@needle-tools/engine 2.24.0-pre

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Files changed (697) hide show
  1. package/CHANGELOG.md +568 -0
  2. package/LICENSE.md +10 -0
  3. package/README.md +11 -0
  4. package/dist/needle-engine.d.ts +5011 -0
  5. package/dist/needle-engine.js +6605 -0
  6. package/dist/needle-engine.js.map +7 -0
  7. package/dist/needle-engine.min.js +167 -0
  8. package/dist/needle-engine.min.js.map +7 -0
  9. package/lib/engine/debug/error_overlay.d.ts +1 -0
  10. package/lib/engine/debug/error_overlay.js +110 -0
  11. package/lib/engine/debug/error_overlay.js.map +1 -0
  12. package/lib/engine/engine.d.ts +27 -0
  13. package/lib/engine/engine.js +13 -0
  14. package/lib/engine/engine.js.map +1 -0
  15. package/lib/engine/engine_addressables.d.ts +46 -0
  16. package/lib/engine/engine_addressables.js +264 -0
  17. package/lib/engine/engine_addressables.js.map +1 -0
  18. package/lib/engine/engine_application.d.ts +13 -0
  19. package/lib/engine/engine_application.js +35 -0
  20. package/lib/engine/engine_application.js.map +1 -0
  21. package/lib/engine/engine_assetdatabase.d.ts +54 -0
  22. package/lib/engine/engine_assetdatabase.js +150 -0
  23. package/lib/engine/engine_assetdatabase.js.map +1 -0
  24. package/lib/engine/engine_caching.d.ts +0 -0
  25. package/lib/engine/engine_caching.js +2 -0
  26. package/lib/engine/engine_caching.js.map +1 -0
  27. package/lib/engine/engine_constants.d.ts +2 -0
  28. package/lib/engine/engine_constants.js +3 -0
  29. package/lib/engine/engine_constants.js.map +1 -0
  30. package/lib/engine/engine_coroutine.d.ts +3 -0
  31. package/lib/engine/engine_coroutine.js +14 -0
  32. package/lib/engine/engine_coroutine.js.map +1 -0
  33. package/lib/engine/engine_default_parameters.d.ts +2 -0
  34. package/lib/engine/engine_default_parameters.js +4 -0
  35. package/lib/engine/engine_default_parameters.js.map +1 -0
  36. package/lib/engine/engine_element.d.ts +32 -0
  37. package/lib/engine/engine_element.js +340 -0
  38. package/lib/engine/engine_element.js.map +1 -0
  39. package/lib/engine/engine_element_loading.d.ts +31 -0
  40. package/lib/engine/engine_element_loading.js +154 -0
  41. package/lib/engine/engine_element_loading.js.map +1 -0
  42. package/lib/engine/engine_element_overlay.d.ts +17 -0
  43. package/lib/engine/engine_element_overlay.js +95 -0
  44. package/lib/engine/engine_element_overlay.js.map +1 -0
  45. package/lib/engine/engine_gizmos.d.ts +2 -0
  46. package/lib/engine/engine_gizmos.js +14 -0
  47. package/lib/engine/engine_gizmos.js.map +1 -0
  48. package/lib/engine/engine_gltf.d.ts +2 -0
  49. package/lib/engine/engine_gltf.js +2 -0
  50. package/lib/engine/engine_gltf.js.map +1 -0
  51. package/lib/engine/engine_gltf_builtin_components.d.ts +8 -0
  52. package/lib/engine/engine_gltf_builtin_components.js +251 -0
  53. package/lib/engine/engine_gltf_builtin_components.js.map +1 -0
  54. package/lib/engine/engine_input.d.ts +193 -0
  55. package/lib/engine/engine_input.js +566 -0
  56. package/lib/engine/engine_input.js.map +1 -0
  57. package/lib/engine/engine_input_utils.d.ts +2 -0
  58. package/lib/engine/engine_input_utils.js +23 -0
  59. package/lib/engine/engine_input_utils.js.map +1 -0
  60. package/lib/engine/engine_lightdata.d.ts +21 -0
  61. package/lib/engine/engine_lightdata.js +85 -0
  62. package/lib/engine/engine_lightdata.js.map +1 -0
  63. package/lib/engine/engine_loaders.d.ts +3 -0
  64. package/lib/engine/engine_loaders.js +20 -0
  65. package/lib/engine/engine_loaders.js.map +1 -0
  66. package/lib/engine/engine_mainloop_utils.d.ts +9 -0
  67. package/lib/engine/engine_mainloop_utils.js +288 -0
  68. package/lib/engine/engine_mainloop_utils.js.map +1 -0
  69. package/lib/engine/engine_math.d.ts +11 -0
  70. package/lib/engine/engine_math.js +40 -0
  71. package/lib/engine/engine_math.js.map +1 -0
  72. package/lib/engine/engine_networking.d.ts +133 -0
  73. package/lib/engine/engine_networking.js +541 -0
  74. package/lib/engine/engine_networking.js.map +1 -0
  75. package/lib/engine/engine_networking_auto.d.ts +18 -0
  76. package/lib/engine/engine_networking_auto.js +252 -0
  77. package/lib/engine/engine_networking_auto.js.map +1 -0
  78. package/lib/engine/engine_networking_files.d.ts +23 -0
  79. package/lib/engine/engine_networking_files.js +173 -0
  80. package/lib/engine/engine_networking_files.js.map +1 -0
  81. package/lib/engine/engine_networking_files_default_components.d.ts +3 -0
  82. package/lib/engine/engine_networking_files_default_components.js +45 -0
  83. package/lib/engine/engine_networking_files_default_components.js.map +1 -0
  84. package/lib/engine/engine_networking_instantiate.d.ts +34 -0
  85. package/lib/engine/engine_networking_instantiate.js +274 -0
  86. package/lib/engine/engine_networking_instantiate.js.map +1 -0
  87. package/lib/engine/engine_networking_peer.d.ts +10 -0
  88. package/lib/engine/engine_networking_peer.js +106 -0
  89. package/lib/engine/engine_networking_peer.js.map +1 -0
  90. package/lib/engine/engine_networking_utils.d.ts +1 -0
  91. package/lib/engine/engine_networking_utils.js +11 -0
  92. package/lib/engine/engine_networking_utils.js.map +1 -0
  93. package/lib/engine/engine_networking_websocket.d.ts +0 -0
  94. package/lib/engine/engine_networking_websocket.js +3 -0
  95. package/lib/engine/engine_networking_websocket.js.map +1 -0
  96. package/lib/engine/engine_physics.d.ts +88 -0
  97. package/lib/engine/engine_physics.js +563 -0
  98. package/lib/engine/engine_physics.js.map +1 -0
  99. package/lib/engine/engine_rendererdata.d.ts +48 -0
  100. package/lib/engine/engine_rendererdata.js +182 -0
  101. package/lib/engine/engine_rendererdata.js.map +1 -0
  102. package/lib/engine/engine_scenetools.d.ts +25 -0
  103. package/lib/engine/engine_scenetools.js +211 -0
  104. package/lib/engine/engine_scenetools.js.map +1 -0
  105. package/lib/engine/engine_serialization.d.ts +3 -0
  106. package/lib/engine/engine_serialization.js +5 -0
  107. package/lib/engine/engine_serialization.js.map +1 -0
  108. package/lib/engine/engine_serialization_builtin_serializer.d.ts +49 -0
  109. package/lib/engine/engine_serialization_builtin_serializer.js +238 -0
  110. package/lib/engine/engine_serialization_builtin_serializer.js.map +1 -0
  111. package/lib/engine/engine_serialization_core.d.ts +70 -0
  112. package/lib/engine/engine_serialization_core.js +417 -0
  113. package/lib/engine/engine_serialization_core.js.map +1 -0
  114. package/lib/engine/engine_serialization_decorator.d.ts +9 -0
  115. package/lib/engine/engine_serialization_decorator.js +44 -0
  116. package/lib/engine/engine_serialization_decorator.js.map +1 -0
  117. package/lib/engine/engine_setup.d.ts +129 -0
  118. package/lib/engine/engine_setup.js +609 -0
  119. package/lib/engine/engine_setup.js.map +1 -0
  120. package/lib/engine/engine_shaders.d.ts +31 -0
  121. package/lib/engine/engine_shaders.js +230 -0
  122. package/lib/engine/engine_shaders.js.map +1 -0
  123. package/lib/engine/engine_three_utils.d.ts +20 -0
  124. package/lib/engine/engine_three_utils.js +247 -0
  125. package/lib/engine/engine_three_utils.js.map +1 -0
  126. package/lib/engine/engine_time.d.ts +13 -0
  127. package/lib/engine/engine_time.js +31 -0
  128. package/lib/engine/engine_time.js.map +1 -0
  129. package/lib/engine/engine_typestore.d.ts +7 -0
  130. package/lib/engine/engine_typestore.js +17 -0
  131. package/lib/engine/engine_typestore.js.map +1 -0
  132. package/lib/engine/engine_utils.d.ts +34 -0
  133. package/lib/engine/engine_utils.js +239 -0
  134. package/lib/engine/engine_utils.js.map +1 -0
  135. package/lib/engine/engine_web_api.d.ts +12 -0
  136. package/lib/engine/engine_web_api.js +114 -0
  137. package/lib/engine/engine_web_api.js.map +1 -0
  138. package/lib/engine/extensions/KHR_animation_pointer.d.ts +0 -0
  139. package/lib/engine/extensions/KHR_animation_pointer.js +385 -0
  140. package/lib/engine/extensions/KHR_animation_pointer.js.map +1 -0
  141. package/lib/engine/extensions/NEEDLE_animator_controller.d.ts +0 -0
  142. package/lib/engine/extensions/NEEDLE_animator_controller.js +59 -0
  143. package/lib/engine/extensions/NEEDLE_animator_controller.js.map +1 -0
  144. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +108 -0
  145. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +92 -0
  146. package/lib/engine/extensions/NEEDLE_animator_controller_model.js.map +1 -0
  147. package/lib/engine/extensions/NEEDLE_components.d.ts +32 -0
  148. package/lib/engine/extensions/NEEDLE_components.js +193 -0
  149. package/lib/engine/extensions/NEEDLE_components.js.map +1 -0
  150. package/lib/engine/extensions/NEEDLE_deferred_texture.d.ts +18 -0
  151. package/lib/engine/extensions/NEEDLE_deferred_texture.js +149 -0
  152. package/lib/engine/extensions/NEEDLE_deferred_texture.js.map +1 -0
  153. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -0
  154. package/lib/engine/extensions/NEEDLE_gameobject_data.js +54 -0
  155. package/lib/engine/extensions/NEEDLE_gameobject_data.js.map +1 -0
  156. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +35 -0
  157. package/lib/engine/extensions/NEEDLE_lighting_settings.js +136 -0
  158. package/lib/engine/extensions/NEEDLE_lighting_settings.js.map +1 -0
  159. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +17 -0
  160. package/lib/engine/extensions/NEEDLE_lightmaps.js +69 -0
  161. package/lib/engine/extensions/NEEDLE_lightmaps.js.map +1 -0
  162. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -0
  163. package/lib/engine/extensions/NEEDLE_persistent_assets.js +64 -0
  164. package/lib/engine/extensions/NEEDLE_persistent_assets.js.map +1 -0
  165. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +12 -0
  166. package/lib/engine/extensions/NEEDLE_render_objects.js +144 -0
  167. package/lib/engine/extensions/NEEDLE_render_objects.js.map +1 -0
  168. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +39 -0
  169. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +419 -0
  170. package/lib/engine/extensions/NEEDLE_techniques_webgl.js.map +1 -0
  171. package/lib/engine/extensions/NEEDLE_timeline.d.ts +0 -0
  172. package/lib/engine/extensions/NEEDLE_timeline.js +57 -0
  173. package/lib/engine/extensions/NEEDLE_timeline.js.map +1 -0
  174. package/lib/engine/extensions/extension_resolver.d.ts +4 -0
  175. package/lib/engine/extensions/extension_resolver.js +2 -0
  176. package/lib/engine/extensions/extension_resolver.js.map +1 -0
  177. package/lib/engine/extensions/extension_utils.d.ts +2 -0
  178. package/lib/engine/extensions/extension_utils.js +130 -0
  179. package/lib/engine/extensions/extension_utils.js.map +1 -0
  180. package/lib/engine/extensions/extensions.d.ts +6 -0
  181. package/lib/engine/extensions/extensions.js +41 -0
  182. package/lib/engine/extensions/extensions.js.map +1 -0
  183. package/lib/engine/shaders/shaderData.d.ts +55 -0
  184. package/lib/engine/shaders/shaderData.js +59 -0
  185. package/lib/engine/shaders/shaderData.js.map +1 -0
  186. package/lib/engine/tests/simulate_avatars.d.ts +0 -0
  187. package/lib/engine/tests/simulate_avatars.js +3 -0
  188. package/lib/engine/tests/simulate_avatars.js.map +1 -0
  189. package/lib/engine/tests/test_utils.d.ts +2 -0
  190. package/lib/engine/tests/test_utils.js +54 -0
  191. package/lib/engine/tests/test_utils.js.map +1 -0
  192. package/lib/engine-components/AlignmentConstraint.d.ts +10 -0
  193. package/lib/engine-components/AlignmentConstraint.js +27 -0
  194. package/lib/engine-components/AlignmentConstraint.js.map +1 -0
  195. package/lib/engine-components/Animation.d.ts +44 -0
  196. package/lib/engine-components/Animation.js +257 -0
  197. package/lib/engine-components/Animation.js.map +1 -0
  198. package/lib/engine-components/AnimationCurve.d.ts +15 -0
  199. package/lib/engine-components/AnimationCurve.js +62 -0
  200. package/lib/engine-components/AnimationCurve.js.map +1 -0
  201. package/lib/engine-components/Animator.d.ts +48 -0
  202. package/lib/engine-components/Animator.js +126 -0
  203. package/lib/engine-components/Animator.js.map +1 -0
  204. package/lib/engine-components/AnimatorController.d.ts +39 -0
  205. package/lib/engine-components/AnimatorController.js +687 -0
  206. package/lib/engine-components/AnimatorController.js.map +1 -0
  207. package/lib/engine-components/AudioListener.d.ts +7 -0
  208. package/lib/engine-components/AudioListener.js +29 -0
  209. package/lib/engine-components/AudioListener.js.map +1 -0
  210. package/lib/engine-components/AudioSource.d.ts +61 -0
  211. package/lib/engine-components/AudioSource.js +377 -0
  212. package/lib/engine-components/AudioSource.js.map +1 -0
  213. package/lib/engine-components/AvatarLoader.d.ts +22 -0
  214. package/lib/engine-components/AvatarLoader.js +203 -0
  215. package/lib/engine-components/AvatarLoader.js.map +1 -0
  216. package/lib/engine-components/AxesHelper.d.ts +9 -0
  217. package/lib/engine-components/AxesHelper.js +43 -0
  218. package/lib/engine-components/AxesHelper.js.map +1 -0
  219. package/lib/engine-components/BasicIKConstraint.d.ts +9 -0
  220. package/lib/engine-components/BasicIKConstraint.js +44 -0
  221. package/lib/engine-components/BasicIKConstraint.js.map +1 -0
  222. package/lib/engine-components/BoxCollider.d.ts +2 -0
  223. package/lib/engine-components/BoxCollider.js +3 -0
  224. package/lib/engine-components/BoxCollider.js.map +1 -0
  225. package/lib/engine-components/BoxHelperComponent.d.ts +16 -0
  226. package/lib/engine-components/BoxHelperComponent.js +72 -0
  227. package/lib/engine-components/BoxHelperComponent.js.map +1 -0
  228. package/lib/engine-components/Camera.d.ts +38 -0
  229. package/lib/engine-components/Camera.js +258 -0
  230. package/lib/engine-components/Camera.js.map +1 -0
  231. package/lib/engine-components/Collider.d.ts +21 -0
  232. package/lib/engine-components/Collider.js +65 -0
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  234. package/lib/engine-components/Component.d.ts +165 -0
  235. package/lib/engine-components/Component.js +895 -0
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  237. package/lib/engine-components/ComponentExtensions.d.ts +2 -0
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  240. package/lib/engine-components/DeleteBox.d.ts +9 -0
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  243. package/lib/engine-components/DeviceFlag.d.ts +12 -0
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  246. package/lib/engine-components/DragControls.d.ts +44 -0
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  249. package/lib/engine-components/DropListener.d.ts +15 -0
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  252. package/lib/engine-components/Duplicatable.d.ts +16 -0
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  255. package/lib/engine-components/EventList.d.ts +22 -0
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  258. package/lib/engine-components/EventTrigger.d.ts +3 -0
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  261. package/lib/engine-components/EventType.d.ts +19 -0
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  264. package/lib/engine-components/FlyControls.d.ts +7 -0
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  267. package/lib/engine-components/Gizmos.d.ts +12 -0
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  269. package/lib/engine-components/Gizmos.js.map +1 -0
  270. package/lib/engine-components/GltfExport.d.ts +28 -0
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  273. package/lib/engine-components/GridHelper.d.ts +11 -0
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  276. package/lib/engine-components/GroundProjection.d.ts +18 -0
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  279. package/lib/engine-components/Interactable.d.ts +10 -0
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  282. package/lib/engine-components/LODGroup.d.ts +29 -0
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  285. package/lib/engine-components/Light.d.ts +69 -0
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  288. package/lib/engine-components/LookAtConstraint.d.ts +7 -0
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  291. package/lib/engine-components/MeshCollider.d.ts +4 -0
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  300. package/lib/engine-components/Networking.d.ts +9 -0
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  318. package/lib/engine-components/Renderer.d.ts +72 -0
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  333. package/lib/engine-components/Skybox.d.ts +16 -0
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  687. package/src/engine-schemes/synced-transform-model.ts +90 -0
  688. package/src/engine-schemes/syncedCamera.fbs +11 -0
  689. package/src/engine-schemes/transform.ts +50 -0
  690. package/src/engine-schemes/transforms.fbs +26 -0
  691. package/src/engine-schemes/vec.fbs +19 -0
  692. package/src/engine-schemes/vec2.ts +33 -0
  693. package/src/engine-schemes/vec3.ts +38 -0
  694. package/src/engine-schemes/vec4.ts +43 -0
  695. package/src/engine-schemes/vr-user-state-buffer.ts +138 -0
  696. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -0
  697. package/src/needle-engine.ts +39 -0
@@ -0,0 +1,799 @@
1
+ import { Animator } from "./Animator";
2
+ import { AnimatorConditionMode, AnimatorControllerModel, AnimatorControllerParameterType, AnimatorStateInfo, Condition, createMotion, State, StateMachineBehaviour } from "../engine/extensions/NEEDLE_animator_controller_model";
3
+ import { AnimationAction, AnimationClip, AnimationMixer, AxesHelper, Euler, KeyframeTrack, LoopOnce, LoopRepeat, Matrix4, Object3D, Quaternion, Vector3 } from "three";
4
+ import { deepClone, getParam } from "../engine/engine_utils";
5
+ import { Context } from "../engine/engine_setup";
6
+ import * as THREE from "three";
7
+ import { TypeStore } from "../engine/engine_typestore";
8
+ import { assign } from "../engine/engine_serialization_core";
9
+ import { Mathf } from "../engine/engine_math";
10
+
11
+ const debug = getParam("debuganimatorcontroller");
12
+ const debugRootMotion = getParam("debugrootmotion");
13
+
14
+ export class AnimatorController {
15
+
16
+ Play(name: string | number, layerIndex: number = -1, normalizedTime: number = Number.NEGATIVE_INFINITY, durationInSec: number = 0) {
17
+ if (layerIndex < 0) layerIndex = 0;
18
+ else if (layerIndex >= this.model.layers.length) {
19
+ console.warn("invalid layer");
20
+ return;
21
+ }
22
+ const layer = this.model.layers[layerIndex];
23
+ const sm = layer.stateMachine;
24
+ for (const state of sm.states) {
25
+ if (state.name === name || state.hash === name) {
26
+ if (debug)
27
+ console.log("transition to ", state);
28
+ this.transitionTo(state, durationInSec, normalizedTime);
29
+ return;
30
+ }
31
+ }
32
+ console.warn("Could not find " + name + " to play");
33
+ }
34
+
35
+ Reset() {
36
+ this.setStartTransition();
37
+ }
38
+
39
+ SetBool(name: string | number, value: boolean) {
40
+ const key = typeof name === "string" ? "name" : "hash";
41
+ return this.model?.parameters.filter(p => p[key] === name).forEach(p => p.value = value);
42
+ }
43
+
44
+ GetBool(name: string | number): boolean {
45
+ const key = typeof name === "string" ? "name" : "hash";
46
+ return this.model?.parameters.find(p => p[key] === name)?.value as boolean ?? false;
47
+ }
48
+
49
+ SetFloat(name: string | number, val: number) {
50
+ const key = typeof name === "string" ? "name" : "hash";
51
+ return this.model?.parameters.filter(p => p[key] === name).forEach(p => p.value = val);
52
+ }
53
+
54
+ GetFloat(name: string | number): number {
55
+ const key = typeof name === "string" ? "name" : "hash";
56
+ return this.model?.parameters.find(p => p[key] === name)?.value as number ?? 0;
57
+ }
58
+
59
+ SetInteger(name: string | number, val: number) {
60
+ const key = typeof name === "string" ? "name" : "hash";
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+ return this.model?.parameters.filter(p => p[key] === name).forEach(p => p.value = val);
62
+ }
63
+
64
+ GetInteger(name: string | number): number {
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+ const key = typeof name === "string" ? "name" : "hash";
66
+ return this.model?.parameters.find(p => p[key] === name)?.value as number ?? 0;
67
+ }
68
+
69
+ SetTrigger(name: string | number) {
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+ if (debug)
71
+ console.log("SET TRIGGER", name);
72
+ const key = typeof name === "string" ? "name" : "hash";
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+ return this.model?.parameters.filter(p => p[key] === name).forEach(p => p.value = true);
74
+ }
75
+
76
+ ResetTrigger(name: string | number) {
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+ const key = typeof name === "string" ? "name" : "hash";
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+ return this.model?.parameters.filter(p => p[key] === name).forEach(p => p.value = false);
79
+ }
80
+
81
+ IsInTransition(): boolean {
82
+ return this._activeStates.length > 1;
83
+ }
84
+
85
+ SetSpeed(speed: number) {
86
+ this._speed = speed;
87
+ }
88
+
89
+ FindState(name: string | undefined | null): State | null {
90
+ if (!name) return null;
91
+ for (const layer of this.model.layers) {
92
+ for (const state of layer.stateMachine.states) {
93
+ if (state.name === name) return state;
94
+ }
95
+ }
96
+ return null;
97
+ }
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+
99
+ normalizedStartOffset: number = 0;
100
+
101
+ private _speed: number = 1;
102
+
103
+ animator?: Animator;
104
+ model: AnimatorControllerModel;
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+ get context(): Context | undefined | null { return this.animator?.context; }
106
+
107
+
108
+ // applyRootMotion(obj: THREE.Object3D) {
109
+ // // this.internalApplyRootMotion(obj);
110
+ // }
111
+
112
+ bind(animator: Animator) {
113
+ this.animator = animator;
114
+ this._mixer = new AnimationMixer(this.animator.gameObject);
115
+ this.createActions(this.animator);
116
+ }
117
+
118
+ clone() {
119
+ // clone runtime controller but dont clone clip or action
120
+ const clonedModel = deepClone(this.model, (_owner, _key, _value) => {
121
+ if (_value === null || _value === undefined) return true;
122
+ // dont clone three Objects
123
+ if (_value.type === "Object3D" || _value.isObject3D === true) return false;
124
+ // dont clone AnimationAction
125
+ if (_value?.constructor?.name === "AnimationAction") return false;
126
+ // dont clone AnimationClip
127
+ if (_value["tracks"] !== undefined) return false;
128
+ return true;
129
+ }) as AnimatorControllerModel;
130
+ console.assert(clonedModel !== this.model);
131
+ const controller = new AnimatorController(clonedModel);
132
+ return controller;
133
+ }
134
+
135
+ update() {
136
+ if (!this.animator) return;
137
+ this.evaluateTransitions();
138
+ this.updateActiveStates();
139
+ const dt = this.animator.context.time.deltaTime;
140
+ if (this.animator.applyRootMotion) {
141
+ this.rootMotionHandler?.onBeforeUpdate();
142
+ }
143
+ this._mixer.update(dt);
144
+ if (this.animator.applyRootMotion) {
145
+ this.rootMotionHandler?.onAfterUpdate();
146
+ }
147
+ }
148
+
149
+
150
+ private _mixer!: THREE.AnimationMixer;
151
+ private _activeState?: State;
152
+
153
+ constructor(model: AnimatorControllerModel) {
154
+ this.model = model;
155
+ if (debug) console.log(this);
156
+ }
157
+
158
+ private _activeStates: State[] = [];
159
+
160
+ private updateActiveStates() {
161
+ for (let i = 0; i < this._activeStates.length; i++) {
162
+ const state = this._activeStates[i];
163
+ const motion = state.motion;
164
+ if (!motion.action) {
165
+ this._activeStates.splice(i, 1);
166
+ i--;
167
+ }
168
+ else {
169
+ const action = motion.action;
170
+ // console.log(action.getClip().name, action.getEffectiveWeight(), action.isScheduled());
171
+ if ((action.getEffectiveWeight() <= 0 && !action.isRunning())) {
172
+ if (debug)
173
+ console.debug("REMOVE", state.name, action.getEffectiveWeight(), action.isRunning(), action.isScheduled())
174
+ this._activeStates.splice(i, 1);
175
+ i--;
176
+ }
177
+ }
178
+ }
179
+ }
180
+
181
+ private setStartTransition() {
182
+ for (const layer of this.model.layers) {
183
+ const sm = layer.stateMachine;
184
+ const start = sm.states[sm.defaultState];
185
+ this.transitionTo(start, 0, this.normalizedStartOffset);
186
+ }
187
+ }
188
+
189
+ private evaluateTransitions() {
190
+
191
+ let didEnterStateThisFrame = false;
192
+ if (!this._activeState) {
193
+ this.setStartTransition();
194
+ if (!this._activeState) return;
195
+ didEnterStateThisFrame = true;
196
+ }
197
+
198
+ const state = this._activeState;
199
+ const action = state.motion.action;
200
+ let index = 0;
201
+ for (const transition of state.transitions) {
202
+ ++index;
203
+ // transition without exit time and without condition are ignored
204
+ if (!transition.hasExitTime && transition.conditions.length <= 0) continue;
205
+
206
+ let allConditionsAreMet = true;
207
+ for (const cond of transition.conditions) {
208
+ if (!this.evaluateCondition(cond)) {
209
+ allConditionsAreMet = false;
210
+ break;
211
+ }
212
+ }
213
+ if (!allConditionsAreMet) continue;
214
+
215
+ if (debug && allConditionsAreMet) {
216
+ console.log("All conditions are met", transition.conditions, action);
217
+ }
218
+
219
+ // disable triggers
220
+ for (const cond of transition.conditions) {
221
+ const param = this.model.parameters.find(p => p.name === cond.parameter);
222
+ if (param?.type === AnimatorControllerParameterType.Trigger) {
223
+ param.value = false;
224
+ }
225
+ }
226
+
227
+ if (action) {
228
+ const dur = state.motion.clip!.duration;
229
+ const normalizedTime = dur <= 0 ? 1 : action.time / dur;
230
+ if (!transition.hasExitTime
231
+ || (normalizedTime >= transition.exitTime && action.time >= action.getClip().duration
232
+ )
233
+ ) {
234
+ // if (transition.hasExitTime && transition.exitTime >= .9999)
235
+ action.clampWhenFinished = true;
236
+ // else action.clampWhenFinished = false;
237
+ if (debug) {
238
+ console.log("transition to " + transition.destinationState, transition);
239
+ console.log(action.time, transition.exitTime);
240
+ }
241
+ this.transitionTo(transition.destinationState as State, transition.duration, transition.offset);
242
+ // use the first transition that matches all conditions and make the transition as soon as in range
243
+ return;
244
+ }
245
+ }
246
+ else {
247
+ this.transitionTo(transition.destinationState as State, transition.duration, transition.offset);
248
+ return;
249
+ }
250
+ break;
251
+ }
252
+
253
+ let didTriggerLooping = false;
254
+ if (state.motion.isLooping && action) {
255
+ // we dont use the three loop state here because it prevents the transition check above
256
+ // it is easier if we re-trigger loop here.
257
+ // We also can easily add the cycle offset settings from unity later
258
+ if (action.time >= action.getClip().duration) {
259
+ didTriggerLooping = true;
260
+ action.reset();
261
+ action.time = 0;
262
+ action.play();
263
+ }
264
+ }
265
+
266
+ // call update state behaviours:
267
+ if (!didTriggerLooping && state && !didEnterStateThisFrame && action && this.animator) {
268
+ if (state.behaviours) {
269
+ const duration = action?.getClip().duration;
270
+ const normalizedTime = action.time / duration;
271
+ const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed)
272
+ for (const beh of state.behaviours) {
273
+ if (beh.instance) {
274
+ beh.instance.onStateUpdate?.call(beh.instance, this.animator, info, 0);
275
+ }
276
+ }
277
+ }
278
+ }
279
+
280
+ }
281
+
282
+ private transitionTo(state: State | number, durationInSec: number, offsetNormalized: number) {
283
+
284
+ if (!this.animator) return;
285
+
286
+ const layerIndex = 0;
287
+
288
+ if (typeof state === "number") {
289
+ if (state == -1) state = this.model.layers[layerIndex].stateMachine.defaultState; // exit state -> entry state
290
+ state = this.model.layers[layerIndex].stateMachine.states[state];
291
+ }
292
+
293
+ if (!state?.motion || !state.motion.clip) {
294
+ // if(debug) console.warn("State has no clip or motion", state);
295
+ return;
296
+ }
297
+
298
+ const isSelf = this._activeState === state;
299
+ if (isSelf) {
300
+ const motion = state.motion;
301
+ if (!motion.action_loopback && motion.clip) {
302
+ this._mixer.uncacheAction(motion.clip, this.animator.gameObject);
303
+ motion.action_loopback = this.createAction(motion.clip);
304
+ }
305
+ }
306
+
307
+ // call exit state behaviours
308
+ if (this._activeState?.behaviours && this._activeState.motion.action) {
309
+ const duration = this._activeState?.motion.clip!.duration;
310
+ const normalizedTime = this._activeState.motion.action.time / duration;
311
+ const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed);
312
+ for (const beh of this._activeState.behaviours) {
313
+ beh.instance?.onStateExit?.call(beh.instance, this.animator, info, layerIndex);
314
+ }
315
+ }
316
+
317
+ const prevAction = this._activeState?.motion.action;
318
+ if (prevAction) {
319
+ prevAction!.fadeOut(durationInSec);
320
+ }
321
+ if (isSelf) {
322
+ state.motion.action = state.motion.action_loopback;
323
+ state.motion.action_loopback = prevAction;
324
+ }
325
+ const prev = this._activeState;
326
+ this._activeState = state;
327
+
328
+ const action = state.motion?.action;
329
+ if (action) {
330
+
331
+ offsetNormalized = Math.max(0, Math.min(1, offsetNormalized));
332
+ if (action.isRunning())
333
+ action.stop();
334
+ action.reset();
335
+ action.timeScale = this._speed;
336
+ action.enabled = true;
337
+ const duration = state.motion.clip!.duration;
338
+ action.time = offsetNormalized * duration;
339
+ action.clampWhenFinished = true;
340
+ action.setLoop(LoopOnce, 0);
341
+ if (durationInSec > 0)
342
+ action.fadeIn(durationInSec);
343
+ else action.setEffectiveWeight(1);
344
+ action.play();
345
+
346
+
347
+ if (this.rootMotionHandler) {
348
+ this.rootMotionHandler.onStart(action);
349
+ }
350
+
351
+ if (!this._activeStates.includes(state))
352
+ this._activeStates.push(state);
353
+
354
+ // call enter state behaviours
355
+ if (this._activeState.behaviours) {
356
+ const info = new AnimatorStateInfo(state, offsetNormalized, duration, this._speed);
357
+ for (const beh of this._activeState.behaviours) {
358
+ beh.instance?.onStateEnter?.call(beh.instance, this.animator, info, layerIndex);
359
+ }
360
+ }
361
+ }
362
+ else console.warn("No action", state.motion, this);
363
+
364
+ if (debug)
365
+ console.log("TRANSITION FROM " + prev?.name + " TO " + state.name, durationInSec, prevAction, action, action?.getEffectiveTimeScale(), action?.getEffectiveWeight(), action?.isRunning(), action?.isScheduled(), action?.paused);
366
+ }
367
+
368
+ private createAction(clip: AnimationClip) {
369
+ this._mixer.uncacheClip(clip);
370
+
371
+ if (this.animator?.applyRootMotion) {
372
+ if (!this.rootMotionHandler) {
373
+ this.rootMotionHandler = new RootMotionHandler(this);
374
+ }
375
+ // TODO: find root bone properly
376
+ const root = this.animator.gameObject;
377
+ return this.rootMotionHandler.createClip(this._mixer, root, clip);
378
+ }
379
+ else {
380
+
381
+ const action = this._mixer.clipAction(clip);
382
+ return action;
383
+ }
384
+ }
385
+
386
+ private evaluateCondition(cond: Condition): boolean {
387
+ const param = this.model.parameters.find(p => p.name === cond.parameter);
388
+ if (!param) return false;
389
+ // console.log(param.name, param.value);
390
+ switch (cond.mode) {
391
+ case AnimatorConditionMode.If:
392
+ return param.value === true;
393
+ case AnimatorConditionMode.IfNot:
394
+ return param.value === false;
395
+ case AnimatorConditionMode.Greater:
396
+ return param.value > cond.threshold;
397
+ case AnimatorConditionMode.Less:
398
+ return param.value < cond.threshold;
399
+ case AnimatorConditionMode.Equals:
400
+ return param.value === cond.threshold;
401
+ case AnimatorConditionMode.NotEqual:
402
+ return param.value !== cond.threshold;
403
+ }
404
+ return false;
405
+ }
406
+
407
+ private createActions(_animator: Animator) {
408
+ for (const layer of this.model.layers) {
409
+ const sm = layer.stateMachine;
410
+ for (let index = 0; index < sm.states.length; index++) {
411
+ const state = sm.states[index];
412
+
413
+ // ensure we have a motion even if none was exported
414
+ if (!state.motion) {
415
+ state.motion = createMotion(state.name);
416
+ // console.warn("Missing motion", "AnimatorController: " + this.model.name, state);
417
+ // sm.states.splice(index, 1);
418
+ // index -= 1;
419
+ // continue;
420
+ }
421
+ // the clips array contains which animator has which animationclip
422
+ if (this.animator && state.motion.clips) {
423
+ // TODO: we have to compare by name because on instantiate we clone objects but not the node object
424
+ const mapping = state.motion.clips?.find(e => e.node.name === this.animator?.gameObject?.name);
425
+ // console.log(state.name, mapping?.clip);
426
+ state.motion.clip = mapping?.clip;
427
+ }
428
+
429
+ // ensure we have a clip to blend to
430
+ if (!state.motion.clip) {
431
+ const clip = new AnimationClip();
432
+ state.motion.clip = clip;
433
+ }
434
+
435
+ if (state.motion?.clip) {
436
+ const clip = state.motion.clip;
437
+ const action = this.createAction(clip);
438
+ state.motion.action = action;
439
+ }
440
+
441
+ // create state machine behaviours
442
+ if (state.behaviours && Array.isArray(state.behaviours)) {
443
+ for (const behaviour of state.behaviours) {
444
+ if (!behaviour?.typeName) continue;
445
+ const type = TypeStore.get(behaviour.typeName);
446
+ const instance: StateMachineBehaviour = new type() as StateMachineBehaviour;
447
+ if (instance.isStateMachineBehaviour) {
448
+ instance._context = this.context ?? undefined;
449
+ assign(instance, behaviour.properties);
450
+ behaviour.instance = instance;
451
+ }
452
+ if (debug) console.log("Created animator controller behaviour", state.name, behaviour.typeName, behaviour.properties, instance);
453
+ }
454
+ }
455
+ }
456
+ }
457
+ }
458
+
459
+ private *enumerateActions() {
460
+
461
+ for (const layer of this.model.layers) {
462
+ const sm = layer.stateMachine;
463
+ for (let index = 0; index < sm.states.length; index++) {
464
+ const state = sm.states[index];
465
+ if (state?.motion) {
466
+ if (state.motion.action)
467
+ yield state.motion.action;
468
+ if (state.motion.action_loopback)
469
+ yield state.motion.action_loopback;
470
+ }
471
+ }
472
+ }
473
+ }
474
+
475
+
476
+ // https://docs.unity3d.com/Manual/RootMotion.html
477
+ private rootMotionHandler?: RootMotionHandler;
478
+
479
+
480
+ // private findRootBone(obj: THREE.Object3D): THREE.Object3D | null {
481
+ // if (this.animationRoot) return this.animationRoot;
482
+ // if (obj.type === "Bone") {
483
+ // this.animationRoot = obj as THREE.Bone;
484
+ // return this.animationRoot;
485
+ // }
486
+ // if (obj.children) {
487
+ // for (const ch of obj.children) {
488
+ // const res = this.findRootBone(ch);
489
+ // if (res) return res;
490
+ // }
491
+ // }
492
+ // return null;
493
+ // }
494
+ }
495
+
496
+ class TrackEvaluationWrapper {
497
+
498
+ track?: KeyframeTrack;
499
+ createdInterpolant?: any;
500
+ originalEvaluate?: Function;
501
+ private customEvaluate?: (time: number) => any;
502
+
503
+ constructor(track: KeyframeTrack, evaluate: (time: number, value: any) => any) {
504
+ this.track = track;
505
+ const t = track as any;
506
+ const createOriginalInterpolator = t.createInterpolant.bind(track);
507
+ t.createInterpolant = () => {
508
+ t.createInterpolant = createOriginalInterpolator;
509
+ this.createdInterpolant = createOriginalInterpolator();
510
+ this.originalEvaluate = this.createdInterpolant.evaluate.bind(this.createdInterpolant);
511
+ this.customEvaluate = time => {
512
+ if (!this.originalEvaluate) return;
513
+ const res = this.originalEvaluate(time);
514
+ return evaluate(time, res);
515
+ };
516
+ this.createdInterpolant.evaluate = this.customEvaluate;
517
+ return this.createdInterpolant;
518
+ }
519
+ };
520
+
521
+ evaluate(time) {
522
+ if (this.customEvaluate) {
523
+ this.customEvaluate(time);
524
+ }
525
+ }
526
+
527
+ dispose() {
528
+ if (this.createdInterpolant && this.originalEvaluate) {
529
+ this.createdInterpolant.evaluate = this.originalEvaluate;
530
+ }
531
+ this.track = undefined;
532
+ this.createdInterpolant = null;
533
+ this.originalEvaluate = undefined;
534
+ this.customEvaluate = undefined;
535
+ }
536
+ }
537
+
538
+ class RootMotionAction {
539
+
540
+ private static lastObjPosition: { [key: string]: THREE.Vector3 } = {};
541
+ static lastObjRotation: { [key: string]: THREE.Quaternion } = {};
542
+
543
+ // we remove the first keyframe rotation from the space rotation when updating
544
+ private static firstKeyframeRotation: { [key: string]: THREE.Quaternion } = {};
545
+ // this is used to rotate the space on clip end / start (so the transform direction is correct)
546
+ private static spaceRotation: { [key: string]: THREE.Quaternion } = {};
547
+ private static effectiveSpaceRotation: { [key: string]: THREE.Quaternion } = {};
548
+
549
+ private static clipOffsetRotation: { [key: string]: THREE.Quaternion } = {};
550
+
551
+
552
+ set action(val: AnimationAction) {
553
+ this._action = val;
554
+ }
555
+ get action() {
556
+ return this._action;
557
+ }
558
+
559
+ private _action!: AnimationAction;
560
+
561
+ private root: Object3D;
562
+ private clip: AnimationClip;
563
+ private positionWrapper: TrackEvaluationWrapper | null = null;
564
+ private rotationWrapper: TrackEvaluationWrapper | null = null;
565
+ private context: Context;
566
+
567
+ positionChange: Vector3 = new Vector3();
568
+ rotationChange: Quaternion = new Quaternion();
569
+
570
+ constructor(context: Context, root: THREE.Object3D, clip: AnimationClip, positionTrack: KeyframeTrack | null, rotationTrack: KeyframeTrack | null) {
571
+ // console.log(this, positionTrack, rotationTrack);
572
+ this.context = context;
573
+ this.root = root;
574
+ this.clip = clip;
575
+
576
+ if (!RootMotionAction.firstKeyframeRotation[clip.uuid])
577
+ RootMotionAction.firstKeyframeRotation[clip.uuid] = new THREE.Quaternion();
578
+ if (rotationTrack) {
579
+ const values = rotationTrack.values;
580
+ RootMotionAction.firstKeyframeRotation[clip.uuid]
581
+ .set(values[0], values[1], values[2], values[3])
582
+ }
583
+
584
+ if (!RootMotionAction.spaceRotation[clip.uuid])
585
+ RootMotionAction.spaceRotation[clip.uuid] = new Quaternion();
586
+
587
+ if (!RootMotionAction.effectiveSpaceRotation[clip.uuid])
588
+ RootMotionAction.effectiveSpaceRotation[clip.uuid] = new Quaternion();
589
+
590
+ RootMotionAction.clipOffsetRotation[clip.uuid] = new Quaternion();
591
+ if (rotationTrack) {
592
+ RootMotionAction.clipOffsetRotation[clip.uuid]
593
+ .set(rotationTrack.values[0], rotationTrack.values[1], rotationTrack.values[2], rotationTrack.values[3])
594
+ .invert();
595
+ }
596
+
597
+ this.handlePosition(clip, positionTrack);
598
+ this.handleRotation(clip, rotationTrack);
599
+ }
600
+
601
+ onStart(action: AnimationAction) {
602
+ if (action.getClip() !== this.clip) return;
603
+
604
+ const lastRotation = RootMotionAction.lastObjRotation[this.root.uuid];
605
+ // const firstKeyframe = RootMotionAction.firstKeyframeRotation[this.clip.uuid];
606
+ // lastRotation.invert().premultiply(firstKeyframe).invert();
607
+ RootMotionAction.spaceRotation[this.clip.uuid].copy(lastRotation);
608
+
609
+ // if (debugRootMotion)
610
+ {
611
+ const euler = new THREE.Euler().setFromQuaternion(lastRotation);
612
+ console.log("START", this.clip.name, Mathf.toDegrees(euler.y));
613
+ }
614
+ }
615
+
616
+ private getClipRotationOffset() {
617
+ return RootMotionAction.clipOffsetRotation[this.clip.uuid];
618
+ }
619
+
620
+ private handlePosition(_clip: AnimationClip, track: KeyframeTrack | null) {
621
+ if (track) {
622
+ const root = this.root;
623
+ if (debugRootMotion)
624
+ root.add(new AxesHelper());
625
+ if (!RootMotionAction.lastObjPosition[root.uuid]) RootMotionAction.lastObjPosition[root.uuid] = new Vector3();
626
+ const valuesDiff = new Vector3();
627
+ const valuesPrev = new Vector3();
628
+ let prevTime: number = 0;
629
+ // const rotation = new Quaternion();
630
+ this.positionWrapper = new TrackEvaluationWrapper(track, (time, value: Float64Array) => {
631
+
632
+ const weight = this.action.getEffectiveWeight();
633
+
634
+ // root.position.copy(RootMotionAction.lastObjPosition[root.uuid]);
635
+
636
+ // reset for testing
637
+ if (debugRootMotion) {
638
+ if (root.position.length() > 8)
639
+ root.position.set(0, root.position.y, 0);
640
+ }
641
+
642
+
643
+ if (time > prevTime) {
644
+ valuesDiff.set(value[0], value[1], value[2]);
645
+ valuesDiff.sub(valuesPrev);
646
+ valuesDiff.multiplyScalar(weight);
647
+ valuesDiff.applyQuaternion(this.getClipRotationOffset());
648
+
649
+ const id = this.clip.uuid;
650
+ // RootMotionAction.effectiveSpaceRotation[id].slerp(RootMotionAction.spaceRotation[id], weight);
651
+ valuesDiff.applyQuaternion(RootMotionAction.spaceRotation[id]);
652
+ this.positionChange.copy(valuesDiff);
653
+ // root.position.add(valuesDiff);
654
+ }
655
+ // RootMotionAction.lastObjPosition[root.uuid].copy(root.position);
656
+ valuesPrev.fromArray(value);
657
+ prevTime = time;
658
+ value[0] = 0;
659
+ value[1] = 0;
660
+ value[2] = 0;
661
+ return value;
662
+
663
+ });
664
+ }
665
+ }
666
+
667
+ private static identityQuaternion = new Quaternion();
668
+
669
+ private handleRotation(clip: AnimationClip, track: KeyframeTrack | null) {
670
+ if (track) {
671
+ if (debugRootMotion) {
672
+ const arr = track.values;
673
+ const firstKeyframe = new Euler().setFromQuaternion(new Quaternion(arr[0], arr[1], arr[2], arr[3]));
674
+ console.log(clip.name, track.name, "FIRST ROTATION IN TRACK", Mathf.toDegrees(firstKeyframe.y));
675
+ const i = track.values.length - 4;
676
+ const lastKeyframe = new Quaternion().set(arr[i], arr[i + 1], arr[i + 2], arr[i + 3]);
677
+ const euler = new Euler().setFromQuaternion(lastKeyframe);
678
+ console.log(clip.name, track.name, "LAST ROTATION IN TRACK", Mathf.toDegrees(euler.y));
679
+ }
680
+
681
+
682
+ const root = this.root;
683
+ if (!RootMotionAction.lastObjRotation[root.uuid]) RootMotionAction.lastObjRotation[root.uuid] = new Quaternion();
684
+ // const temp = new Quaternion();
685
+ let prevTime: number = 0;
686
+ const valuesPrev = new Quaternion();
687
+ const valuesDiff = new Quaternion();
688
+ // const summedRot = new Quaternion();
689
+ this.rotationWrapper = new TrackEvaluationWrapper(track, (time, value: Float64Array) => {
690
+ // root.quaternion.copy(RootMotionAction.lastObjRotation[root.uuid]);
691
+ if (time > prevTime) {
692
+ valuesDiff.set(value[0], value[1], value[2], value[3]);
693
+ valuesPrev.invert();
694
+ valuesDiff.multiply(valuesPrev);
695
+ // if(weight < .99) valuesDiff.slerp(RootMotionAction.identityQuaternion, 1 - weight);
696
+ this.rotationChange.copy(valuesDiff);
697
+ // root.quaternion.multiply(valuesDiff);
698
+ }
699
+ // else
700
+ // root.quaternion.multiply(this.getClipRotationOffset());
701
+
702
+ // RootMotionAction.lastObjRotation[root.uuid].copy(root.quaternion);
703
+ valuesPrev.fromArray(value);
704
+ prevTime = time;
705
+ value[0] = 0;
706
+ value[1] = 0;
707
+ value[2] = 0;
708
+ value[3] = 1;
709
+ return value;
710
+ });
711
+ }
712
+ }
713
+
714
+ // private lastPos: Vector3 = new Vector3();
715
+
716
+ onBeforeUpdate() {
717
+ this.positionChange.set(0, 0, 0);
718
+ this.rotationChange.set(0, 0, 0, 1);
719
+ }
720
+
721
+ onAfterUpdate() {
722
+ const weight = this.action.getEffectiveWeight();
723
+ this.positionChange.multiplyScalar(weight);
724
+ this.rotationChange.slerp(RootMotionAction.identityQuaternion, 1 - weight);
725
+ // const root = this.root;
726
+ // RootMotionAction.lastObjRotation[root.uuid].slerp(root.quaternion, weight);
727
+ // if (weight > .5) {
728
+ // }
729
+ // this.obj.position.copy(this.lastPos).add(this.positionDiff);
730
+ }
731
+ }
732
+
733
+ class RootMotionHandler {
734
+
735
+ private controller: AnimatorController;
736
+ private handler: RootMotionAction[] = [];
737
+ private root!: THREE.Object3D;
738
+
739
+ constructor(controller: AnimatorController) {
740
+ this.controller = controller;
741
+ }
742
+
743
+ createClip(mixer: AnimationMixer, root: THREE.Object3D, clip: AnimationClip): AnimationAction {
744
+ this.root = root;
745
+ let rootName = "";
746
+ if (root && "name" in root) {
747
+ rootName = root.name;
748
+ }
749
+ const positionTrack = this.findRootTrack(clip, ".position");
750
+ const rotationTrack = this.findRootTrack(clip, ".quaternion");
751
+ const handler = new RootMotionAction(this.controller.context!, root, clip, positionTrack, rotationTrack);
752
+ this.handler.push(handler);
753
+
754
+ // it is important we do this after the handler is created
755
+ // otherwise we can not hook into threejs interpolators
756
+ const action = mixer.clipAction(clip);
757
+ handler.action = action;
758
+ return action;
759
+ }
760
+
761
+ onStart(action: AnimationAction) {
762
+ for (const handler of this.handler) {
763
+ handler.onStart(action);
764
+ }
765
+ }
766
+
767
+ onBeforeUpdate() {
768
+ for (const hand of this.handler)
769
+ hand.onBeforeUpdate();
770
+ }
771
+
772
+ private summedPosition: Vector3 = new Vector3();
773
+ private summedRotation: Quaternion = new Quaternion();
774
+
775
+ onAfterUpdate() {
776
+ this.summedPosition.set(0, 0, 0);
777
+ this.summedRotation.set(0, 0, 0, 1);
778
+ for (const entry of this.handler) {
779
+ entry.onAfterUpdate();
780
+ this.summedPosition.add(entry.positionChange);
781
+ this.summedRotation.multiply(entry.rotationChange);
782
+ }
783
+ this.root.position.add(this.summedPosition);
784
+ this.root.quaternion.multiply(this.summedRotation);
785
+ RootMotionAction.lastObjRotation[this.root.uuid].copy(this.root.quaternion);
786
+ }
787
+
788
+ private findRootTrack(clip: AnimationClip, name: string) {
789
+ const tracks = clip.tracks;
790
+ for (const track of tracks) {
791
+ if (track.name.endsWith(name)) {
792
+ // if (track.name.includes("Hips"))
793
+ // return track;
794
+ return track;
795
+ }
796
+ }
797
+ return null;
798
+ }
799
+ }