resultSkeleton, resolvedMap.LArm, resolvedMap.LWrist); // Left Arm
610
+ extendChain(resultSkeleton, resolvedMap.RArm, resolvedMap.RWrist); // Right Arm
611
+ const leftHand = resultSkeleton.getBoneByName(resolvedMap.LWrist);
612
+ for (let i = 0; i < leftHand.children.length; i++) { // Left Fingers
613
+ extendChain(resultSkeleton, leftHand.children[i]);
614
+ extendChain(resultSkeleton, resolvedMap.LWrist, leftHand.children[i].children[0]); // Left Arm
615
+ }
616
+ const rightHand = resultSkeleton.getBoneByName(resolvedMap.RWrist);
617
+ for (let i = 0; i < rightHand.children.length; i++) { // Right Fingers
618
+ extendChain(resultSkeleton, rightHand.children[i]);
619
+ extendChain(resultSkeleton, resolvedMap.RWrist, rightHand.children[i].children[0]); // Right Arm
620
+ }
621
+ // Forces the pose to face the +Z axis using the left-right arm and spine plane
622
+ const right_arm = resultSkeleton.getBoneByName(resolvedMap.RArm);
623
+ const left_arm = resultSkeleton.getBoneByName(resolvedMap.LArm);
624
+ const spine_base = hipsBone;
625
+ const spine_end = resultSkeleton.getBoneByName(resolvedMap.ShouldersUnion);
626
+ const rArmPos = right_arm.getWorldPosition(new THREE.Vector3());
627
+ const lArmPos = left_arm.getWorldPosition(new THREE.Vector3());
628
+ const basePos = spine_base.getWorldPosition(new THREE.Vector3());
629
+ const endPos = spine_end.getWorldPosition(new THREE.Vector3());
630
+ const spine_dir = new THREE.Vector3();
631
+ spine_dir.subVectors(endPos, basePos).normalize();
632
+ const arms_dir = new THREE.Vector3();
633
+ arms_dir.subVectors(lArmPos, rArmPos).normalize();
634
+ // Rotate the skeleton root to face Z+ (if hips has a parent, rotate the parent instead)
635
+ const boneToRotate = hipsBone.parent ?? hipsBone;
636
+ lookBoneAtAxis(boneToRotate, arms_dir, spine_dir, z_axis);
637
+ // Align the 5 chains so that they follow their corresponding axes
638
+ // SPINE
639
+ alignBoneToAxis(resultSkeleton, hipsName, resolvedMap.ShouldersUnion, y_axis);
640
+ // LEGS
641
+ // check if left leg follows the -Y axis
642
+ const neg_y_axis = y_axis.clone().multiplyScalar(-1);
643
+ alignBoneToAxis(resultSkeleton, resolvedMap.LUpLeg, resolvedMap.LFoot, neg_y_axis);
644
+ // if check right leg follow the -Y axis
645
+ alignBoneToAxis(resultSkeleton, resolvedMap.RUpLeg, resolvedMap.RFoot, neg_y_axis);
646
+ // ARMS
647
+ // check if left arm follows the X axis
648
+ alignBoneToAxis(resultSkeleton, resolvedMap.LArm, resolvedMap.LWrist, x_axis);
649
+ // if check right arm follow the -X axis
650
+ const neg_x_axis = x_axis.clone().multiplyScalar(-1);
651
+ alignBoneToAxis(resultSkeleton, resolvedMap.RArm, resolvedMap.RWrist, neg_x_axis);
652
+ for (let i = 0; i < leftHand.children.length; i++) { // Left Fingers
653
+ alignBoneToAxis(resultSkeleton, leftHand.children[i], null, x_axis);
654
+ }
655
+ for (let i = 0; i < rightHand.children.length; i++) { // Right Fingers
656
+ alignBoneToAxis(resultSkeleton, rightHand.children[i], null, neg_x_axis);
657
+ }
658
+ // return new T-pose
659
+ resultSkeleton.update();
660
+ return { skeleton: resultSkeleton, map: resolvedMap };
661
+ }
662
+ /**
663
+ * 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
664
+ */
665
+ function extendChain(resultSkeleton, origin, end) {
666
+ if (!origin)
667
+ return;
668
+ const base = typeof (origin) == 'string' ? resultSkeleton.getBoneByName(origin) : origin;
669
+ if (!base)
670
+ return;
671
+ let previous;
672
+ if (!end) {
673
+ let endBone = base;
674
+ while (endBone.children.length) {
675
+ endBone = endBone.children[0];
676
+ }
677
+ previous = endBone;
678
+ }
679
+ else {
680
+ const resolved = typeof (end) == 'string' ? resultSkeleton.getBoneByName(end) : end;
681
+ if (!resolved)
682
+ return;
683
+ previous = resolved;
684
+ }
685
+ let current = previous.parent;
686
+ if (!current)
687
+ return;
688
+ let next = current.parent;
689
+ while (next != base.parent) {
690
+ if (!next)
691
+ break;
692
+ // Extend the bone current_id - previous_id to follow the next_id - current_id direction
693
+ const prevPos = previous.getWorldPosition(new THREE.Vector3());
694
+ const currPos = current.getWorldPosition(new THREE.Vector3());
695
+ const nextPos = next.getWorldPosition(new THREE.Vector3());
696
+ // Direction from the parent joint to the middle joint (desired)
697
+ const desired_dir = new THREE.Vector3();
698
+ desired_dir.subVectors(nextPos, currPos).normalize();
699
+ // Direction from the middle joint to the child joint (current)
700
+ const current_dir = new THREE.Vector3();
701
+ current_dir.subVectors(currPos, prevPos);
702
+ // Angle to go from the current dir to the desired dir
703
+ const angle = current_dir.angleTo(desired_dir);
704
+ if (Math.abs(angle) > 0.01) {
705
+ // Axis of rotation (perpendicular): To rotate from the current to the desired direction
706
+ const axis = new THREE.Vector3();
707
+ axis.crossVectors(current_dir, desired_dir).normalize();
708
+ // Rotation from current to the desired direction in quaterion
709
+ const rot = new THREE.Quaternion().setFromAxisAngle(axis, angle);
710
+ // Apply the rotation to the current rotation of the joint in global space
711
+ let currRot = current.getWorldQuaternion(new THREE.Quaternion());
712
+ currRot = rot.multiply(currRot);
713
+ const nextRot = next.getWorldQuaternion(new THREE.Quaternion());
714
+ // Convert the rotation in local space
715
+ const localRot = nextRot.invert().multiply(currRot);
716
+ current.quaternion.copy(localRot);
717
+ current.updateMatrix();
718
+ current.updateMatrixWorld(true);
719
+ }
720
+ // Update the ids for the next iteration
721
+ previous = current;
722
+ current = next;
723
+ next = next.parent;
724
+ }
725
+ }
726
+ /**
727
+ * 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.
728
+ */
729
+ function lookBoneAtAxis(bone, dir_a, dir_b, axis) {
730
+ // Face the pose looking at the given axis
731
+ // Normal vector of the plane (perpendicular): Current direction that the character is looking
732
+ const rot_axis = new THREE.Vector3();
733
+ rot_axis.crossVectors(dir_a, dir_b).normalize();
734
+ const angle = rot_axis.angleTo(axis);
735
+ if (Math.abs(angle) > 0.01) {
736
+ // Axis of rotation (perpendicular): To rotate from the current plane direction to the axis direction
737
+ const new_axis = new THREE.Vector3();
738
+ new_axis.crossVectors(rot_axis, axis).normalize();
739
+ // Rotation from current to the desired direction in quaterion
740
+ const rot = new THREE.Quaternion().setFromAxisAngle(new_axis, angle);
741
+ // Apply the rotation to the current rotation of the joint in global space
742
+ let global_rot = bone.getWorldQuaternion(new THREE.Quaternion());
743
+ global_rot = rot.multiply(global_rot);
744
+ // Convert the rotation in local space
745
+ let local_rot = global_rot;
746
+ // Convert the rotation in local space
747
+ if (bone.parent) {
748
+ const parent_rot = bone.parent.getWorldQuaternion(new THREE.Quaternion());
749
+ local_rot = parent_rot.invert().multiply(global_rot);
750
+ }
751
+ bone.quaternion.copy(local_rot);
752
+ bone.updateMatrix();
753
+ bone.updateMatrixWorld(true);
754
+ }
755
+ }
756
+ /**
757
+ * Aligns the direction of the origin-end vector to follow the given axis and updates the direction at the given pose
758
+ */
759
+ function alignBoneToAxis(resultSkeleton, origin, end, axis) {
760
+ if (!origin)
761
+ return;
762
+ // Rotate the direction of the origin-end vector to follow the given axis
763
+ const oBone = typeof (origin) == 'string' ? resultSkeleton.getBoneByName(origin) : origin;
764
+ if (!oBone)
765
+ return;
766
+ oBone.updateMatrixWorld(true);
767
+ end ??= oBone.children[0];
768
+ const eBone = typeof (end) == 'string' ? resultSkeleton.getBoneByName(end) : end;
769
+ if (!eBone)
770
+ return;
771
+ // Get global positions
772
+ const oPos = oBone.getWorldPosition(new THREE.Vector3());
773
+ const ePos = eBone.getWorldPosition(new THREE.Vector3());
774
+ // Compute the unitary direction of the bone from its position and its child position
775
+ const dir = new THREE.Vector3();
776
+ dir.subVectors(ePos, oPos).normalize();
777
+ // Angle between the current direction and the desired direction
778
+ const angle = (dir).angleTo(axis);
779
+ if (Math.abs(angle) > 0.001) {
780
+ // Axis of rotation (perpendicular): To rotate from the current to the desired direction
781
+ const new_axis = new THREE.Vector3();
782
+ new_axis.crossVectors(dir, axis).normalize();
783
+ // Rotation from current to the desired direction in quaterion
784
+ const rot = new THREE.Quaternion().setFromAxisAngle(new_axis, angle);
785
+ // Get bone global rotation
786
+ let oRot = oBone.getWorldQuaternion(new THREE.Quaternion());
787
+ // Apply the rotation to the current rotation of the joint in global space
788
+ oRot = rot.multiply(oRot);
789
+ let oLocalRot = oRot;
790
+ // Convert the rotation in local space
791
+ if (oBone.parent) {
792
+ const oParentRot = oBone.parent.getWorldQuaternion(new THREE.Quaternion());
793
+ oLocalRot = oParentRot.invert().multiply(oRot);
794
+ }
795
+ oBone.quaternion.copy(oLocalRot);
796
+ oBone.updateMatrix();
797
+ oBone.updateMatrixWorld(true);
798
+ }
799
+ }
800
+ /**
801
+ * Maps automatically bones from the skeleton to an auxiliar map.
802
+ * Given a null bonemap, an automap is performed
803
+ */
804
+ function computeAutoBoneMap(skeleton) {
805
+ const auxBoneMap = Object.keys(AnimationRetargeting.boneMap);
806
+ const bones = skeleton.bones;
807
+ const result = {
808
+ idxMap: new Int16Array(auxBoneMap.length),
809
+ nameMap: {}
810
+ };
811
+ result.idxMap.fill(-1); // default to no map;
812
+ // automap
813
+ for (let i = 0; i < auxBoneMap.length; i++) {
814
+ const auxName = auxBoneMap[i];
815
+ for (let j = 0; j < bones.length; ++j) {
816
+ let name = bones[j].name;
817
+ if (typeof (name) !== 'string') {
818
+ continue;
819
+ }
820
+ name = name.toLowerCase().replace('mixamorig', '').replace(/[`~!@#$%^&*()_|+\-=?;:'"<>\{\}\\\/]/gi, '');
821
+ if (name.length < 1) {
822
+ continue;
823
+ }
824
+ if (name.toLowerCase().includes(auxName.toLocaleLowerCase()) || name.toLowerCase().includes(AnimationRetargeting.boneMap[auxName].toLocaleLowerCase())) {
825
+ result.nameMap[auxName] = bones[j].name;
826
+ result.idxMap[i] = j;
827
+ break;
828
+ }
829
+ }
830
+ }
831
+ return result;
832
+ }
833
+ export { AnimationRetargeting, findIndexOfBone, findIndexOfBoneByName, forceBindPoseQuats, applyTPose, computeAutoBoneMap };
834
+ //# 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