@needle-tools/engine 4.11.5-next.f5ee735 → 4.11.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1116) hide show
  1. package/CHANGELOG.md +3958 -3958
  2. package/LICENSE.md +10 -10
  3. package/README.md +84 -84
  4. package/components.needle.json +1 -1
  5. package/dist/generateMeshBVH.worker-DwpFkqPR.js +21 -0
  6. package/dist/{gltf-progressive-DZrY8VT6.min.js → gltf-progressive-BmSygnAC.min.js} +2 -2
  7. package/dist/{gltf-progressive-DgYz5BYa.js → gltf-progressive-DnLBuGK5.js} +24 -24
  8. package/dist/{gltf-progressive-DWcmTMCh.umd.cjs → gltf-progressive-Rs-ojtXy.umd.cjs} +1 -1
  9. package/dist/{loader.worker-Dip-PthR.js → loader.worker-DWzfDpAl.js} +4 -4
  10. package/dist/{needle-engine.bundle-CpC_7cRL.umd.cjs → needle-engine.bundle-B8HwiMM3.umd.cjs} +125 -133
  11. package/dist/{needle-engine.bundle-DtudWpG2.js → needle-engine.bundle-Cxvg_Ilj.js} +3622 -3735
  12. package/dist/{needle-engine.bundle-DvGMCIAT.min.js → needle-engine.bundle-PcoEsc5V.min.js} +113 -121
  13. package/dist/needle-engine.d.ts +176 -179
  14. package/dist/needle-engine.js +343 -344
  15. package/dist/needle-engine.min.js +1 -1
  16. package/dist/needle-engine.umd.cjs +1 -1
  17. package/dist/{postprocessing-Dzq4RXcy.min.js → postprocessing-B5ksn9-G.min.js} +223 -147
  18. package/dist/{postprocessing-DEkzT9iD.umd.cjs → postprocessing-DZtb9Nnn.umd.cjs} +222 -146
  19. package/dist/{postprocessing-DqdcvaFn.js → postprocessing-__7s9wON.js} +1656 -1542
  20. package/dist/{three-DfMvBzXi.js → three-BCCkyCA5.js} +1 -7
  21. package/dist/{three-qj71I7J3.umd.cjs → three-Bf2NBxAw.umd.cjs} +2 -2
  22. package/dist/{three-B7CT31Bt.min.js → three-W7zWTcfP.min.js} +1 -1
  23. package/dist/{three-examples-CsW4_6LI.umd.cjs → three-examples-Dho7cuu4.umd.cjs} +4 -4
  24. package/dist/{three-examples-D1P7eEhn.min.js → three-examples-MsJjauyk.min.js} +10 -10
  25. package/dist/{three-examples-D1SK93ek.js → three-examples-y2GeYlze.js} +2 -20
  26. package/dist/{three-mesh-ui-C_uSB5dD.js → three-mesh-ui-3nSSizT4.js} +1 -1
  27. package/dist/{three-mesh-ui-LQ44s0AL.min.js → three-mesh-ui-CIez6qJQ.min.js} +1 -1
  28. package/dist/{three-mesh-ui-DpATDXwU.umd.cjs → three-mesh-ui-zsOOA5Pq.umd.cjs} +1 -1
  29. package/dist/{vendor-DhTcel4c.umd.cjs → vendor-BrxSfR_8.umd.cjs} +38 -38
  30. package/dist/{vendor-DtTGRuXh.min.js → vendor-C0rT6Ytq.min.js} +45 -45
  31. package/dist/{vendor-Dkpn1a8s.js → vendor-CoLbzydV.js} +3068 -3134
  32. package/lib/asap/needle-asap.d.ts +1 -1
  33. package/lib/asap/needle-asap.js +95 -95
  34. package/lib/asap/sessiongranted.d.ts +3 -3
  35. package/lib/asap/sessiongranted.js +65 -65
  36. package/lib/asap/utils.d.ts +1 -1
  37. package/lib/asap/utils.js +3 -3
  38. package/lib/engine/analytics/index.d.ts +6 -6
  39. package/lib/engine/analytics/index.js +12 -12
  40. package/lib/engine/analytics/lcp.d.ts +3 -3
  41. package/lib/engine/analytics/lcp.js +34 -34
  42. package/lib/engine/api.d.ts +86 -86
  43. package/lib/engine/api.js +85 -85
  44. package/lib/engine/assets/index.d.ts +11 -11
  45. package/lib/engine/assets/index.js +47 -47
  46. package/lib/engine/assets/static.d.ts +1 -1
  47. package/lib/engine/assets/static.js +4 -4
  48. package/lib/engine/codegen/register_types.d.ts +1 -1
  49. package/lib/engine/codegen/register_types.js +320 -320
  50. package/lib/engine/debug/debug.d.ts +15 -15
  51. package/lib/engine/debug/debug.js +44 -44
  52. package/lib/engine/debug/debug_console.d.ts +2 -2
  53. package/lib/engine/debug/debug_console.js +277 -277
  54. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  55. package/lib/engine/debug/debug_overlay.js +316 -316
  56. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  57. package/lib/engine/debug/debug_spatial_console.js +390 -390
  58. package/lib/engine/debug/debug_spector.d.ts +16 -16
  59. package/lib/engine/debug/debug_spector.js +27 -27
  60. package/lib/engine/debug/index.d.ts +2 -2
  61. package/lib/engine/debug/index.js +2 -2
  62. package/lib/engine/engine_addressables.d.ts +232 -232
  63. package/lib/engine/engine_addressables.js +684 -684
  64. package/lib/engine/engine_animation.d.ts +61 -61
  65. package/lib/engine/engine_animation.js +170 -170
  66. package/lib/engine/engine_application.d.ts +45 -52
  67. package/lib/engine/engine_application.js +104 -111
  68. package/lib/engine/engine_application.js.map +1 -1
  69. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  70. package/lib/engine/engine_assetdatabase.js +352 -352
  71. package/lib/engine/engine_audio.d.ts +4 -4
  72. package/lib/engine/engine_audio.js +23 -23
  73. package/lib/engine/engine_camera.d.ts +39 -39
  74. package/lib/engine/engine_camera.fit.d.ts +113 -113
  75. package/lib/engine/engine_camera.fit.js +194 -194
  76. package/lib/engine/engine_camera.js +102 -102
  77. package/lib/engine/engine_components.d.ts +110 -110
  78. package/lib/engine/engine_components.js +374 -374
  79. package/lib/engine/engine_components_internal.d.ts +9 -9
  80. package/lib/engine/engine_components_internal.js +36 -36
  81. package/lib/engine/engine_constants.d.ts +10 -10
  82. package/lib/engine/engine_constants.js +41 -41
  83. package/lib/engine/engine_context.d.ts +523 -523
  84. package/lib/engine/engine_context.js +1781 -1784
  85. package/lib/engine/engine_context.js.map +1 -1
  86. package/lib/engine/engine_context_registry.d.ts +71 -71
  87. package/lib/engine/engine_context_registry.js +117 -117
  88. package/lib/engine/engine_coroutine.d.ts +35 -35
  89. package/lib/engine/engine_coroutine.js +52 -52
  90. package/lib/engine/engine_create_objects.d.ts +119 -119
  91. package/lib/engine/engine_create_objects.js +344 -344
  92. package/lib/engine/engine_default_parameters.d.ts +2 -2
  93. package/lib/engine/engine_default_parameters.js +3 -3
  94. package/lib/engine/engine_editor-sync.d.ts +21 -21
  95. package/lib/engine/engine_editor-sync.js +4 -4
  96. package/lib/engine/engine_feature_flags.d.ts +3 -3
  97. package/lib/engine/engine_feature_flags.js +5 -5
  98. package/lib/engine/engine_fileloader.d.ts +2 -2
  99. package/lib/engine/engine_fileloader.js +8 -8
  100. package/lib/engine/engine_gameobject.d.ts +68 -68
  101. package/lib/engine/engine_gameobject.js +676 -676
  102. package/lib/engine/engine_generic_utils.d.ts +1 -1
  103. package/lib/engine/engine_generic_utils.js +13 -13
  104. package/lib/engine/engine_gizmos.d.ts +151 -151
  105. package/lib/engine/engine_gizmos.js +549 -549
  106. package/lib/engine/engine_gltf.d.ts +12 -12
  107. package/lib/engine/engine_gltf.js +15 -15
  108. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  109. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  110. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  111. package/lib/engine/engine_hot_reload.d.ts +8 -8
  112. package/lib/engine/engine_hot_reload.js +197 -197
  113. package/lib/engine/engine_input.d.ts +362 -362
  114. package/lib/engine/engine_input.js +1297 -1297
  115. package/lib/engine/engine_input_utils.d.ts +2 -2
  116. package/lib/engine/engine_input_utils.js +22 -22
  117. package/lib/engine/engine_instancing.d.ts +19 -19
  118. package/lib/engine/engine_instancing.js +39 -39
  119. package/lib/engine/engine_license.d.ts +11 -11
  120. package/lib/engine/engine_license.js +369 -369
  121. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  122. package/lib/engine/engine_lifecycle_api.js +106 -106
  123. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  124. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  125. package/lib/engine/engine_lightdata.d.ts +23 -23
  126. package/lib/engine/engine_lightdata.js +103 -103
  127. package/lib/engine/engine_loaders.callbacks.d.ts +98 -98
  128. package/lib/engine/engine_loaders.callbacks.js +87 -87
  129. package/lib/engine/engine_loaders.d.ts +42 -42
  130. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  131. package/lib/engine/engine_loaders.gltf.js +62 -62
  132. package/lib/engine/engine_loaders.js +341 -341
  133. package/lib/engine/engine_lods.d.ts +37 -37
  134. package/lib/engine/engine_lods.js +162 -162
  135. package/lib/engine/engine_mainloop_utils.d.ts +33 -33
  136. package/lib/engine/engine_mainloop_utils.js +478 -478
  137. package/lib/engine/engine_math.d.ts +114 -114
  138. package/lib/engine/engine_math.js +247 -247
  139. package/lib/engine/engine_modules.d.ts +36 -36
  140. package/lib/engine/engine_modules.js +85 -85
  141. package/lib/engine/engine_networking.d.ts +260 -260
  142. package/lib/engine/engine_networking.js +764 -764
  143. package/lib/engine/engine_networking_auto.d.ts +24 -24
  144. package/lib/engine/engine_networking_auto.js +310 -310
  145. package/lib/engine/engine_networking_blob.d.ts +48 -48
  146. package/lib/engine/engine_networking_blob.js +228 -228
  147. package/lib/engine/engine_networking_files.d.ts +35 -35
  148. package/lib/engine/engine_networking_files.js +172 -172
  149. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  150. package/lib/engine/engine_networking_files_default_components.js +42 -42
  151. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  152. package/lib/engine/engine_networking_instantiate.js +362 -362
  153. package/lib/engine/engine_networking_peer.d.ts +15 -15
  154. package/lib/engine/engine_networking_peer.js +132 -132
  155. package/lib/engine/engine_networking_streams.d.ts +123 -123
  156. package/lib/engine/engine_networking_streams.js +656 -656
  157. package/lib/engine/engine_networking_types.d.ts +22 -22
  158. package/lib/engine/engine_networking_types.js +7 -7
  159. package/lib/engine/engine_networking_utils.d.ts +2 -2
  160. package/lib/engine/engine_networking_utils.js +20 -20
  161. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  162. package/lib/engine/engine_networking_websocket.js +2 -2
  163. package/lib/engine/engine_patcher.d.ts +10 -10
  164. package/lib/engine/engine_patcher.js +142 -142
  165. package/lib/engine/engine_physics.d.ts +164 -164
  166. package/lib/engine/engine_physics.js +687 -691
  167. package/lib/engine/engine_physics.js.map +1 -1
  168. package/lib/engine/engine_physics.types.d.ts +40 -40
  169. package/lib/engine/engine_physics.types.js +33 -33
  170. package/lib/engine/engine_physics_rapier.d.ts +156 -156
  171. package/lib/engine/engine_physics_rapier.js +1460 -1460
  172. package/lib/engine/engine_playerview.d.ts +26 -26
  173. package/lib/engine/engine_playerview.js +64 -64
  174. package/lib/engine/engine_pmrem.d.ts +8 -8
  175. package/lib/engine/engine_pmrem.js +68 -68
  176. package/lib/engine/engine_scenelighting.d.ts +82 -82
  177. package/lib/engine/engine_scenelighting.js +245 -245
  178. package/lib/engine/engine_serialization.d.ts +3 -3
  179. package/lib/engine/engine_serialization.js +3 -3
  180. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  181. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  182. package/lib/engine/engine_serialization_core.d.ts +94 -94
  183. package/lib/engine/engine_serialization_core.js +607 -607
  184. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  185. package/lib/engine/engine_serialization_decorator.js +67 -67
  186. package/lib/engine/engine_setup.d.ts +1 -1
  187. package/lib/engine/engine_setup.js +2 -2
  188. package/lib/engine/engine_shaders.d.ts +53 -53
  189. package/lib/engine/engine_shaders.js +252 -252
  190. package/lib/engine/engine_shims.d.ts +4 -4
  191. package/lib/engine/engine_shims.js +24 -24
  192. package/lib/engine/engine_test_utils.d.ts +39 -39
  193. package/lib/engine/engine_test_utils.js +83 -83
  194. package/lib/engine/engine_texture.d.ts +28 -28
  195. package/lib/engine/engine_texture.js +64 -64
  196. package/lib/engine/engine_three_utils.d.ts +210 -210
  197. package/lib/engine/engine_three_utils.js +792 -792
  198. package/lib/engine/engine_time.d.ts +51 -51
  199. package/lib/engine/engine_time.js +82 -82
  200. package/lib/engine/engine_time_utils.d.ts +88 -88
  201. package/lib/engine/engine_time_utils.js +215 -215
  202. package/lib/engine/engine_tonemapping.d.ts +6 -6
  203. package/lib/engine/engine_tonemapping.js +198 -198
  204. package/lib/engine/engine_types.d.ts +585 -585
  205. package/lib/engine/engine_types.js +95 -95
  206. package/lib/engine/engine_typestore.d.ts +28 -28
  207. package/lib/engine/engine_typestore.js +55 -55
  208. package/lib/engine/engine_util_decorator.d.ts +13 -13
  209. package/lib/engine/engine_util_decorator.js +116 -116
  210. package/lib/engine/engine_utils.d.ts +227 -227
  211. package/lib/engine/engine_utils.js +821 -821
  212. package/lib/engine/engine_utils_attributes.d.ts +48 -48
  213. package/lib/engine/engine_utils_attributes.js +69 -69
  214. package/lib/engine/engine_utils_format.d.ts +24 -24
  215. package/lib/engine/engine_utils_format.js +245 -245
  216. package/lib/engine/engine_utils_qrcode.d.ts +23 -23
  217. package/lib/engine/engine_utils_qrcode.js +233 -233
  218. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  219. package/lib/engine/engine_utils_screenshot.js +522 -522
  220. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  221. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  222. package/lib/engine/engine_xr.d.ts +1 -1
  223. package/lib/engine/engine_xr.js +1 -1
  224. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  225. package/lib/engine/export/gltf/Writers.js +24 -24
  226. package/lib/engine/export/gltf/index.d.ts +11 -11
  227. package/lib/engine/export/gltf/index.js +123 -123
  228. package/lib/engine/export/index.d.ts +2 -2
  229. package/lib/engine/export/index.js +2 -2
  230. package/lib/engine/export/state.d.ts +7 -7
  231. package/lib/engine/export/state.js +17 -17
  232. package/lib/engine/export/utils.d.ts +2 -2
  233. package/lib/engine/export/utils.js +7 -7
  234. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  235. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  236. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  237. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  238. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  239. package/lib/engine/extensions/NEEDLE_components.js +239 -239
  240. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  241. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  242. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  243. package/lib/engine/extensions/NEEDLE_lighting_settings.js +160 -160
  244. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  245. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  246. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  247. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  248. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  249. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  250. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  251. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  252. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  253. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  254. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  255. package/lib/engine/extensions/extension_resolver.js +1 -1
  256. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  257. package/lib/engine/extensions/extension_utils.js +152 -152
  258. package/lib/engine/extensions/extensions.d.ts +32 -32
  259. package/lib/engine/extensions/extensions.js +113 -113
  260. package/lib/engine/extensions/index.d.ts +6 -6
  261. package/lib/engine/extensions/index.js +6 -6
  262. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  263. package/lib/engine/extensions/usage_tracker.js +65 -65
  264. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  265. package/lib/engine/js-extensions/Camera.js +39 -39
  266. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  267. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  268. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  269. package/lib/engine/js-extensions/Layers.js +22 -22
  270. package/lib/engine/js-extensions/Object3D.d.ts +141 -141
  271. package/lib/engine/js-extensions/Object3D.js +190 -190
  272. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  273. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  274. package/lib/engine/js-extensions/Vector.d.ts +8 -8
  275. package/lib/engine/js-extensions/Vector.js +13 -13
  276. package/lib/engine/js-extensions/index.d.ts +6 -6
  277. package/lib/engine/js-extensions/index.js +5 -5
  278. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  279. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +80 -80
  280. package/lib/engine/shaders/shaderData.d.ts +55 -55
  281. package/lib/engine/shaders/shaderData.js +58 -58
  282. package/lib/engine/tests/test_utils.d.ts +2 -2
  283. package/lib/engine/tests/test_utils.js +53 -53
  284. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  285. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  286. package/lib/engine/webcomponents/api.d.ts +5 -5
  287. package/lib/engine/webcomponents/api.js +4 -4
  288. package/lib/engine/webcomponents/buttons.d.ts +53 -53
  289. package/lib/engine/webcomponents/buttons.js +270 -270
  290. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  291. package/lib/engine/webcomponents/fonts.js +32 -32
  292. package/lib/engine/webcomponents/icons.d.ts +9 -9
  293. package/lib/engine/webcomponents/icons.js +52 -52
  294. package/lib/engine/webcomponents/index.d.ts +1 -1
  295. package/lib/engine/webcomponents/index.js +1 -1
  296. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  297. package/lib/engine/webcomponents/logo-element.js +91 -91
  298. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  299. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  300. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +192 -192
  301. package/lib/engine/webcomponents/needle menu/needle-menu.js +1077 -1077
  302. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  303. package/lib/engine/webcomponents/needle-button.js +161 -161
  304. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  305. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  306. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +70 -70
  307. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  308. package/lib/engine/webcomponents/needle-engine.d.ts +116 -116
  309. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  310. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  311. package/lib/engine/webcomponents/needle-engine.js +906 -906
  312. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  313. package/lib/engine/webcomponents/needle-engine.loading.js +336 -336
  314. package/lib/engine/xr/NeedleXRController.d.ts +314 -314
  315. package/lib/engine/xr/NeedleXRController.js +1057 -1057
  316. package/lib/engine/xr/NeedleXRSession.d.ts +342 -342
  317. package/lib/engine/xr/NeedleXRSession.js +1491 -1492
  318. package/lib/engine/xr/NeedleXRSession.js.map +1 -1
  319. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  320. package/lib/engine/xr/NeedleXRSync.js +188 -188
  321. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  322. package/lib/engine/xr/SceneTransition.js +69 -69
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  1002. package/src/engine-components/export/usdz/extensions/USDZUI.ts +189 -189
  1003. package/src/engine-components/export/usdz/extensions/behavior/Actions.ts +99 -99
  1004. package/src/engine-components/export/usdz/extensions/behavior/AudioExtension.ts +102 -102
  1005. package/src/engine-components/export/usdz/extensions/behavior/Behaviour.ts +320 -320
  1006. package/src/engine-components/export/usdz/extensions/behavior/BehaviourComponents.ts +1253 -1253
  1007. package/src/engine-components/export/usdz/extensions/behavior/BehavioursBuilder.ts +646 -646
  1008. package/src/engine-components/export/usdz/extensions/behavior/PhysicsExtension.ts +132 -132
  1009. package/src/engine-components/export/usdz/index.ts +2 -2
  1010. package/src/engine-components/export/usdz/utils/animationutils.ts +191 -191
  1011. package/src/engine-components/export/usdz/utils/quicklook.ts +50 -50
  1012. package/src/engine-components/particlesystem/ParticleSystem.ts +1287 -1287
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  1032. package/src/engine-components/postprocessing/PostProcessingHandler.ts +586 -586
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  1095. package/src/engine-schemes/README.md +1 -1
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  1113. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1114. package/src/needle-engine.ts +70 -72
  1115. package/dist/generateMeshBVH.worker-D1Vr8UHG.js +0 -21
  1116. package/src/engine/debug/debug_spector.ts +0 -43
@@ -1,1316 +1,1316 @@
1
- import { AnimationAction, AnimationClip, AnimationMixer, AxesHelper, Euler, KeyframeTrack, LoopOnce, Object3D, Quaternion, Vector3 } from "three";
2
-
3
- import { isDevEnvironment } from "../engine/debug/index.js";
4
- import { Mathf } from "../engine/engine_math.js";
5
- import { InstantiateIdProvider } from "../engine/engine_networking_instantiate.js";
6
- import { assign, SerializationContext, TypeSerializer } from "../engine/engine_serialization_core.js";
7
- import { Context } from "../engine/engine_setup.js";
8
- import { isAnimationAction } from "../engine/engine_three_utils.js";
9
- import { TypeStore } from "../engine/engine_typestore.js";
10
- import { deepClone, getParam } from "../engine/engine_utils.js";
11
- import type { AnimatorControllerModel, Condition, State, Transition } from "../engine/extensions/NEEDLE_animator_controller_model.js";
12
- import { AnimatorConditionMode, AnimatorControllerParameterType, AnimatorStateInfo, createMotion, StateMachineBehaviour } from "../engine/extensions/NEEDLE_animator_controller_model.js";
13
- import { Animator } from "./Animator.js";
14
-
15
- const debug = getParam("debuganimatorcontroller");
16
- const debugRootMotion = getParam("debugrootmotion");
17
-
18
- /**
19
- * Generates a hash code for a string
20
- * @param str - The string to hash
21
- * @returns A numeric hash value
22
- */
23
- function stringToHash(str): number {
24
- let hash = 0;
25
- for (let i = 0; i < str.length; i++) {
26
- const char = str.charCodeAt(i);
27
- hash = ((hash << 5) - hash) + char;
28
- hash = hash & hash;
29
- }
30
- return hash;
31
- }
32
-
33
- /**
34
- * Configuration options for creating an AnimatorController
35
- */
36
- declare type CreateAnimatorControllerOptions = {
37
- /** Should each animation state loop */
38
- looping?: boolean,
39
- /** Set to false to disable generating transitions between animation clips */
40
- autoTransition?: boolean,
41
- /** Duration in seconds for transitions between states */
42
- transitionDuration?: number,
43
- }
44
-
45
- /**
46
- * Controls the playback of animations using a state machine architecture.
47
- *
48
- * The AnimatorController manages animation states, transitions between states,
49
- * and parameters that affect those transitions. It is used by the {@link Animator}
50
- * component to control animation behavior on 3D models.
51
- *
52
- * Use the static method {@link AnimatorController.createFromClips} to create
53
- * an animator controller from a set of animation clips.
54
- *
55
- * @category Animation and Sequencing
56
- * @group Utilities
57
- */
58
- export class AnimatorController {
59
-
60
- /**
61
- * Creates an AnimatorController from a set of animation clips.
62
- * Each clip becomes a state in the controller's state machine.
63
- *
64
- * @param clips - The animation clips to use for creating states
65
- * @param options - Configuration options for the controller including looping behavior and transitions
66
- * @returns A new AnimatorController instance
67
- */
68
- static createFromClips(clips: AnimationClip[], options: CreateAnimatorControllerOptions = { looping: false, autoTransition: true, transitionDuration: 0 }): AnimatorController {
69
- const states: State[] = [];
70
- for (let i = 0; i < clips.length; i++) {
71
- const clip = clips[i];
72
- const transitions: Transition[] = [];
73
-
74
- if (options.autoTransition !== false) {
75
- const dur = options.transitionDuration ?? 0;
76
- const normalizedDuration = dur / clip.duration;
77
- // automatically transition to self by default
78
- let nextState = i;
79
- if (options.autoTransition === undefined || options.autoTransition === true) {
80
- nextState = (i + 1) % clips.length;
81
- }
82
- transitions.push({
83
- exitTime: 1 - normalizedDuration,
84
- offset: 0,
85
- duration: dur,
86
- hasExitTime: true,
87
- destinationState: nextState,
88
- conditions: [],
89
- })
90
- }
91
-
92
- const state: State = {
93
- name: clip.name,
94
- hash: i, // by using the index it's easy for users to call play(2) to play the clip at index 2
95
- motion: {
96
- name: clip.name,
97
- clip: clip,
98
- isLooping: options?.looping ?? false,
99
- },
100
- transitions: transitions,
101
- behaviours: []
102
- }
103
- states.push(state);
104
- }
105
- const model: AnimatorControllerModel = {
106
- name: "AnimatorController",
107
- guid: new InstantiateIdProvider(Date.now()).generateUUID(),
108
- parameters: [],
109
- layers: [{
110
- name: "Base Layer",
111
- stateMachine: {
112
- defaultState: 0,
113
- states: states
114
- }
115
- }]
116
- }
117
- const controller = new AnimatorController(model);
118
- return controller;
119
- }
120
-
121
- /**
122
- * Plays an animation state by name or hash.
123
- *
124
- * @param name - The name or hash identifier of the state to play
125
- * @param layerIndex - The layer index (defaults to 0)
126
- * @param normalizedTime - The normalized time to start the animation from (0-1)
127
- * @param durationInSec - Transition duration in seconds
128
- */
129
- play(name: string | number, layerIndex: number = -1, normalizedTime: number = Number.NEGATIVE_INFINITY, durationInSec: number = 0) {
130
- if (layerIndex < 0) layerIndex = 0;
131
- else if (layerIndex >= this.model.layers.length) {
132
- console.warn("invalid layer");
133
- return;
134
- }
135
- const layer = this.model.layers[layerIndex];
136
- const sm = layer.stateMachine;
137
- for (const state of sm.states) {
138
- if (state.name === name || state.hash === name) {
139
- if (debug)
140
- console.log("transition to ", state);
141
- this.transitionTo(state, durationInSec, normalizedTime);
142
- return;
143
- }
144
- }
145
- console.warn("Could not find " + name + " to play");
146
- }
147
-
148
- /**
149
- * Resets the controller to its initial state.
150
- */
151
- reset() {
152
- this.setStartTransition();
153
- }
154
-
155
- /**
156
- * Sets a boolean parameter value by name or hash.
157
- *
158
- * @param name - The name or hash identifier of the parameter
159
- * @param value - The boolean value to set
160
- */
161
- setBool(name: string | number, value: boolean) {
162
- const key = typeof name === "string" ? "name" : "hash";
163
- return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = value);
164
- }
165
-
166
- /**
167
- * Gets a boolean parameter value by name or hash.
168
- *
169
- * @param name - The name or hash identifier of the parameter
170
- * @returns The boolean value of the parameter, or false if not found
171
- */
172
- getBool(name: string | number): boolean {
173
- const key = typeof name === "string" ? "name" : "hash";
174
- return this.model?.parameters?.find(p => p[key] === name)?.value as boolean ?? false;
175
- }
176
-
177
- /**
178
- * Sets a float parameter value by name or hash.
179
- *
180
- * @param name - The name or hash identifier of the parameter
181
- * @param val - The float value to set
182
- * @returns True if the parameter was found and set, false otherwise
183
- */
184
- setFloat(name: string | number, val: number) {
185
- const key = typeof name === "string" ? "name" : "hash";
186
- const filtered = this.model?.parameters?.filter(p => p[key] === name);
187
- filtered.forEach(p => p.value = val);
188
- return filtered?.length > 0;
189
- }
190
-
191
- /**
192
- * Gets a float parameter value by name or hash.
193
- *
194
- * @param name - The name or hash identifier of the parameter
195
- * @returns The float value of the parameter, or 0 if not found
196
- */
197
- getFloat(name: string | number): number {
198
- const key = typeof name === "string" ? "name" : "hash";
199
- return this.model?.parameters?.find(p => p[key] === name)?.value as number ?? 0;
200
- }
201
-
202
- /**
203
- * Sets an integer parameter value by name or hash.
204
- *
205
- * @param name - The name or hash identifier of the parameter
206
- * @param val - The integer value to set
207
- */
208
- setInteger(name: string | number, val: number) {
209
- const key = typeof name === "string" ? "name" : "hash";
210
- return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = val);
211
- }
212
-
213
- /**
214
- * Gets an integer parameter value by name or hash.
215
- *
216
- * @param name - The name or hash identifier of the parameter
217
- * @returns The integer value of the parameter, or 0 if not found
218
- */
219
- getInteger(name: string | number): number {
220
- const key = typeof name === "string" ? "name" : "hash";
221
- return this.model?.parameters?.find(p => p[key] === name)?.value as number ?? 0;
222
- }
223
-
224
- /**
225
- * Sets a trigger parameter to active (true).
226
- * Trigger parameters are automatically reset after they are consumed by a transition.
227
- *
228
- * @param name - The name or hash identifier of the trigger parameter
229
- */
230
- setTrigger(name: string | number) {
231
- if (debug)
232
- console.log("SET TRIGGER", name);
233
- const key = typeof name === "string" ? "name" : "hash";
234
- return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = true);
235
- }
236
-
237
- /**
238
- * Resets a trigger parameter to inactive (false).
239
- *
240
- * @param name - The name or hash identifier of the trigger parameter
241
- */
242
- resetTrigger(name: string | number) {
243
- const key = typeof name === "string" ? "name" : "hash";
244
- return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = false);
245
- }
246
-
247
- /**
248
- * Gets the current state of a trigger parameter.
249
- *
250
- * @param name - The name or hash identifier of the trigger parameter
251
- * @returns The boolean state of the trigger, or false if not found
252
- */
253
- getTrigger(name: string | number): boolean {
254
- const key = typeof name === "string" ? "name" : "hash";
255
- return this.model?.parameters?.find(p => p[key] === name)?.value as boolean ?? false;
256
- }
257
-
258
- /**
259
- * Checks if the controller is currently in a transition between states.
260
- *
261
- * @returns True if a transition is in progress, false otherwise
262
- */
263
- isInTransition(): boolean {
264
- return this._activeStates.length > 1;
265
- }
266
-
267
- /** Set the speed of the animator controller. Larger values will make the animation play faster. */
268
- setSpeed(speed: number) {
269
- this._speed = speed;
270
- }
271
- private _speed: number = 1;
272
-
273
-
274
- /**
275
- * Finds an animation state by name or hash.
276
- * @deprecated Use findState instead
277
- *
278
- * @param name - The name or hash identifier of the state to find
279
- * @returns The found state or null if not found
280
- */
281
- FindState(name: string | number | undefined | null): State | null { return this.findState(name); }
282
-
283
- /**
284
- * Finds an animation state by name or hash.
285
- *
286
- * @param name - The name or hash identifier of the state to find
287
- * @returns The found state or null if not found
288
- */
289
- findState(name: string | number | undefined | null): State | null {
290
- if (!name) return null;
291
- if (Array.isArray(this.model.layers)) {
292
- for (const layer of this.model.layers) {
293
- for (const state of layer.stateMachine.states) {
294
- if (state.name === name || state.hash == name) return state;
295
- }
296
- }
297
- }
298
- return null;
299
- }
300
-
301
- /**
302
- * Gets information about the current playing animation state.
303
- *
304
- * @returns An AnimatorStateInfo object with data about the current state, or null if no state is active
305
- */
306
- getCurrentStateInfo() {
307
- if (!this._activeState) return null;
308
- const action = this._activeState.motion.action;
309
- if (!action) return null;
310
- const dur = this._activeState.motion.clip!.duration;
311
- const normalizedTime = dur <= 0 ? 0 : Math.abs(action.time / dur);
312
- return new AnimatorStateInfo(this._activeState, normalizedTime, dur, this._speed);
313
- }
314
-
315
- /**
316
- * Gets the animation action currently playing.
317
- *
318
- * @returns The current animation action, or null if no action is playing
319
- */
320
- get currentAction(): AnimationAction | null {
321
- if (!this._activeState) return null;
322
- const action = this._activeState.motion.action;
323
- if (!action) return null;
324
- return action;
325
- }
326
-
327
- // addState(state: State, layerIndex: number = 0) {
328
- // if (!this.model) throw new Error("AnimatorController model is missing");
329
- // if (layerIndex < 0 || layerIndex >= this.model.layers.length) {
330
- // throw new Error(`Invalid layer index: ${layerIndex}`);
331
- // }
332
- // const layer = this.model.layers[layerIndex];
333
- // if (!layer.stateMachine) {
334
- // layer.stateMachine = { states: [], defaultState: 0 };
335
- // }
336
- // if (!layer.stateMachine.states) {
337
- // layer.stateMachine.states = [];
338
- // }
339
- // if (state.hash === undefined) {
340
- // state.hash = stringToHash(state.name || "state" + layer.stateMachine.states.length);
341
- // }
342
-
343
- // }
344
-
345
-
346
- /**
347
- * The normalized time (0-1) to start playing the first state at.
348
- * This affects the initial state when the animator is first enabled.
349
- */
350
- normalizedStartOffset: number = 0;
351
-
352
- /**
353
- * The Animator component this controller is bound to.
354
- */
355
- animator?: Animator;
356
-
357
- /**
358
- * The data model describing the animation states and transitions.
359
- */
360
- model: AnimatorControllerModel;
361
-
362
- /**
363
- * Gets the engine context from the bound animator.
364
- */
365
- get context(): Context | undefined | null { return this.animator?.context; }
366
-
367
- /**
368
- * Gets the animation mixer used by this controller.
369
- */
370
- get mixer() {
371
- return this._mixer;
372
- }
373
-
374
- /**
375
- * Cleans up resources used by this controller.
376
- * Stops all animations and unregisters the mixer from the animation system.
377
- */
378
- dispose() {
379
- this._mixer.stopAllAction();
380
- if (this.animator) {
381
- this._mixer.uncacheRoot(this.animator.gameObject);
382
- for (const action of this._activeStates) {
383
- if (action.motion.clip)
384
- this.mixer.uncacheAction(action.motion.clip, this.animator.gameObject);
385
- }
386
- }
387
- this.context?.animations.unregisterAnimationMixer(this._mixer);
388
- }
389
-
390
- // applyRootMotion(obj: Object3D) {
391
- // // this.internalApplyRootMotion(obj);
392
- // }
393
-
394
- /**
395
- * Binds this controller to an animator component.
396
- * Creates a new animation mixer and sets up animation actions.
397
- *
398
- * @param animator - The animator to bind this controller to
399
- */
400
- bind(animator: Animator) {
401
- if (!animator) console.error("AnimatorController.bind: animator is null");
402
- else if (this.animator !== animator) {
403
- if (this._mixer) {
404
- this._mixer.stopAllAction();
405
- this.context?.animations.unregisterAnimationMixer(this._mixer);
406
- }
407
- this.animator = animator;
408
- this._mixer = new AnimationMixer(this.animator.gameObject);
409
- this.context?.animations.registerAnimationMixer(this._mixer);
410
- this.createActions(this.animator);
411
- }
412
- }
413
-
414
- /**
415
- * Creates a deep copy of this controller.
416
- * Clones the model data but does not copy runtime state.
417
- *
418
- * @returns A new AnimatorController instance with the same configuration
419
- */
420
- clone() {
421
- if (typeof this.model === "string") {
422
- console.warn("AnimatorController has not been resolved, can not create model from string", this.model);
423
- return null;
424
- }
425
- if (debug) console.warn("AnimatorController clone()", this.model);
426
- // clone runtime controller but dont clone clip or action
427
- const clonedModel = deepClone(this.model, (_owner, _key, _value) => {
428
- if (_value === null || _value === undefined) return true;
429
- // dont clone three Objects
430
- if (_value.type === "Object3D" || _value.isObject3D === true) return false;
431
- // dont clone AnimationAction
432
- if (isAnimationAction(_value)) { //.constructor.name === "AnimationAction") {
433
- // console.log(_value);
434
- return false;
435
- }
436
- // dont clone AnimationClip
437
- if (_value["tracks"] !== undefined) return false;
438
- // when assigned __concreteInstance during serialization
439
- if (_value instanceof AnimatorController) return false;
440
- return true;
441
- }) as AnimatorControllerModel;
442
- console.assert(clonedModel !== this.model);
443
- const controller = new AnimatorController(clonedModel);
444
- return controller;
445
- }
446
-
447
- /**
448
- * Updates the controller's state machine and animations.
449
- * Called each frame by the animator component.
450
- *
451
- * @param weight - The weight to apply to the animations (for blending)
452
- */
453
- update(weight: number) {
454
- if (!this.animator) return;
455
- this.evaluateTransitions();
456
- this.updateActiveStates(weight);
457
- // We want to update the animation mixer even if there is no active state (e.g. in cases where an empty animator controller is assigned and the timeline runs)
458
- // if (!this._activeState) return;
459
- const dt = this.animator.context.time.deltaTime;
460
- if (this.animator.applyRootMotion) {
461
- this.rootMotionHandler?.onBeforeUpdate(weight);
462
- }
463
- this._mixer.update(dt);
464
- if (this.animator.applyRootMotion) {
465
- this.rootMotionHandler?.onAfterUpdate(weight);
466
- }
467
- }
468
-
469
-
470
- private _mixer!: AnimationMixer;
471
- private _activeState?: State;
472
-
473
- /**
474
- * Gets the currently active animation state.
475
- *
476
- * @returns The active state or undefined if no state is active
477
- */
478
- get activeState(): State | undefined { return this._activeState; }
479
-
480
- constructor(model: AnimatorControllerModel) {
481
- this.model = model;
482
- if (debug) console.log(this);
483
- }
484
-
485
- private _activeStates: State[] = [];
486
-
487
- private updateActiveStates(weight: number) {
488
- for (let i = 0; i < this._activeStates.length; i++) {
489
- const state = this._activeStates[i];
490
- const motion = state.motion;
491
- if (!motion.action) {
492
- this._activeStates.splice(i, 1);
493
- i--;
494
- }
495
- else {
496
- const action = motion.action;
497
- action.weight = weight;
498
- // console.log(action.getClip().name, action.getEffectiveWeight(), action.isScheduled());
499
- if ((action.getEffectiveWeight() <= 0 && !action.isRunning())) {
500
- if (debug)
501
- console.debug("REMOVE", state.name, action.getEffectiveWeight(), action.isRunning(), action.isScheduled())
502
- this._activeStates.splice(i, 1);
503
- i--;
504
- }
505
- }
506
- }
507
- }
508
-
509
- private setStartTransition() {
510
- if (this.model.layers.length > 1 && (debug || isDevEnvironment())) {
511
- console.warn("Multiple layers are not supported yet " + this.animator?.name);
512
- }
513
- for (const layer of this.model.layers) {
514
- const sm = layer.stateMachine;
515
- if (sm.defaultState === undefined) {
516
- if (debug)
517
- console.warn("AnimatorController default state is undefined, will assign state 0 as default", layer);
518
- sm.defaultState = 0;
519
- }
520
- const start = sm.states[sm.defaultState];
521
- this.transitionTo(start, 0, this.normalizedStartOffset);
522
- break;
523
- }
524
- }
525
-
526
- private evaluateTransitions() {
527
- let didEnterStateThisFrame = false;
528
- if (!this._activeState) {
529
- this.setStartTransition();
530
- if (!this._activeState) return;
531
- didEnterStateThisFrame = true;
532
- }
533
-
534
- const state = this._activeState;
535
- const action = state.motion.action;
536
- let index = 0;
537
- for (const transition of state.transitions) {
538
- ++index;
539
- // transition without exit time and without condition that transition to itself are ignored
540
- if (!transition.hasExitTime && transition.conditions.length <= 0) {
541
- // if (this._activeState && this.getState(transition.destinationState, currentLayer)?.hash === this._activeState.hash)
542
- continue;
543
- }
544
-
545
- let allConditionsAreMet = true;
546
- for (const cond of transition.conditions) {
547
- if (!this.evaluateCondition(cond)) {
548
- allConditionsAreMet = false;
549
- break;
550
- }
551
- }
552
- if (!allConditionsAreMet) continue;
553
-
554
- if (debug && allConditionsAreMet) {
555
- // console.log("All conditions are met", transition);
556
- }
557
-
558
- if (action) {
559
- const dur = state.motion.clip!.duration;
560
- const normalizedTime = dur <= 0 ? 1 : Math.abs(action.time / dur);
561
- let exitTime = transition.exitTime;
562
-
563
- // When the animation is playing backwards we need to check exit time inverted
564
- if (action.timeScale < 0) {
565
- exitTime = 1 - exitTime;
566
- }
567
-
568
- let makeTransition = false;
569
- if (transition.hasExitTime) {
570
- if (action.timeScale > 0) makeTransition = normalizedTime >= transition.exitTime;
571
- // When the animation is playing backwards we need to check exit time inverted
572
- else if (action.timeScale < 0) makeTransition = 1 - normalizedTime >= transition.exitTime;
573
- }
574
- else {
575
- makeTransition = true;
576
- }
577
-
578
- if (makeTransition) {
579
- // disable triggers for this transition
580
- for (const cond of transition.conditions) {
581
- const param = this.model.parameters.find(p => p.name === cond.parameter);
582
- if (param?.type === AnimatorControllerParameterType.Trigger && param.value) {
583
- param.value = false;
584
- }
585
- }
586
-
587
- // if (transition.hasExitTime && transition.exitTime >= .9999)
588
- action.clampWhenFinished = true;
589
- // else action.clampWhenFinished = false;
590
- if (debug) {
591
- const targetState = this.getState(transition.destinationState, 0);
592
- console.log(`Transition to ${transition.destinationState} / ${targetState?.name}`, transition, "\nTimescale: " + action.timeScale, "\nNormalized time: " + normalizedTime.toFixed(3), "\nExit Time: " + exitTime, transition.hasExitTime);
593
- // console.log(action.time, transition.exitTime);
594
- }
595
- this.transitionTo(transition.destinationState, transition.duration, transition.offset);
596
- // use the first transition that matches all conditions and make the transition as soon as in range
597
- return;
598
- }
599
- }
600
- else {
601
- this.transitionTo(transition.destinationState, transition.duration, transition.offset);
602
- return;
603
- }
604
- // if none of the transitions can be made continue searching for another transition meeting the conditions
605
- }
606
-
607
- // action.time += this.context.time.deltaTime
608
- // console.log(action?.time, action?.getEffectiveWeight())
609
-
610
- // update timescale
611
- if (action) {
612
- this.setTimescale(action, state);
613
- }
614
-
615
- let didTriggerLooping = false;
616
- if (state.motion.isLooping && action) {
617
- // we dont use the three loop state here because it prevents the transition check above
618
- // it is easier if we re-trigger loop here.
619
- // We also can easily add the cycle offset settings from unity later
620
- if (action.time >= action.getClip().duration) {
621
- didTriggerLooping = true;
622
- action.reset();
623
- action.time = 0;
624
- action.play();
625
- }
626
- else if (action.time <= 0 && action.timeScale < 0) {
627
- didTriggerLooping = true;
628
- action.reset();
629
- action.time = action.getClip().duration;
630
- action.play();
631
- }
632
- }
633
-
634
- // call update state behaviours:
635
- if (!didTriggerLooping && state && !didEnterStateThisFrame && action && this.animator) {
636
- if (state.behaviours) {
637
- const duration = action?.getClip().duration;
638
- const normalizedTime = action.time / duration;
639
- const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed)
640
- for (const beh of state.behaviours) {
641
- if (beh.instance) {
642
- beh.instance.onStateUpdate?.call(beh.instance, this.animator, info, 0);
643
- }
644
- }
645
- }
646
- }
647
-
648
- }
649
-
650
- private setTimescale(action: AnimationAction, state: State) {
651
- let speedFactor = state.speed ?? 1;
652
- if (state.speedParameter)
653
- speedFactor *= this.getFloat(state.speedParameter);
654
- if (speedFactor !== undefined) {
655
- action.timeScale = speedFactor * this._speed;
656
- }
657
- }
658
-
659
- private getState(state: State | number, layerIndex: number): State | null {
660
- if (typeof state === "number") {
661
- if (state == -1) {
662
- state = this.model.layers[layerIndex].stateMachine.defaultState; // exit state -> entry state
663
- if (state === undefined) {
664
- if (debug)
665
- console.warn("AnimatorController default state is undefined: ", this.model, "Layer: " + layerIndex);
666
- state = 0;
667
- }
668
- }
669
- state = this.model.layers[layerIndex].stateMachine.states[state];
670
- }
671
- return state;
672
- }
673
-
674
- /**
675
- * These actions have been active previously but not faded out because we entered a state that has no real animation - no duration. In which case we hold the previously active actions until they are faded out.
676
- */
677
- private readonly _heldActions: AnimationAction[] = [];
678
- private releaseHeldActions(duration: number) {
679
- for (const prev of this._heldActions) {
680
- prev.fadeOut(duration);
681
- }
682
- this._heldActions.length = 0;
683
- }
684
-
685
- private transitionTo(state: State | number, durationInSec: number, offsetNormalized: number) {
686
-
687
- if (!this.animator) return;
688
-
689
- const layerIndex = 0;
690
-
691
- state = this.getState(state, layerIndex) as State;
692
-
693
- if (!state?.motion || !state.motion.clip || !(state.motion.clip instanceof AnimationClip)) {
694
- // if(debug) console.warn("State has no clip or motion", state);
695
- return;
696
- }
697
-
698
- const isSelf = this._activeState === state;
699
- if (isSelf) {
700
- const motion = state.motion;
701
- if (!motion.action_loopback && motion.clip) {
702
- // uncache action immediately resets the applied animation which breaks the root motion
703
- // this happens if we have a transition to self and the clip is not cached yet
704
- const previousMatrix = this.rootMotionHandler ? this.animator.gameObject.matrix.clone() : null;
705
- this._mixer.uncacheAction(motion.clip, this.animator.gameObject);
706
- if (previousMatrix)
707
- previousMatrix.decompose(this.animator.gameObject.position, this.animator.gameObject.quaternion, this.animator.gameObject.scale);
708
- motion.action_loopback = this.createAction(motion.clip);
709
- }
710
- }
711
-
712
- // call exit state behaviours
713
- if (this._activeState?.behaviours && this._activeState.motion.action) {
714
- const duration = this._activeState?.motion.clip!.duration;
715
- const normalizedTime = this._activeState.motion.action.time / duration;
716
- const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed);
717
- for (const beh of this._activeState.behaviours) {
718
- beh.instance?.onStateExit?.call(beh.instance, this.animator, info, layerIndex);
719
- }
720
- }
721
-
722
- const prevAction = this._activeState?.motion.action;
723
-
724
-
725
- if (isSelf) {
726
- state.motion.action = state.motion.action_loopback;
727
- state.motion.action_loopback = prevAction;
728
- }
729
- const prev = this._activeState;
730
- this._activeState = state;
731
- const action = state.motion?.action;
732
-
733
- const clip = state.motion.clip;
734
-
735
-
736
- if (clip?.duration <= 0 && clip.tracks.length <= 0) {
737
- // if the new state doesn't have a valid clip / no tracks we don't fadeout the previous action and instead hold the previous action.
738
- if (prevAction) {
739
- this._heldActions.push(prevAction);
740
- }
741
- }
742
- else if (prevAction) {
743
- prevAction!.fadeOut(durationInSec);
744
- this.releaseHeldActions(durationInSec);
745
- }
746
-
747
- if (action) {
748
- offsetNormalized = Math.max(0, Math.min(1, offsetNormalized));
749
- if (state.cycleOffsetParameter) {
750
- let val = this.getFloat(state.cycleOffsetParameter);
751
- if (typeof val === "number") {
752
- if (val < 0) val += 1;
753
- offsetNormalized += val;
754
- offsetNormalized %= 1;
755
- }
756
- else if (debug) console.warn("AnimatorController cycle offset parameter is not a number", state.cycleOffsetParameter);
757
- }
758
- else if (typeof state.cycleOffset === "number") {
759
- offsetNormalized += state.cycleOffset
760
- offsetNormalized %= 1;
761
- }
762
- if (action.isRunning())
763
- action.stop();
764
- action.reset();
765
- action.enabled = true;
766
- this.setTimescale(action, state);
767
- const duration = state.motion.clip!.duration;
768
- // if we are looping to the same state we don't want to offset the current start time
769
- action.time = isSelf ? 0 : offsetNormalized * duration;
770
- if (action.timeScale < 0) action.time = duration - action.time;
771
- action.clampWhenFinished = true;
772
- action.setLoop(LoopOnce, 0);
773
- if (durationInSec > 0)
774
- action.fadeIn(durationInSec);
775
- else action.weight = 1;
776
- action.play();
777
-
778
- if (this.rootMotionHandler) {
779
- this.rootMotionHandler.onStart(action);
780
- }
781
-
782
- if (!this._activeStates.includes(state))
783
- this._activeStates.push(state);
784
-
785
- // call enter state behaviours
786
- if (this._activeState.behaviours) {
787
- const info = new AnimatorStateInfo(state, offsetNormalized, duration, this._speed);
788
- for (const beh of this._activeState.behaviours) {
789
- beh.instance?.onStateEnter?.call(beh.instance, this.animator, info, layerIndex);
790
- }
791
- }
792
- }
793
- else if (debug) {
794
- if (!state["__warned_no_motion"]) {
795
- state["__warned_no_motion"] = true;
796
- console.warn("No action", state.motion, this);
797
- }
798
- }
799
-
800
- if (debug)
801
- console.log("TRANSITION FROM " + prev?.name + " TO " + state.name, durationInSec, prevAction, action, action?.getEffectiveTimeScale(), action?.getEffectiveWeight(), action?.isRunning(), action?.isScheduled(), action?.paused);
802
- }
803
-
804
- private createAction(clip: AnimationClip) {
805
-
806
- // uncache clip causes issues when multiple states use the same clip
807
- // this._mixer.uncacheClip(clip);
808
- // instead only uncache the action when one already exists to make sure
809
- // we get unique actions per state
810
- const existing = this._mixer.existingAction(clip);
811
- if (existing) this._mixer.uncacheAction(clip, this.animator?.gameObject);
812
-
813
- if (this.animator?.applyRootMotion) {
814
- if (!this.rootMotionHandler) {
815
- this.rootMotionHandler = new RootMotionHandler(this);
816
- }
817
- // TODO: find root bone properly
818
- const root = this.animator.gameObject;
819
- return this.rootMotionHandler.createClip(this._mixer, root, clip);
820
- }
821
- else {
822
- const action = this._mixer.clipAction(clip);
823
- return action;
824
- }
825
- }
826
-
827
- private evaluateCondition(cond: Condition): boolean {
828
- const param = this.model.parameters.find(p => p.name === cond.parameter);
829
- if (!param) return false;
830
- // console.log(param.name, param.value);
831
- switch (cond.mode) {
832
- case AnimatorConditionMode.If:
833
- return param.value === true;
834
- case AnimatorConditionMode.IfNot:
835
- return param.value === false;
836
- case AnimatorConditionMode.Greater:
837
- return param.value as number > cond.threshold;
838
- case AnimatorConditionMode.Less:
839
- return param.value as number < cond.threshold;
840
- case AnimatorConditionMode.Equals:
841
- return param.value === cond.threshold;
842
- case AnimatorConditionMode.NotEqual:
843
- return param.value !== cond.threshold;
844
- }
845
- return false;
846
- }
847
-
848
- private createActions(_animator: Animator) {
849
- if (debug) console.log("AnimatorController createActions", this.model);
850
- for (const layer of this.model.layers) {
851
- const sm = layer.stateMachine;
852
- for (let index = 0; index < sm.states.length; index++) {
853
- const state = sm.states[index];
854
-
855
- // ensure we have a transitions array
856
- if (!state.transitions) {
857
- state.transitions = [];
858
- }
859
- for (const t of state.transitions) {
860
- // can happen if conditions are empty in blender - the exporter seems to skip empty arrays
861
- if (!t.conditions) t.conditions = [];
862
- }
863
-
864
- // ensure we have a motion even if none was exported
865
- if (!state.motion) {
866
- if (debug) console.warn("No motion", state);
867
- state.motion = createMotion(state.name);
868
- // console.warn("Missing motion", "AnimatorController: " + this.model.name, state);
869
- // sm.states.splice(index, 1);
870
- // index -= 1;
871
- // continue;
872
- }
873
- // the clips array contains which animator has which animationclip
874
- if (this.animator && state.motion.clips) {
875
- // TODO: we have to compare by name because on instantiate we clone objects but not the node object
876
- const mapping = state.motion.clips?.find(e => e.node.name === this.animator?.gameObject?.name);
877
- if (!mapping) {
878
- if (debug || isDevEnvironment()) {
879
- console.warn("Could not find clip for animator \"" + this.animator?.gameObject?.name + "\"", state.motion.clips.map(c => c.node.name));
880
- }
881
- }
882
- else
883
- state.motion.clip = mapping.clip;
884
- }
885
-
886
- // ensure we have a clip to blend to
887
- if (!state.motion.clip) {
888
- if (debug) console.warn("No clip assigned to state", state);
889
- const clip = new AnimationClip(undefined, undefined, []);
890
- state.motion.clip = clip;
891
- }
892
-
893
- if (state.motion?.clip) {
894
- const clip = state.motion.clip;
895
- if (clip instanceof AnimationClip) {
896
- const action = this.createAction(clip);
897
- state.motion.action = action;
898
- }
899
- else {
900
- if (debug || isDevEnvironment()) console.warn("No valid animationclip assigned", state);
901
- }
902
- }
903
-
904
- // create state machine behaviours
905
- if (state.behaviours && Array.isArray(state.behaviours)) {
906
- for (const behaviour of state.behaviours) {
907
- if (!behaviour?.typeName) continue;
908
- const type = TypeStore.get(behaviour.typeName);
909
- if (type) {
910
- const instance: StateMachineBehaviour = new type() as StateMachineBehaviour;
911
- if (instance.isStateMachineBehaviour) {
912
- instance._context = this.context ?? undefined;
913
- assign(instance, behaviour.properties);
914
- behaviour.instance = instance;
915
- }
916
- if (debug) console.log("Created animator controller behaviour", state.name, behaviour.typeName, behaviour.properties, instance);
917
- }
918
- else {
919
- if (debug || isDevEnvironment()) console.warn("Could not find AnimatorBehaviour type: " + behaviour.typeName);
920
- }
921
- }
922
- }
923
- }
924
- }
925
- }
926
-
927
- /**
928
- * Yields all animation actions managed by this controller.
929
- * Iterates through all states in all layers and returns their actions.
930
- */
931
- *enumerateActions() {
932
- if (!this.model.layers) return;
933
- for (const layer of this.model.layers) {
934
- const sm = layer.stateMachine;
935
- for (let index = 0; index < sm.states.length; index++) {
936
- const state = sm.states[index];
937
- if (state?.motion) {
938
- if (state.motion.action)
939
- yield state.motion.action;
940
- if (state.motion.action_loopback)
941
- yield state.motion.action_loopback;
942
- }
943
- }
944
- }
945
- }
946
-
947
-
948
- // https://docs.unity3d.com/Manual/RootMotion.html
949
- private rootMotionHandler?: RootMotionHandler;
950
-
951
-
952
- // private findRootBone(obj: Object3D): Object3D | null {
953
- // if (this.animationRoot) return this.animationRoot;
954
- // if (obj.type === "Bone") {
955
- // this.animationRoot = obj as Bone;
956
- // return this.animationRoot;
957
- // }
958
- // if (obj.children) {
959
- // for (const ch of obj.children) {
960
- // const res = this.findRootBone(ch);
961
- // if (res) return res;
962
- // }
963
- // }
964
- // return null;
965
- // }
966
- }
967
-
968
- /**
969
- * Wraps a KeyframeTrack to allow custom evaluation of animation values.
970
- * Used internally to modify animation behavior without changing the original data.
971
- */
972
- class TrackEvaluationWrapper {
973
-
974
- track?: KeyframeTrack;
975
- createdInterpolant?: any;
976
- originalEvaluate?: Function;
977
- private customEvaluate?: (time: number) => any;
978
-
979
- constructor(track: KeyframeTrack, evaluate: (time: number, value: any) => any) {
980
- this.track = track;
981
- const t = track as any;
982
- const createOriginalInterpolator = t.createInterpolant.bind(track);
983
- t.createInterpolant = () => {
984
- t.createInterpolant = createOriginalInterpolator;
985
- this.createdInterpolant = createOriginalInterpolator();
986
- this.originalEvaluate = this.createdInterpolant.evaluate.bind(this.createdInterpolant);
987
- this.customEvaluate = time => {
988
- if (!this.originalEvaluate) return;
989
- const res = this.originalEvaluate(time);
990
- return evaluate(time, res);
991
- };
992
- this.createdInterpolant.evaluate = this.customEvaluate;
993
- return this.createdInterpolant;
994
- }
995
- };
996
-
997
-
998
- dispose() {
999
- if (this.createdInterpolant && this.originalEvaluate) {
1000
- this.createdInterpolant.evaluate = this.originalEvaluate;
1001
- }
1002
- this.track = undefined;
1003
- this.createdInterpolant = null;
1004
- this.originalEvaluate = undefined;
1005
- this.customEvaluate = undefined;
1006
- }
1007
- }
1008
-
1009
- /**
1010
- * Handles root motion extraction from animation tracks.
1011
- * Captures movement from animations and applies it to the root object.
1012
- */
1013
- class RootMotionAction {
1014
-
1015
- private static lastObjPosition: { [key: string]: Vector3 } = {};
1016
- private static lastObjRotation: { [key: string]: Quaternion } = {};
1017
-
1018
- // we remove the first keyframe rotation from the space rotation when updating
1019
- private static firstKeyframeRotation: { [key: string]: Quaternion } = {};
1020
- // this is used to rotate the space on clip end / start (so the transform direction is correct)
1021
- private static spaceRotation: { [key: string]: Quaternion } = {};
1022
- private static effectiveSpaceRotation: { [key: string]: Quaternion } = {};
1023
- private static clipOffsetRotation: { [key: string]: Quaternion } = {};
1024
-
1025
-
1026
- set action(val: AnimationAction) {
1027
- this._action = val;
1028
- }
1029
- get action() {
1030
- return this._action;
1031
- }
1032
-
1033
- get cacheId() {
1034
- return this.root.uuid;
1035
- }
1036
-
1037
- private _action!: AnimationAction;
1038
-
1039
- private root: Object3D;
1040
- private clip: AnimationClip;
1041
- private positionWrapper: TrackEvaluationWrapper | null = null;
1042
- private rotationWrapper: TrackEvaluationWrapper | null = null;
1043
- private context: Context;
1044
-
1045
- positionChange: Vector3 = new Vector3();
1046
- rotationChange: Quaternion = new Quaternion();
1047
-
1048
- constructor(context: Context, root: Object3D, clip: AnimationClip, positionTrack: KeyframeTrack | null, rotationTrack: KeyframeTrack | null) {
1049
- // console.log(this, positionTrack, rotationTrack);
1050
- this.context = context;
1051
- this.root = root;
1052
- this.clip = clip;
1053
-
1054
- if (!RootMotionAction.firstKeyframeRotation[this.cacheId])
1055
- RootMotionAction.firstKeyframeRotation[this.cacheId] = new Quaternion();
1056
- if (rotationTrack) {
1057
- const values = rotationTrack.values;
1058
- RootMotionAction.firstKeyframeRotation[this.cacheId]
1059
- .set(values[0], values[1], values[2], values[3])
1060
- }
1061
-
1062
- if (!RootMotionAction.spaceRotation[this.cacheId])
1063
- RootMotionAction.spaceRotation[this.cacheId] = new Quaternion();
1064
-
1065
- if (!RootMotionAction.effectiveSpaceRotation[this.cacheId])
1066
- RootMotionAction.effectiveSpaceRotation[this.cacheId] = new Quaternion();
1067
-
1068
- RootMotionAction.clipOffsetRotation[this.cacheId] = new Quaternion();
1069
- if (rotationTrack) {
1070
- RootMotionAction.clipOffsetRotation[this.cacheId]
1071
- .set(rotationTrack.values[0], rotationTrack.values[1], rotationTrack.values[2], rotationTrack.values[3])
1072
- .invert();
1073
- }
1074
-
1075
- this.handlePosition(clip, positionTrack);
1076
- this.handleRotation(clip, rotationTrack);
1077
- }
1078
-
1079
- onStart(action: AnimationAction) {
1080
- if (action.getClip() !== this.clip) return;
1081
-
1082
- if (!RootMotionAction.lastObjRotation[this.cacheId]) {
1083
- RootMotionAction.lastObjRotation[this.cacheId] = this.root.quaternion.clone()
1084
- }
1085
- const lastRotation = RootMotionAction.lastObjRotation[this.cacheId];
1086
- // const firstKeyframe = RootMotionAction.firstKeyframeRotation[this.this.cacheId];
1087
- // lastRotation.invert().premultiply(firstKeyframe).invert();
1088
- RootMotionAction.spaceRotation[this.cacheId].copy(lastRotation);
1089
-
1090
- if (debugRootMotion) {
1091
- const euler = new Euler().setFromQuaternion(lastRotation);
1092
- console.log("START", this.clip.name, Mathf.toDegrees(euler.y), this.root.position.z);
1093
- }
1094
- }
1095
-
1096
- private getClipRotationOffset() {
1097
- return RootMotionAction.clipOffsetRotation[this.cacheId];
1098
- }
1099
-
1100
- private _prevTime = 0;
1101
-
1102
- private handlePosition(_clip: AnimationClip, track: KeyframeTrack | null) {
1103
- if (track) {
1104
-
1105
- const root = this.root;
1106
- if (debugRootMotion)
1107
- root.add(new AxesHelper());
1108
-
1109
- if (!RootMotionAction.lastObjPosition[this.cacheId])
1110
- RootMotionAction.lastObjPosition[this.cacheId] = this.root.position.clone();
1111
- const valuesDiff = new Vector3();
1112
- const valuesPrev = new Vector3();
1113
- // const rotation = new Quaternion();
1114
- this.positionWrapper = new TrackEvaluationWrapper(track, (time, value: Float64Array) => {
1115
-
1116
- const weight = this.action.getEffectiveWeight();
1117
-
1118
-
1119
- // reset for testing
1120
- if (debugRootMotion) {
1121
- if (root.position.length() > 8)
1122
- root.position.set(0, root.position.y, 0);
1123
- }
1124
-
1125
- if (time > this._prevTime) {
1126
- valuesDiff.set(value[0], value[1], value[2]);
1127
- valuesDiff.sub(valuesPrev);
1128
- valuesDiff.multiplyScalar(weight);
1129
- valuesDiff.applyQuaternion(this.getClipRotationOffset());
1130
-
1131
- // RootMotionAction.effectiveSpaceRotation[id].slerp(RootMotionAction.spaceRotation[id], weight);
1132
- valuesDiff.applyQuaternion(root.quaternion);
1133
- this.positionChange.copy(valuesDiff);
1134
-
1135
- // this.root.position.add(valuesDiff);
1136
- }
1137
-
1138
- valuesPrev.fromArray(value);
1139
-
1140
- this._prevTime = time;
1141
- value[0] = 0;
1142
- value[1] = 0;
1143
- value[2] = 0;
1144
- return value;
1145
-
1146
- });
1147
- }
1148
- }
1149
-
1150
- private static identityQuaternion = new Quaternion();
1151
-
1152
- private handleRotation(clip: AnimationClip, track: KeyframeTrack | null) {
1153
- if (track) {
1154
- if (debugRootMotion) {
1155
- const arr = track.values;
1156
- const firstKeyframe = new Euler().setFromQuaternion(new Quaternion(arr[0], arr[1], arr[2], arr[3]));
1157
- console.log(clip.name, track.name, "FIRST ROTATION IN TRACK", Mathf.toDegrees(firstKeyframe.y));
1158
- const i = track.values.length - 4;
1159
- const lastKeyframe = new Quaternion().set(arr[i], arr[i + 1], arr[i + 2], arr[i + 3]);
1160
- const euler = new Euler().setFromQuaternion(lastKeyframe);
1161
- console.log(clip.name, track.name, "LAST ROTATION IN TRACK", Mathf.toDegrees(euler.y));
1162
- }
1163
-
1164
- // if (!RootMotionAction.lastObjRotation[root.uuid]) RootMotionAction.lastObjRotation[root.uuid] = new Quaternion();
1165
- // const temp = new Quaternion();
1166
- let prevTime: number = 0;
1167
- const valuesPrev = new Quaternion();
1168
- const valuesDiff = new Quaternion();
1169
- // const summedRot = new Quaternion();
1170
- this.rotationWrapper = new TrackEvaluationWrapper(track, (time, value: Float64Array) => {
1171
- // root.quaternion.copy(RootMotionAction.lastObjRotation[root.uuid]);
1172
- if (time > prevTime) {
1173
- valuesDiff.set(value[0], value[1], value[2], value[3]);
1174
- valuesPrev.invert();
1175
- valuesDiff.multiply(valuesPrev);
1176
- // if(weight < .99) valuesDiff.slerp(RootMotionAction.identityQuaternion, 1 - weight);
1177
- this.rotationChange.copy(valuesDiff);
1178
- // root.quaternion.multiply(valuesDiff);
1179
- }
1180
- // else
1181
- // root.quaternion.multiply(this.getClipRotationOffset());
1182
-
1183
- // RootMotionAction.lastObjRotation[root.uuid].copy(root.quaternion);
1184
- valuesPrev.fromArray(value);
1185
- prevTime = time;
1186
- value[0] = 0;
1187
- value[1] = 0;
1188
- value[2] = 0;
1189
- value[3] = 1;
1190
- return value;
1191
- });
1192
- }
1193
- }
1194
-
1195
- // private lastPos: Vector3 = new Vector3();
1196
-
1197
- onBeforeUpdate(_weight: number) {
1198
- this.positionChange.set(0, 0, 0);
1199
- this.rotationChange.set(0, 0, 0, 1);
1200
- }
1201
-
1202
- onAfterUpdate(weight: number): boolean {
1203
- if (!this.action) return false;
1204
- weight *= this.action.getEffectiveWeight();
1205
- if (weight <= 0) return false;
1206
- this.positionChange.multiplyScalar(weight);
1207
- this.rotationChange.slerp(RootMotionAction.identityQuaternion, 1 - weight);
1208
- return true;
1209
- }
1210
- }
1211
-
1212
- /**
1213
- * Manages root motion for a character.
1214
- * Extracts motion from animation tracks and applies it to the character's transform.
1215
- */
1216
- class RootMotionHandler {
1217
-
1218
- private controller: AnimatorController;
1219
- private handler: RootMotionAction[] = [];
1220
- private root!: Object3D;
1221
-
1222
-
1223
- private basePosition: Vector3 = new Vector3();
1224
- private baseQuaternion: Quaternion = new Quaternion();
1225
- private baseRotation: Euler = new Euler();
1226
-
1227
- constructor(controller: AnimatorController) {
1228
- this.controller = controller;
1229
- }
1230
-
1231
- createClip(mixer: AnimationMixer, root: Object3D, clip: AnimationClip): AnimationAction {
1232
- this.root = root;
1233
- let rootName = "";
1234
- if (root && "name" in root) {
1235
- rootName = root.name;
1236
- }
1237
- const positionTrack = this.findRootTrack(clip, ".position");
1238
- const rotationTrack = this.findRootTrack(clip, ".quaternion");
1239
- const handler = new RootMotionAction(this.controller.context!, root, clip, positionTrack, rotationTrack);
1240
- this.handler.push(handler);
1241
-
1242
- // it is important we do this after the handler is created
1243
- // otherwise we can not hook into threejs interpolators
1244
- const action = mixer.clipAction(clip);
1245
- handler.action = action;
1246
- return action;
1247
- }
1248
-
1249
-
1250
- onStart(action: AnimationAction) {
1251
- for (const handler of this.handler) {
1252
- handler.onStart(action);
1253
- }
1254
-
1255
- }
1256
-
1257
- onBeforeUpdate(weight: number) {
1258
- // capture the position of the object
1259
- this.basePosition.copy(this.root.position);
1260
- this.baseQuaternion.copy(this.root.quaternion);
1261
-
1262
- for (const hand of this.handler)
1263
- hand.onBeforeUpdate(weight);
1264
- }
1265
-
1266
- private summedPosition: Vector3 = new Vector3();
1267
- private summedRotation: Quaternion = new Quaternion();
1268
-
1269
- onAfterUpdate(weight: number) {
1270
- if (weight <= 0) return;
1271
- // TODO: blend weight properly with root motion (when using timeline blending with animator)
1272
-
1273
- // apply the accumulated changes
1274
- this.root.position.copy(this.basePosition);
1275
- this.root.quaternion.copy(this.baseQuaternion);
1276
-
1277
- this.summedPosition.set(0, 0, 0);
1278
- this.summedRotation.set(0, 0, 0, 1);
1279
- for (const entry of this.handler) {
1280
- if (entry.onAfterUpdate(weight)) {
1281
- this.summedPosition.add(entry.positionChange);
1282
- this.summedRotation.multiply(entry.rotationChange);
1283
- }
1284
- }
1285
- this.root.position.add(this.summedPosition);
1286
- this.root.quaternion.multiply(this.summedRotation);
1287
- // RootMotionAction.lastObjRotation[this.root.uuid].copy(this.root.quaternion);
1288
- }
1289
-
1290
- private findRootTrack(clip: AnimationClip, name: string) {
1291
- const tracks = clip.tracks;
1292
- if (!tracks) return null;
1293
- for (const track of tracks) {
1294
- if (track.name.endsWith(name)) {
1295
- return track;
1296
- }
1297
- }
1298
- return null;
1299
- }
1300
- }
1301
-
1302
- /**
1303
- * Serialization handler for AnimatorController instances.
1304
- * Handles conversion between serialized data and runtime objects.
1305
- */
1306
- class AnimatorControllerSerializator extends TypeSerializer {
1307
- onSerialize(_: any, _context: SerializationContext) {
1308
-
1309
- }
1310
- onDeserialize(data: AnimatorControllerModel & { __type?: string }, context: SerializationContext) {
1311
- if (context.type === AnimatorController && data?.__type === "AnimatorController")
1312
- return new AnimatorController(data);
1313
- return undefined;
1314
- }
1315
- }
1
+ import { AnimationAction, AnimationClip, AnimationMixer, AxesHelper, Euler, KeyframeTrack, LoopOnce, Object3D, Quaternion, Vector3 } from "three";
2
+
3
+ import { isDevEnvironment } from "../engine/debug/index.js";
4
+ import { Mathf } from "../engine/engine_math.js";
5
+ import { InstantiateIdProvider } from "../engine/engine_networking_instantiate.js";
6
+ import { assign, SerializationContext, TypeSerializer } from "../engine/engine_serialization_core.js";
7
+ import { Context } from "../engine/engine_setup.js";
8
+ import { isAnimationAction } from "../engine/engine_three_utils.js";
9
+ import { TypeStore } from "../engine/engine_typestore.js";
10
+ import { deepClone, getParam } from "../engine/engine_utils.js";
11
+ import type { AnimatorControllerModel, Condition, State, Transition } from "../engine/extensions/NEEDLE_animator_controller_model.js";
12
+ import { AnimatorConditionMode, AnimatorControllerParameterType, AnimatorStateInfo, createMotion, StateMachineBehaviour } from "../engine/extensions/NEEDLE_animator_controller_model.js";
13
+ import { Animator } from "./Animator.js";
14
+
15
+ const debug = getParam("debuganimatorcontroller");
16
+ const debugRootMotion = getParam("debugrootmotion");
17
+
18
+ /**
19
+ * Generates a hash code for a string
20
+ * @param str - The string to hash
21
+ * @returns A numeric hash value
22
+ */
23
+ function stringToHash(str): number {
24
+ let hash = 0;
25
+ for (let i = 0; i < str.length; i++) {
26
+ const char = str.charCodeAt(i);
27
+ hash = ((hash << 5) - hash) + char;
28
+ hash = hash & hash;
29
+ }
30
+ return hash;
31
+ }
32
+
33
+ /**
34
+ * Configuration options for creating an AnimatorController
35
+ */
36
+ declare type CreateAnimatorControllerOptions = {
37
+ /** Should each animation state loop */
38
+ looping?: boolean,
39
+ /** Set to false to disable generating transitions between animation clips */
40
+ autoTransition?: boolean,
41
+ /** Duration in seconds for transitions between states */
42
+ transitionDuration?: number,
43
+ }
44
+
45
+ /**
46
+ * Controls the playback of animations using a state machine architecture.
47
+ *
48
+ * The AnimatorController manages animation states, transitions between states,
49
+ * and parameters that affect those transitions. It is used by the {@link Animator}
50
+ * component to control animation behavior on 3D models.
51
+ *
52
+ * Use the static method {@link AnimatorController.createFromClips} to create
53
+ * an animator controller from a set of animation clips.
54
+ *
55
+ * @category Animation and Sequencing
56
+ * @group Utilities
57
+ */
58
+ export class AnimatorController {
59
+
60
+ /**
61
+ * Creates an AnimatorController from a set of animation clips.
62
+ * Each clip becomes a state in the controller's state machine.
63
+ *
64
+ * @param clips - The animation clips to use for creating states
65
+ * @param options - Configuration options for the controller including looping behavior and transitions
66
+ * @returns A new AnimatorController instance
67
+ */
68
+ static createFromClips(clips: AnimationClip[], options: CreateAnimatorControllerOptions = { looping: false, autoTransition: true, transitionDuration: 0 }): AnimatorController {
69
+ const states: State[] = [];
70
+ for (let i = 0; i < clips.length; i++) {
71
+ const clip = clips[i];
72
+ const transitions: Transition[] = [];
73
+
74
+ if (options.autoTransition !== false) {
75
+ const dur = options.transitionDuration ?? 0;
76
+ const normalizedDuration = dur / clip.duration;
77
+ // automatically transition to self by default
78
+ let nextState = i;
79
+ if (options.autoTransition === undefined || options.autoTransition === true) {
80
+ nextState = (i + 1) % clips.length;
81
+ }
82
+ transitions.push({
83
+ exitTime: 1 - normalizedDuration,
84
+ offset: 0,
85
+ duration: dur,
86
+ hasExitTime: true,
87
+ destinationState: nextState,
88
+ conditions: [],
89
+ })
90
+ }
91
+
92
+ const state: State = {
93
+ name: clip.name,
94
+ hash: i, // by using the index it's easy for users to call play(2) to play the clip at index 2
95
+ motion: {
96
+ name: clip.name,
97
+ clip: clip,
98
+ isLooping: options?.looping ?? false,
99
+ },
100
+ transitions: transitions,
101
+ behaviours: []
102
+ }
103
+ states.push(state);
104
+ }
105
+ const model: AnimatorControllerModel = {
106
+ name: "AnimatorController",
107
+ guid: new InstantiateIdProvider(Date.now()).generateUUID(),
108
+ parameters: [],
109
+ layers: [{
110
+ name: "Base Layer",
111
+ stateMachine: {
112
+ defaultState: 0,
113
+ states: states
114
+ }
115
+ }]
116
+ }
117
+ const controller = new AnimatorController(model);
118
+ return controller;
119
+ }
120
+
121
+ /**
122
+ * Plays an animation state by name or hash.
123
+ *
124
+ * @param name - The name or hash identifier of the state to play
125
+ * @param layerIndex - The layer index (defaults to 0)
126
+ * @param normalizedTime - The normalized time to start the animation from (0-1)
127
+ * @param durationInSec - Transition duration in seconds
128
+ */
129
+ play(name: string | number, layerIndex: number = -1, normalizedTime: number = Number.NEGATIVE_INFINITY, durationInSec: number = 0) {
130
+ if (layerIndex < 0) layerIndex = 0;
131
+ else if (layerIndex >= this.model.layers.length) {
132
+ console.warn("invalid layer");
133
+ return;
134
+ }
135
+ const layer = this.model.layers[layerIndex];
136
+ const sm = layer.stateMachine;
137
+ for (const state of sm.states) {
138
+ if (state.name === name || state.hash === name) {
139
+ if (debug)
140
+ console.log("transition to ", state);
141
+ this.transitionTo(state, durationInSec, normalizedTime);
142
+ return;
143
+ }
144
+ }
145
+ console.warn("Could not find " + name + " to play");
146
+ }
147
+
148
+ /**
149
+ * Resets the controller to its initial state.
150
+ */
151
+ reset() {
152
+ this.setStartTransition();
153
+ }
154
+
155
+ /**
156
+ * Sets a boolean parameter value by name or hash.
157
+ *
158
+ * @param name - The name or hash identifier of the parameter
159
+ * @param value - The boolean value to set
160
+ */
161
+ setBool(name: string | number, value: boolean) {
162
+ const key = typeof name === "string" ? "name" : "hash";
163
+ return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = value);
164
+ }
165
+
166
+ /**
167
+ * Gets a boolean parameter value by name or hash.
168
+ *
169
+ * @param name - The name or hash identifier of the parameter
170
+ * @returns The boolean value of the parameter, or false if not found
171
+ */
172
+ getBool(name: string | number): boolean {
173
+ const key = typeof name === "string" ? "name" : "hash";
174
+ return this.model?.parameters?.find(p => p[key] === name)?.value as boolean ?? false;
175
+ }
176
+
177
+ /**
178
+ * Sets a float parameter value by name or hash.
179
+ *
180
+ * @param name - The name or hash identifier of the parameter
181
+ * @param val - The float value to set
182
+ * @returns True if the parameter was found and set, false otherwise
183
+ */
184
+ setFloat(name: string | number, val: number) {
185
+ const key = typeof name === "string" ? "name" : "hash";
186
+ const filtered = this.model?.parameters?.filter(p => p[key] === name);
187
+ filtered.forEach(p => p.value = val);
188
+ return filtered?.length > 0;
189
+ }
190
+
191
+ /**
192
+ * Gets a float parameter value by name or hash.
193
+ *
194
+ * @param name - The name or hash identifier of the parameter
195
+ * @returns The float value of the parameter, or 0 if not found
196
+ */
197
+ getFloat(name: string | number): number {
198
+ const key = typeof name === "string" ? "name" : "hash";
199
+ return this.model?.parameters?.find(p => p[key] === name)?.value as number ?? 0;
200
+ }
201
+
202
+ /**
203
+ * Sets an integer parameter value by name or hash.
204
+ *
205
+ * @param name - The name or hash identifier of the parameter
206
+ * @param val - The integer value to set
207
+ */
208
+ setInteger(name: string | number, val: number) {
209
+ const key = typeof name === "string" ? "name" : "hash";
210
+ return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = val);
211
+ }
212
+
213
+ /**
214
+ * Gets an integer parameter value by name or hash.
215
+ *
216
+ * @param name - The name or hash identifier of the parameter
217
+ * @returns The integer value of the parameter, or 0 if not found
218
+ */
219
+ getInteger(name: string | number): number {
220
+ const key = typeof name === "string" ? "name" : "hash";
221
+ return this.model?.parameters?.find(p => p[key] === name)?.value as number ?? 0;
222
+ }
223
+
224
+ /**
225
+ * Sets a trigger parameter to active (true).
226
+ * Trigger parameters are automatically reset after they are consumed by a transition.
227
+ *
228
+ * @param name - The name or hash identifier of the trigger parameter
229
+ */
230
+ setTrigger(name: string | number) {
231
+ if (debug)
232
+ console.log("SET TRIGGER", name);
233
+ const key = typeof name === "string" ? "name" : "hash";
234
+ return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = true);
235
+ }
236
+
237
+ /**
238
+ * Resets a trigger parameter to inactive (false).
239
+ *
240
+ * @param name - The name or hash identifier of the trigger parameter
241
+ */
242
+ resetTrigger(name: string | number) {
243
+ const key = typeof name === "string" ? "name" : "hash";
244
+ return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = false);
245
+ }
246
+
247
+ /**
248
+ * Gets the current state of a trigger parameter.
249
+ *
250
+ * @param name - The name or hash identifier of the trigger parameter
251
+ * @returns The boolean state of the trigger, or false if not found
252
+ */
253
+ getTrigger(name: string | number): boolean {
254
+ const key = typeof name === "string" ? "name" : "hash";
255
+ return this.model?.parameters?.find(p => p[key] === name)?.value as boolean ?? false;
256
+ }
257
+
258
+ /**
259
+ * Checks if the controller is currently in a transition between states.
260
+ *
261
+ * @returns True if a transition is in progress, false otherwise
262
+ */
263
+ isInTransition(): boolean {
264
+ return this._activeStates.length > 1;
265
+ }
266
+
267
+ /** Set the speed of the animator controller. Larger values will make the animation play faster. */
268
+ setSpeed(speed: number) {
269
+ this._speed = speed;
270
+ }
271
+ private _speed: number = 1;
272
+
273
+
274
+ /**
275
+ * Finds an animation state by name or hash.
276
+ * @deprecated Use findState instead
277
+ *
278
+ * @param name - The name or hash identifier of the state to find
279
+ * @returns The found state or null if not found
280
+ */
281
+ FindState(name: string | number | undefined | null): State | null { return this.findState(name); }
282
+
283
+ /**
284
+ * Finds an animation state by name or hash.
285
+ *
286
+ * @param name - The name or hash identifier of the state to find
287
+ * @returns The found state or null if not found
288
+ */
289
+ findState(name: string | number | undefined | null): State | null {
290
+ if (!name) return null;
291
+ if (Array.isArray(this.model.layers)) {
292
+ for (const layer of this.model.layers) {
293
+ for (const state of layer.stateMachine.states) {
294
+ if (state.name === name || state.hash == name) return state;
295
+ }
296
+ }
297
+ }
298
+ return null;
299
+ }
300
+
301
+ /**
302
+ * Gets information about the current playing animation state.
303
+ *
304
+ * @returns An AnimatorStateInfo object with data about the current state, or null if no state is active
305
+ */
306
+ getCurrentStateInfo() {
307
+ if (!this._activeState) return null;
308
+ const action = this._activeState.motion.action;
309
+ if (!action) return null;
310
+ const dur = this._activeState.motion.clip!.duration;
311
+ const normalizedTime = dur <= 0 ? 0 : Math.abs(action.time / dur);
312
+ return new AnimatorStateInfo(this._activeState, normalizedTime, dur, this._speed);
313
+ }
314
+
315
+ /**
316
+ * Gets the animation action currently playing.
317
+ *
318
+ * @returns The current animation action, or null if no action is playing
319
+ */
320
+ get currentAction(): AnimationAction | null {
321
+ if (!this._activeState) return null;
322
+ const action = this._activeState.motion.action;
323
+ if (!action) return null;
324
+ return action;
325
+ }
326
+
327
+ // addState(state: State, layerIndex: number = 0) {
328
+ // if (!this.model) throw new Error("AnimatorController model is missing");
329
+ // if (layerIndex < 0 || layerIndex >= this.model.layers.length) {
330
+ // throw new Error(`Invalid layer index: ${layerIndex}`);
331
+ // }
332
+ // const layer = this.model.layers[layerIndex];
333
+ // if (!layer.stateMachine) {
334
+ // layer.stateMachine = { states: [], defaultState: 0 };
335
+ // }
336
+ // if (!layer.stateMachine.states) {
337
+ // layer.stateMachine.states = [];
338
+ // }
339
+ // if (state.hash === undefined) {
340
+ // state.hash = stringToHash(state.name || "state" + layer.stateMachine.states.length);
341
+ // }
342
+
343
+ // }
344
+
345
+
346
+ /**
347
+ * The normalized time (0-1) to start playing the first state at.
348
+ * This affects the initial state when the animator is first enabled.
349
+ */
350
+ normalizedStartOffset: number = 0;
351
+
352
+ /**
353
+ * The Animator component this controller is bound to.
354
+ */
355
+ animator?: Animator;
356
+
357
+ /**
358
+ * The data model describing the animation states and transitions.
359
+ */
360
+ model: AnimatorControllerModel;
361
+
362
+ /**
363
+ * Gets the engine context from the bound animator.
364
+ */
365
+ get context(): Context | undefined | null { return this.animator?.context; }
366
+
367
+ /**
368
+ * Gets the animation mixer used by this controller.
369
+ */
370
+ get mixer() {
371
+ return this._mixer;
372
+ }
373
+
374
+ /**
375
+ * Cleans up resources used by this controller.
376
+ * Stops all animations and unregisters the mixer from the animation system.
377
+ */
378
+ dispose() {
379
+ this._mixer.stopAllAction();
380
+ if (this.animator) {
381
+ this._mixer.uncacheRoot(this.animator.gameObject);
382
+ for (const action of this._activeStates) {
383
+ if (action.motion.clip)
384
+ this.mixer.uncacheAction(action.motion.clip, this.animator.gameObject);
385
+ }
386
+ }
387
+ this.context?.animations.unregisterAnimationMixer(this._mixer);
388
+ }
389
+
390
+ // applyRootMotion(obj: Object3D) {
391
+ // // this.internalApplyRootMotion(obj);
392
+ // }
393
+
394
+ /**
395
+ * Binds this controller to an animator component.
396
+ * Creates a new animation mixer and sets up animation actions.
397
+ *
398
+ * @param animator - The animator to bind this controller to
399
+ */
400
+ bind(animator: Animator) {
401
+ if (!animator) console.error("AnimatorController.bind: animator is null");
402
+ else if (this.animator !== animator) {
403
+ if (this._mixer) {
404
+ this._mixer.stopAllAction();
405
+ this.context?.animations.unregisterAnimationMixer(this._mixer);
406
+ }
407
+ this.animator = animator;
408
+ this._mixer = new AnimationMixer(this.animator.gameObject);
409
+ this.context?.animations.registerAnimationMixer(this._mixer);
410
+ this.createActions(this.animator);
411
+ }
412
+ }
413
+
414
+ /**
415
+ * Creates a deep copy of this controller.
416
+ * Clones the model data but does not copy runtime state.
417
+ *
418
+ * @returns A new AnimatorController instance with the same configuration
419
+ */
420
+ clone() {
421
+ if (typeof this.model === "string") {
422
+ console.warn("AnimatorController has not been resolved, can not create model from string", this.model);
423
+ return null;
424
+ }
425
+ if (debug) console.warn("AnimatorController clone()", this.model);
426
+ // clone runtime controller but dont clone clip or action
427
+ const clonedModel = deepClone(this.model, (_owner, _key, _value) => {
428
+ if (_value === null || _value === undefined) return true;
429
+ // dont clone three Objects
430
+ if (_value.type === "Object3D" || _value.isObject3D === true) return false;
431
+ // dont clone AnimationAction
432
+ if (isAnimationAction(_value)) { //.constructor.name === "AnimationAction") {
433
+ // console.log(_value);
434
+ return false;
435
+ }
436
+ // dont clone AnimationClip
437
+ if (_value["tracks"] !== undefined) return false;
438
+ // when assigned __concreteInstance during serialization
439
+ if (_value instanceof AnimatorController) return false;
440
+ return true;
441
+ }) as AnimatorControllerModel;
442
+ console.assert(clonedModel !== this.model);
443
+ const controller = new AnimatorController(clonedModel);
444
+ return controller;
445
+ }
446
+
447
+ /**
448
+ * Updates the controller's state machine and animations.
449
+ * Called each frame by the animator component.
450
+ *
451
+ * @param weight - The weight to apply to the animations (for blending)
452
+ */
453
+ update(weight: number) {
454
+ if (!this.animator) return;
455
+ this.evaluateTransitions();
456
+ this.updateActiveStates(weight);
457
+ // We want to update the animation mixer even if there is no active state (e.g. in cases where an empty animator controller is assigned and the timeline runs)
458
+ // if (!this._activeState) return;
459
+ const dt = this.animator.context.time.deltaTime;
460
+ if (this.animator.applyRootMotion) {
461
+ this.rootMotionHandler?.onBeforeUpdate(weight);
462
+ }
463
+ this._mixer.update(dt);
464
+ if (this.animator.applyRootMotion) {
465
+ this.rootMotionHandler?.onAfterUpdate(weight);
466
+ }
467
+ }
468
+
469
+
470
+ private _mixer!: AnimationMixer;
471
+ private _activeState?: State;
472
+
473
+ /**
474
+ * Gets the currently active animation state.
475
+ *
476
+ * @returns The active state or undefined if no state is active
477
+ */
478
+ get activeState(): State | undefined { return this._activeState; }
479
+
480
+ constructor(model: AnimatorControllerModel) {
481
+ this.model = model;
482
+ if (debug) console.log(this);
483
+ }
484
+
485
+ private _activeStates: State[] = [];
486
+
487
+ private updateActiveStates(weight: number) {
488
+ for (let i = 0; i < this._activeStates.length; i++) {
489
+ const state = this._activeStates[i];
490
+ const motion = state.motion;
491
+ if (!motion.action) {
492
+ this._activeStates.splice(i, 1);
493
+ i--;
494
+ }
495
+ else {
496
+ const action = motion.action;
497
+ action.weight = weight;
498
+ // console.log(action.getClip().name, action.getEffectiveWeight(), action.isScheduled());
499
+ if ((action.getEffectiveWeight() <= 0 && !action.isRunning())) {
500
+ if (debug)
501
+ console.debug("REMOVE", state.name, action.getEffectiveWeight(), action.isRunning(), action.isScheduled())
502
+ this._activeStates.splice(i, 1);
503
+ i--;
504
+ }
505
+ }
506
+ }
507
+ }
508
+
509
+ private setStartTransition() {
510
+ if (this.model.layers.length > 1 && (debug || isDevEnvironment())) {
511
+ console.warn("Multiple layers are not supported yet " + this.animator?.name);
512
+ }
513
+ for (const layer of this.model.layers) {
514
+ const sm = layer.stateMachine;
515
+ if (sm.defaultState === undefined) {
516
+ if (debug)
517
+ console.warn("AnimatorController default state is undefined, will assign state 0 as default", layer);
518
+ sm.defaultState = 0;
519
+ }
520
+ const start = sm.states[sm.defaultState];
521
+ this.transitionTo(start, 0, this.normalizedStartOffset);
522
+ break;
523
+ }
524
+ }
525
+
526
+ private evaluateTransitions() {
527
+ let didEnterStateThisFrame = false;
528
+ if (!this._activeState) {
529
+ this.setStartTransition();
530
+ if (!this._activeState) return;
531
+ didEnterStateThisFrame = true;
532
+ }
533
+
534
+ const state = this._activeState;
535
+ const action = state.motion.action;
536
+ let index = 0;
537
+ for (const transition of state.transitions) {
538
+ ++index;
539
+ // transition without exit time and without condition that transition to itself are ignored
540
+ if (!transition.hasExitTime && transition.conditions.length <= 0) {
541
+ // if (this._activeState && this.getState(transition.destinationState, currentLayer)?.hash === this._activeState.hash)
542
+ continue;
543
+ }
544
+
545
+ let allConditionsAreMet = true;
546
+ for (const cond of transition.conditions) {
547
+ if (!this.evaluateCondition(cond)) {
548
+ allConditionsAreMet = false;
549
+ break;
550
+ }
551
+ }
552
+ if (!allConditionsAreMet) continue;
553
+
554
+ if (debug && allConditionsAreMet) {
555
+ // console.log("All conditions are met", transition);
556
+ }
557
+
558
+ if (action) {
559
+ const dur = state.motion.clip!.duration;
560
+ const normalizedTime = dur <= 0 ? 1 : Math.abs(action.time / dur);
561
+ let exitTime = transition.exitTime;
562
+
563
+ // When the animation is playing backwards we need to check exit time inverted
564
+ if (action.timeScale < 0) {
565
+ exitTime = 1 - exitTime;
566
+ }
567
+
568
+ let makeTransition = false;
569
+ if (transition.hasExitTime) {
570
+ if (action.timeScale > 0) makeTransition = normalizedTime >= transition.exitTime;
571
+ // When the animation is playing backwards we need to check exit time inverted
572
+ else if (action.timeScale < 0) makeTransition = 1 - normalizedTime >= transition.exitTime;
573
+ }
574
+ else {
575
+ makeTransition = true;
576
+ }
577
+
578
+ if (makeTransition) {
579
+ // disable triggers for this transition
580
+ for (const cond of transition.conditions) {
581
+ const param = this.model.parameters.find(p => p.name === cond.parameter);
582
+ if (param?.type === AnimatorControllerParameterType.Trigger && param.value) {
583
+ param.value = false;
584
+ }
585
+ }
586
+
587
+ // if (transition.hasExitTime && transition.exitTime >= .9999)
588
+ action.clampWhenFinished = true;
589
+ // else action.clampWhenFinished = false;
590
+ if (debug) {
591
+ const targetState = this.getState(transition.destinationState, 0);
592
+ console.log(`Transition to ${transition.destinationState} / ${targetState?.name}`, transition, "\nTimescale: " + action.timeScale, "\nNormalized time: " + normalizedTime.toFixed(3), "\nExit Time: " + exitTime, transition.hasExitTime);
593
+ // console.log(action.time, transition.exitTime);
594
+ }
595
+ this.transitionTo(transition.destinationState, transition.duration, transition.offset);
596
+ // use the first transition that matches all conditions and make the transition as soon as in range
597
+ return;
598
+ }
599
+ }
600
+ else {
601
+ this.transitionTo(transition.destinationState, transition.duration, transition.offset);
602
+ return;
603
+ }
604
+ // if none of the transitions can be made continue searching for another transition meeting the conditions
605
+ }
606
+
607
+ // action.time += this.context.time.deltaTime
608
+ // console.log(action?.time, action?.getEffectiveWeight())
609
+
610
+ // update timescale
611
+ if (action) {
612
+ this.setTimescale(action, state);
613
+ }
614
+
615
+ let didTriggerLooping = false;
616
+ if (state.motion.isLooping && action) {
617
+ // we dont use the three loop state here because it prevents the transition check above
618
+ // it is easier if we re-trigger loop here.
619
+ // We also can easily add the cycle offset settings from unity later
620
+ if (action.time >= action.getClip().duration) {
621
+ didTriggerLooping = true;
622
+ action.reset();
623
+ action.time = 0;
624
+ action.play();
625
+ }
626
+ else if (action.time <= 0 && action.timeScale < 0) {
627
+ didTriggerLooping = true;
628
+ action.reset();
629
+ action.time = action.getClip().duration;
630
+ action.play();
631
+ }
632
+ }
633
+
634
+ // call update state behaviours:
635
+ if (!didTriggerLooping && state && !didEnterStateThisFrame && action && this.animator) {
636
+ if (state.behaviours) {
637
+ const duration = action?.getClip().duration;
638
+ const normalizedTime = action.time / duration;
639
+ const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed)
640
+ for (const beh of state.behaviours) {
641
+ if (beh.instance) {
642
+ beh.instance.onStateUpdate?.call(beh.instance, this.animator, info, 0);
643
+ }
644
+ }
645
+ }
646
+ }
647
+
648
+ }
649
+
650
+ private setTimescale(action: AnimationAction, state: State) {
651
+ let speedFactor = state.speed ?? 1;
652
+ if (state.speedParameter)
653
+ speedFactor *= this.getFloat(state.speedParameter);
654
+ if (speedFactor !== undefined) {
655
+ action.timeScale = speedFactor * this._speed;
656
+ }
657
+ }
658
+
659
+ private getState(state: State | number, layerIndex: number): State | null {
660
+ if (typeof state === "number") {
661
+ if (state == -1) {
662
+ state = this.model.layers[layerIndex].stateMachine.defaultState; // exit state -> entry state
663
+ if (state === undefined) {
664
+ if (debug)
665
+ console.warn("AnimatorController default state is undefined: ", this.model, "Layer: " + layerIndex);
666
+ state = 0;
667
+ }
668
+ }
669
+ state = this.model.layers[layerIndex].stateMachine.states[state];
670
+ }
671
+ return state;
672
+ }
673
+
674
+ /**
675
+ * These actions have been active previously but not faded out because we entered a state that has no real animation - no duration. In which case we hold the previously active actions until they are faded out.
676
+ */
677
+ private readonly _heldActions: AnimationAction[] = [];
678
+ private releaseHeldActions(duration: number) {
679
+ for (const prev of this._heldActions) {
680
+ prev.fadeOut(duration);
681
+ }
682
+ this._heldActions.length = 0;
683
+ }
684
+
685
+ private transitionTo(state: State | number, durationInSec: number, offsetNormalized: number) {
686
+
687
+ if (!this.animator) return;
688
+
689
+ const layerIndex = 0;
690
+
691
+ state = this.getState(state, layerIndex) as State;
692
+
693
+ if (!state?.motion || !state.motion.clip || !(state.motion.clip instanceof AnimationClip)) {
694
+ // if(debug) console.warn("State has no clip or motion", state);
695
+ return;
696
+ }
697
+
698
+ const isSelf = this._activeState === state;
699
+ if (isSelf) {
700
+ const motion = state.motion;
701
+ if (!motion.action_loopback && motion.clip) {
702
+ // uncache action immediately resets the applied animation which breaks the root motion
703
+ // this happens if we have a transition to self and the clip is not cached yet
704
+ const previousMatrix = this.rootMotionHandler ? this.animator.gameObject.matrix.clone() : null;
705
+ this._mixer.uncacheAction(motion.clip, this.animator.gameObject);
706
+ if (previousMatrix)
707
+ previousMatrix.decompose(this.animator.gameObject.position, this.animator.gameObject.quaternion, this.animator.gameObject.scale);
708
+ motion.action_loopback = this.createAction(motion.clip);
709
+ }
710
+ }
711
+
712
+ // call exit state behaviours
713
+ if (this._activeState?.behaviours && this._activeState.motion.action) {
714
+ const duration = this._activeState?.motion.clip!.duration;
715
+ const normalizedTime = this._activeState.motion.action.time / duration;
716
+ const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed);
717
+ for (const beh of this._activeState.behaviours) {
718
+ beh.instance?.onStateExit?.call(beh.instance, this.animator, info, layerIndex);
719
+ }
720
+ }
721
+
722
+ const prevAction = this._activeState?.motion.action;
723
+
724
+
725
+ if (isSelf) {
726
+ state.motion.action = state.motion.action_loopback;
727
+ state.motion.action_loopback = prevAction;
728
+ }
729
+ const prev = this._activeState;
730
+ this._activeState = state;
731
+ const action = state.motion?.action;
732
+
733
+ const clip = state.motion.clip;
734
+
735
+
736
+ if (clip?.duration <= 0 && clip.tracks.length <= 0) {
737
+ // if the new state doesn't have a valid clip / no tracks we don't fadeout the previous action and instead hold the previous action.
738
+ if (prevAction) {
739
+ this._heldActions.push(prevAction);
740
+ }
741
+ }
742
+ else if (prevAction) {
743
+ prevAction!.fadeOut(durationInSec);
744
+ this.releaseHeldActions(durationInSec);
745
+ }
746
+
747
+ if (action) {
748
+ offsetNormalized = Math.max(0, Math.min(1, offsetNormalized));
749
+ if (state.cycleOffsetParameter) {
750
+ let val = this.getFloat(state.cycleOffsetParameter);
751
+ if (typeof val === "number") {
752
+ if (val < 0) val += 1;
753
+ offsetNormalized += val;
754
+ offsetNormalized %= 1;
755
+ }
756
+ else if (debug) console.warn("AnimatorController cycle offset parameter is not a number", state.cycleOffsetParameter);
757
+ }
758
+ else if (typeof state.cycleOffset === "number") {
759
+ offsetNormalized += state.cycleOffset
760
+ offsetNormalized %= 1;
761
+ }
762
+ if (action.isRunning())
763
+ action.stop();
764
+ action.reset();
765
+ action.enabled = true;
766
+ this.setTimescale(action, state);
767
+ const duration = state.motion.clip!.duration;
768
+ // if we are looping to the same state we don't want to offset the current start time
769
+ action.time = isSelf ? 0 : offsetNormalized * duration;
770
+ if (action.timeScale < 0) action.time = duration - action.time;
771
+ action.clampWhenFinished = true;
772
+ action.setLoop(LoopOnce, 0);
773
+ if (durationInSec > 0)
774
+ action.fadeIn(durationInSec);
775
+ else action.weight = 1;
776
+ action.play();
777
+
778
+ if (this.rootMotionHandler) {
779
+ this.rootMotionHandler.onStart(action);
780
+ }
781
+
782
+ if (!this._activeStates.includes(state))
783
+ this._activeStates.push(state);
784
+
785
+ // call enter state behaviours
786
+ if (this._activeState.behaviours) {
787
+ const info = new AnimatorStateInfo(state, offsetNormalized, duration, this._speed);
788
+ for (const beh of this._activeState.behaviours) {
789
+ beh.instance?.onStateEnter?.call(beh.instance, this.animator, info, layerIndex);
790
+ }
791
+ }
792
+ }
793
+ else if (debug) {
794
+ if (!state["__warned_no_motion"]) {
795
+ state["__warned_no_motion"] = true;
796
+ console.warn("No action", state.motion, this);
797
+ }
798
+ }
799
+
800
+ if (debug)
801
+ console.log("TRANSITION FROM " + prev?.name + " TO " + state.name, durationInSec, prevAction, action, action?.getEffectiveTimeScale(), action?.getEffectiveWeight(), action?.isRunning(), action?.isScheduled(), action?.paused);
802
+ }
803
+
804
+ private createAction(clip: AnimationClip) {
805
+
806
+ // uncache clip causes issues when multiple states use the same clip
807
+ // this._mixer.uncacheClip(clip);
808
+ // instead only uncache the action when one already exists to make sure
809
+ // we get unique actions per state
810
+ const existing = this._mixer.existingAction(clip);
811
+ if (existing) this._mixer.uncacheAction(clip, this.animator?.gameObject);
812
+
813
+ if (this.animator?.applyRootMotion) {
814
+ if (!this.rootMotionHandler) {
815
+ this.rootMotionHandler = new RootMotionHandler(this);
816
+ }
817
+ // TODO: find root bone properly
818
+ const root = this.animator.gameObject;
819
+ return this.rootMotionHandler.createClip(this._mixer, root, clip);
820
+ }
821
+ else {
822
+ const action = this._mixer.clipAction(clip);
823
+ return action;
824
+ }
825
+ }
826
+
827
+ private evaluateCondition(cond: Condition): boolean {
828
+ const param = this.model.parameters.find(p => p.name === cond.parameter);
829
+ if (!param) return false;
830
+ // console.log(param.name, param.value);
831
+ switch (cond.mode) {
832
+ case AnimatorConditionMode.If:
833
+ return param.value === true;
834
+ case AnimatorConditionMode.IfNot:
835
+ return param.value === false;
836
+ case AnimatorConditionMode.Greater:
837
+ return param.value as number > cond.threshold;
838
+ case AnimatorConditionMode.Less:
839
+ return param.value as number < cond.threshold;
840
+ case AnimatorConditionMode.Equals:
841
+ return param.value === cond.threshold;
842
+ case AnimatorConditionMode.NotEqual:
843
+ return param.value !== cond.threshold;
844
+ }
845
+ return false;
846
+ }
847
+
848
+ private createActions(_animator: Animator) {
849
+ if (debug) console.log("AnimatorController createActions", this.model);
850
+ for (const layer of this.model.layers) {
851
+ const sm = layer.stateMachine;
852
+ for (let index = 0; index < sm.states.length; index++) {
853
+ const state = sm.states[index];
854
+
855
+ // ensure we have a transitions array
856
+ if (!state.transitions) {
857
+ state.transitions = [];
858
+ }
859
+ for (const t of state.transitions) {
860
+ // can happen if conditions are empty in blender - the exporter seems to skip empty arrays
861
+ if (!t.conditions) t.conditions = [];
862
+ }
863
+
864
+ // ensure we have a motion even if none was exported
865
+ if (!state.motion) {
866
+ if (debug) console.warn("No motion", state);
867
+ state.motion = createMotion(state.name);
868
+ // console.warn("Missing motion", "AnimatorController: " + this.model.name, state);
869
+ // sm.states.splice(index, 1);
870
+ // index -= 1;
871
+ // continue;
872
+ }
873
+ // the clips array contains which animator has which animationclip
874
+ if (this.animator && state.motion.clips) {
875
+ // TODO: we have to compare by name because on instantiate we clone objects but not the node object
876
+ const mapping = state.motion.clips?.find(e => e.node.name === this.animator?.gameObject?.name);
877
+ if (!mapping) {
878
+ if (debug || isDevEnvironment()) {
879
+ console.warn("Could not find clip for animator \"" + this.animator?.gameObject?.name + "\"", state.motion.clips.map(c => c.node.name));
880
+ }
881
+ }
882
+ else
883
+ state.motion.clip = mapping.clip;
884
+ }
885
+
886
+ // ensure we have a clip to blend to
887
+ if (!state.motion.clip) {
888
+ if (debug) console.warn("No clip assigned to state", state);
889
+ const clip = new AnimationClip(undefined, undefined, []);
890
+ state.motion.clip = clip;
891
+ }
892
+
893
+ if (state.motion?.clip) {
894
+ const clip = state.motion.clip;
895
+ if (clip instanceof AnimationClip) {
896
+ const action = this.createAction(clip);
897
+ state.motion.action = action;
898
+ }
899
+ else {
900
+ if (debug || isDevEnvironment()) console.warn("No valid animationclip assigned", state);
901
+ }
902
+ }
903
+
904
+ // create state machine behaviours
905
+ if (state.behaviours && Array.isArray(state.behaviours)) {
906
+ for (const behaviour of state.behaviours) {
907
+ if (!behaviour?.typeName) continue;
908
+ const type = TypeStore.get(behaviour.typeName);
909
+ if (type) {
910
+ const instance: StateMachineBehaviour = new type() as StateMachineBehaviour;
911
+ if (instance.isStateMachineBehaviour) {
912
+ instance._context = this.context ?? undefined;
913
+ assign(instance, behaviour.properties);
914
+ behaviour.instance = instance;
915
+ }
916
+ if (debug) console.log("Created animator controller behaviour", state.name, behaviour.typeName, behaviour.properties, instance);
917
+ }
918
+ else {
919
+ if (debug || isDevEnvironment()) console.warn("Could not find AnimatorBehaviour type: " + behaviour.typeName);
920
+ }
921
+ }
922
+ }
923
+ }
924
+ }
925
+ }
926
+
927
+ /**
928
+ * Yields all animation actions managed by this controller.
929
+ * Iterates through all states in all layers and returns their actions.
930
+ */
931
+ *enumerateActions() {
932
+ if (!this.model.layers) return;
933
+ for (const layer of this.model.layers) {
934
+ const sm = layer.stateMachine;
935
+ for (let index = 0; index < sm.states.length; index++) {
936
+ const state = sm.states[index];
937
+ if (state?.motion) {
938
+ if (state.motion.action)
939
+ yield state.motion.action;
940
+ if (state.motion.action_loopback)
941
+ yield state.motion.action_loopback;
942
+ }
943
+ }
944
+ }
945
+ }
946
+
947
+
948
+ // https://docs.unity3d.com/Manual/RootMotion.html
949
+ private rootMotionHandler?: RootMotionHandler;
950
+
951
+
952
+ // private findRootBone(obj: Object3D): Object3D | null {
953
+ // if (this.animationRoot) return this.animationRoot;
954
+ // if (obj.type === "Bone") {
955
+ // this.animationRoot = obj as Bone;
956
+ // return this.animationRoot;
957
+ // }
958
+ // if (obj.children) {
959
+ // for (const ch of obj.children) {
960
+ // const res = this.findRootBone(ch);
961
+ // if (res) return res;
962
+ // }
963
+ // }
964
+ // return null;
965
+ // }
966
+ }
967
+
968
+ /**
969
+ * Wraps a KeyframeTrack to allow custom evaluation of animation values.
970
+ * Used internally to modify animation behavior without changing the original data.
971
+ */
972
+ class TrackEvaluationWrapper {
973
+
974
+ track?: KeyframeTrack;
975
+ createdInterpolant?: any;
976
+ originalEvaluate?: Function;
977
+ private customEvaluate?: (time: number) => any;
978
+
979
+ constructor(track: KeyframeTrack, evaluate: (time: number, value: any) => any) {
980
+ this.track = track;
981
+ const t = track as any;
982
+ const createOriginalInterpolator = t.createInterpolant.bind(track);
983
+ t.createInterpolant = () => {
984
+ t.createInterpolant = createOriginalInterpolator;
985
+ this.createdInterpolant = createOriginalInterpolator();
986
+ this.originalEvaluate = this.createdInterpolant.evaluate.bind(this.createdInterpolant);
987
+ this.customEvaluate = time => {
988
+ if (!this.originalEvaluate) return;
989
+ const res = this.originalEvaluate(time);
990
+ return evaluate(time, res);
991
+ };
992
+ this.createdInterpolant.evaluate = this.customEvaluate;
993
+ return this.createdInterpolant;
994
+ }
995
+ };
996
+
997
+
998
+ dispose() {
999
+ if (this.createdInterpolant && this.originalEvaluate) {
1000
+ this.createdInterpolant.evaluate = this.originalEvaluate;
1001
+ }
1002
+ this.track = undefined;
1003
+ this.createdInterpolant = null;
1004
+ this.originalEvaluate = undefined;
1005
+ this.customEvaluate = undefined;
1006
+ }
1007
+ }
1008
+
1009
+ /**
1010
+ * Handles root motion extraction from animation tracks.
1011
+ * Captures movement from animations and applies it to the root object.
1012
+ */
1013
+ class RootMotionAction {
1014
+
1015
+ private static lastObjPosition: { [key: string]: Vector3 } = {};
1016
+ private static lastObjRotation: { [key: string]: Quaternion } = {};
1017
+
1018
+ // we remove the first keyframe rotation from the space rotation when updating
1019
+ private static firstKeyframeRotation: { [key: string]: Quaternion } = {};
1020
+ // this is used to rotate the space on clip end / start (so the transform direction is correct)
1021
+ private static spaceRotation: { [key: string]: Quaternion } = {};
1022
+ private static effectiveSpaceRotation: { [key: string]: Quaternion } = {};
1023
+ private static clipOffsetRotation: { [key: string]: Quaternion } = {};
1024
+
1025
+
1026
+ set action(val: AnimationAction) {
1027
+ this._action = val;
1028
+ }
1029
+ get action() {
1030
+ return this._action;
1031
+ }
1032
+
1033
+ get cacheId() {
1034
+ return this.root.uuid;
1035
+ }
1036
+
1037
+ private _action!: AnimationAction;
1038
+
1039
+ private root: Object3D;
1040
+ private clip: AnimationClip;
1041
+ private positionWrapper: TrackEvaluationWrapper | null = null;
1042
+ private rotationWrapper: TrackEvaluationWrapper | null = null;
1043
+ private context: Context;
1044
+
1045
+ positionChange: Vector3 = new Vector3();
1046
+ rotationChange: Quaternion = new Quaternion();
1047
+
1048
+ constructor(context: Context, root: Object3D, clip: AnimationClip, positionTrack: KeyframeTrack | null, rotationTrack: KeyframeTrack | null) {
1049
+ // console.log(this, positionTrack, rotationTrack);
1050
+ this.context = context;
1051
+ this.root = root;
1052
+ this.clip = clip;
1053
+
1054
+ if (!RootMotionAction.firstKeyframeRotation[this.cacheId])
1055
+ RootMotionAction.firstKeyframeRotation[this.cacheId] = new Quaternion();
1056
+ if (rotationTrack) {
1057
+ const values = rotationTrack.values;
1058
+ RootMotionAction.firstKeyframeRotation[this.cacheId]
1059
+ .set(values[0], values[1], values[2], values[3])
1060
+ }
1061
+
1062
+ if (!RootMotionAction.spaceRotation[this.cacheId])
1063
+ RootMotionAction.spaceRotation[this.cacheId] = new Quaternion();
1064
+
1065
+ if (!RootMotionAction.effectiveSpaceRotation[this.cacheId])
1066
+ RootMotionAction.effectiveSpaceRotation[this.cacheId] = new Quaternion();
1067
+
1068
+ RootMotionAction.clipOffsetRotation[this.cacheId] = new Quaternion();
1069
+ if (rotationTrack) {
1070
+ RootMotionAction.clipOffsetRotation[this.cacheId]
1071
+ .set(rotationTrack.values[0], rotationTrack.values[1], rotationTrack.values[2], rotationTrack.values[3])
1072
+ .invert();
1073
+ }
1074
+
1075
+ this.handlePosition(clip, positionTrack);
1076
+ this.handleRotation(clip, rotationTrack);
1077
+ }
1078
+
1079
+ onStart(action: AnimationAction) {
1080
+ if (action.getClip() !== this.clip) return;
1081
+
1082
+ if (!RootMotionAction.lastObjRotation[this.cacheId]) {
1083
+ RootMotionAction.lastObjRotation[this.cacheId] = this.root.quaternion.clone()
1084
+ }
1085
+ const lastRotation = RootMotionAction.lastObjRotation[this.cacheId];
1086
+ // const firstKeyframe = RootMotionAction.firstKeyframeRotation[this.this.cacheId];
1087
+ // lastRotation.invert().premultiply(firstKeyframe).invert();
1088
+ RootMotionAction.spaceRotation[this.cacheId].copy(lastRotation);
1089
+
1090
+ if (debugRootMotion) {
1091
+ const euler = new Euler().setFromQuaternion(lastRotation);
1092
+ console.log("START", this.clip.name, Mathf.toDegrees(euler.y), this.root.position.z);
1093
+ }
1094
+ }
1095
+
1096
+ private getClipRotationOffset() {
1097
+ return RootMotionAction.clipOffsetRotation[this.cacheId];
1098
+ }
1099
+
1100
+ private _prevTime = 0;
1101
+
1102
+ private handlePosition(_clip: AnimationClip, track: KeyframeTrack | null) {
1103
+ if (track) {
1104
+
1105
+ const root = this.root;
1106
+ if (debugRootMotion)
1107
+ root.add(new AxesHelper());
1108
+
1109
+ if (!RootMotionAction.lastObjPosition[this.cacheId])
1110
+ RootMotionAction.lastObjPosition[this.cacheId] = this.root.position.clone();
1111
+ const valuesDiff = new Vector3();
1112
+ const valuesPrev = new Vector3();
1113
+ // const rotation = new Quaternion();
1114
+ this.positionWrapper = new TrackEvaluationWrapper(track, (time, value: Float64Array) => {
1115
+
1116
+ const weight = this.action.getEffectiveWeight();
1117
+
1118
+
1119
+ // reset for testing
1120
+ if (debugRootMotion) {
1121
+ if (root.position.length() > 8)
1122
+ root.position.set(0, root.position.y, 0);
1123
+ }
1124
+
1125
+ if (time > this._prevTime) {
1126
+ valuesDiff.set(value[0], value[1], value[2]);
1127
+ valuesDiff.sub(valuesPrev);
1128
+ valuesDiff.multiplyScalar(weight);
1129
+ valuesDiff.applyQuaternion(this.getClipRotationOffset());
1130
+
1131
+ // RootMotionAction.effectiveSpaceRotation[id].slerp(RootMotionAction.spaceRotation[id], weight);
1132
+ valuesDiff.applyQuaternion(root.quaternion);
1133
+ this.positionChange.copy(valuesDiff);
1134
+
1135
+ // this.root.position.add(valuesDiff);
1136
+ }
1137
+
1138
+ valuesPrev.fromArray(value);
1139
+
1140
+ this._prevTime = time;
1141
+ value[0] = 0;
1142
+ value[1] = 0;
1143
+ value[2] = 0;
1144
+ return value;
1145
+
1146
+ });
1147
+ }
1148
+ }
1149
+
1150
+ private static identityQuaternion = new Quaternion();
1151
+
1152
+ private handleRotation(clip: AnimationClip, track: KeyframeTrack | null) {
1153
+ if (track) {
1154
+ if (debugRootMotion) {
1155
+ const arr = track.values;
1156
+ const firstKeyframe = new Euler().setFromQuaternion(new Quaternion(arr[0], arr[1], arr[2], arr[3]));
1157
+ console.log(clip.name, track.name, "FIRST ROTATION IN TRACK", Mathf.toDegrees(firstKeyframe.y));
1158
+ const i = track.values.length - 4;
1159
+ const lastKeyframe = new Quaternion().set(arr[i], arr[i + 1], arr[i + 2], arr[i + 3]);
1160
+ const euler = new Euler().setFromQuaternion(lastKeyframe);
1161
+ console.log(clip.name, track.name, "LAST ROTATION IN TRACK", Mathf.toDegrees(euler.y));
1162
+ }
1163
+
1164
+ // if (!RootMotionAction.lastObjRotation[root.uuid]) RootMotionAction.lastObjRotation[root.uuid] = new Quaternion();
1165
+ // const temp = new Quaternion();
1166
+ let prevTime: number = 0;
1167
+ const valuesPrev = new Quaternion();
1168
+ const valuesDiff = new Quaternion();
1169
+ // const summedRot = new Quaternion();
1170
+ this.rotationWrapper = new TrackEvaluationWrapper(track, (time, value: Float64Array) => {
1171
+ // root.quaternion.copy(RootMotionAction.lastObjRotation[root.uuid]);
1172
+ if (time > prevTime) {
1173
+ valuesDiff.set(value[0], value[1], value[2], value[3]);
1174
+ valuesPrev.invert();
1175
+ valuesDiff.multiply(valuesPrev);
1176
+ // if(weight < .99) valuesDiff.slerp(RootMotionAction.identityQuaternion, 1 - weight);
1177
+ this.rotationChange.copy(valuesDiff);
1178
+ // root.quaternion.multiply(valuesDiff);
1179
+ }
1180
+ // else
1181
+ // root.quaternion.multiply(this.getClipRotationOffset());
1182
+
1183
+ // RootMotionAction.lastObjRotation[root.uuid].copy(root.quaternion);
1184
+ valuesPrev.fromArray(value);
1185
+ prevTime = time;
1186
+ value[0] = 0;
1187
+ value[1] = 0;
1188
+ value[2] = 0;
1189
+ value[3] = 1;
1190
+ return value;
1191
+ });
1192
+ }
1193
+ }
1194
+
1195
+ // private lastPos: Vector3 = new Vector3();
1196
+
1197
+ onBeforeUpdate(_weight: number) {
1198
+ this.positionChange.set(0, 0, 0);
1199
+ this.rotationChange.set(0, 0, 0, 1);
1200
+ }
1201
+
1202
+ onAfterUpdate(weight: number): boolean {
1203
+ if (!this.action) return false;
1204
+ weight *= this.action.getEffectiveWeight();
1205
+ if (weight <= 0) return false;
1206
+ this.positionChange.multiplyScalar(weight);
1207
+ this.rotationChange.slerp(RootMotionAction.identityQuaternion, 1 - weight);
1208
+ return true;
1209
+ }
1210
+ }
1211
+
1212
+ /**
1213
+ * Manages root motion for a character.
1214
+ * Extracts motion from animation tracks and applies it to the character's transform.
1215
+ */
1216
+ class RootMotionHandler {
1217
+
1218
+ private controller: AnimatorController;
1219
+ private handler: RootMotionAction[] = [];
1220
+ private root!: Object3D;
1221
+
1222
+
1223
+ private basePosition: Vector3 = new Vector3();
1224
+ private baseQuaternion: Quaternion = new Quaternion();
1225
+ private baseRotation: Euler = new Euler();
1226
+
1227
+ constructor(controller: AnimatorController) {
1228
+ this.controller = controller;
1229
+ }
1230
+
1231
+ createClip(mixer: AnimationMixer, root: Object3D, clip: AnimationClip): AnimationAction {
1232
+ this.root = root;
1233
+ let rootName = "";
1234
+ if (root && "name" in root) {
1235
+ rootName = root.name;
1236
+ }
1237
+ const positionTrack = this.findRootTrack(clip, ".position");
1238
+ const rotationTrack = this.findRootTrack(clip, ".quaternion");
1239
+ const handler = new RootMotionAction(this.controller.context!, root, clip, positionTrack, rotationTrack);
1240
+ this.handler.push(handler);
1241
+
1242
+ // it is important we do this after the handler is created
1243
+ // otherwise we can not hook into threejs interpolators
1244
+ const action = mixer.clipAction(clip);
1245
+ handler.action = action;
1246
+ return action;
1247
+ }
1248
+
1249
+
1250
+ onStart(action: AnimationAction) {
1251
+ for (const handler of this.handler) {
1252
+ handler.onStart(action);
1253
+ }
1254
+
1255
+ }
1256
+
1257
+ onBeforeUpdate(weight: number) {
1258
+ // capture the position of the object
1259
+ this.basePosition.copy(this.root.position);
1260
+ this.baseQuaternion.copy(this.root.quaternion);
1261
+
1262
+ for (const hand of this.handler)
1263
+ hand.onBeforeUpdate(weight);
1264
+ }
1265
+
1266
+ private summedPosition: Vector3 = new Vector3();
1267
+ private summedRotation: Quaternion = new Quaternion();
1268
+
1269
+ onAfterUpdate(weight: number) {
1270
+ if (weight <= 0) return;
1271
+ // TODO: blend weight properly with root motion (when using timeline blending with animator)
1272
+
1273
+ // apply the accumulated changes
1274
+ this.root.position.copy(this.basePosition);
1275
+ this.root.quaternion.copy(this.baseQuaternion);
1276
+
1277
+ this.summedPosition.set(0, 0, 0);
1278
+ this.summedRotation.set(0, 0, 0, 1);
1279
+ for (const entry of this.handler) {
1280
+ if (entry.onAfterUpdate(weight)) {
1281
+ this.summedPosition.add(entry.positionChange);
1282
+ this.summedRotation.multiply(entry.rotationChange);
1283
+ }
1284
+ }
1285
+ this.root.position.add(this.summedPosition);
1286
+ this.root.quaternion.multiply(this.summedRotation);
1287
+ // RootMotionAction.lastObjRotation[this.root.uuid].copy(this.root.quaternion);
1288
+ }
1289
+
1290
+ private findRootTrack(clip: AnimationClip, name: string) {
1291
+ const tracks = clip.tracks;
1292
+ if (!tracks) return null;
1293
+ for (const track of tracks) {
1294
+ if (track.name.endsWith(name)) {
1295
+ return track;
1296
+ }
1297
+ }
1298
+ return null;
1299
+ }
1300
+ }
1301
+
1302
+ /**
1303
+ * Serialization handler for AnimatorController instances.
1304
+ * Handles conversion between serialized data and runtime objects.
1305
+ */
1306
+ class AnimatorControllerSerializator extends TypeSerializer {
1307
+ onSerialize(_: any, _context: SerializationContext) {
1308
+
1309
+ }
1310
+ onDeserialize(data: AnimatorControllerModel & { __type?: string }, context: SerializationContext) {
1311
+ if (context.type === AnimatorController && data?.__type === "AnimatorController")
1312
+ return new AnimatorController(data);
1313
+ return undefined;
1314
+ }
1315
+ }
1316
1316
  new AnimatorControllerSerializator(AnimatorController);