@needle-tools/engine 4.5.0-alpha.6 → 4.5.0

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 (1070) hide show
  1. package/CHANGELOG.md +3729 -3729
  2. package/LICENSE.md +10 -10
  3. package/README.md +64 -64
  4. package/components.needle.json +1 -1
  5. package/dist/{needle-engine.bundle-17f4eeec.light.js → needle-engine.bundle-0293e87a.light.js} +689 -690
  6. package/dist/{needle-engine.bundle-49c948a1.light.min.js → needle-engine.bundle-1679a09a.light.min.js} +3 -3
  7. package/dist/{needle-engine.bundle-12ffa86b.light.umd.cjs → needle-engine.bundle-2f187b48.light.umd.cjs} +5 -5
  8. package/dist/{needle-engine.bundle-a8ee7980.umd.cjs → needle-engine.bundle-4366d297.umd.cjs} +5 -5
  9. package/dist/{needle-engine.bundle-0e1129e3.min.js → needle-engine.bundle-4e21a0eb.min.js} +3 -3
  10. package/dist/{needle-engine.bundle-dd25a467.js → needle-engine.bundle-8e64768b.js} +9 -10
  11. package/dist/needle-engine.d.ts +129 -130
  12. package/dist/needle-engine.js +2 -2
  13. package/dist/needle-engine.light.d.ts +129 -130
  14. package/dist/needle-engine.light.js +2 -2
  15. package/dist/needle-engine.light.min.js +1 -1
  16. package/dist/needle-engine.light.umd.cjs +1 -1
  17. package/dist/needle-engine.min.js +1 -1
  18. package/dist/needle-engine.umd.cjs +1 -1
  19. package/lib/asap/needle-asap.d.ts +1 -1
  20. package/lib/asap/needle-asap.js +95 -95
  21. package/lib/asap/sessiongranted.d.ts +3 -3
  22. package/lib/asap/sessiongranted.js +65 -65
  23. package/lib/asap/utils.d.ts +1 -1
  24. package/lib/asap/utils.js +3 -3
  25. package/lib/engine/analytics/index.d.ts +6 -6
  26. package/lib/engine/analytics/index.js +12 -12
  27. package/lib/engine/analytics/lcp.d.ts +3 -3
  28. package/lib/engine/analytics/lcp.js +34 -34
  29. package/lib/engine/api.d.ts +82 -82
  30. package/lib/engine/api.js +81 -81
  31. package/lib/engine/api.js.map +1 -1
  32. package/lib/engine/assets/index.d.ts +11 -11
  33. package/lib/engine/assets/index.js +47 -47
  34. package/lib/engine/assets/static.d.ts +1 -1
  35. package/lib/engine/assets/static.js +4 -4
  36. package/lib/engine/codegen/register_types.d.ts +1 -1
  37. package/lib/engine/codegen/register_types.js +300 -300
  38. package/lib/engine/debug/debug.d.ts +15 -15
  39. package/lib/engine/debug/debug.js +44 -44
  40. package/lib/engine/debug/debug_console.d.ts +2 -2
  41. package/lib/engine/debug/debug_console.js +307 -307
  42. package/lib/engine/debug/debug_overlay.d.ts +22 -22
  43. package/lib/engine/debug/debug_overlay.js +316 -316
  44. package/lib/engine/debug/debug_spatial_console.d.ts +2 -2
  45. package/lib/engine/debug/debug_spatial_console.js +390 -390
  46. package/lib/engine/debug/index.d.ts +2 -2
  47. package/lib/engine/debug/index.js +2 -2
  48. package/lib/engine/engine.d.ts +4 -0
  49. package/lib/engine/engine.js +12 -0
  50. package/lib/engine/engine.js.map +1 -0
  51. package/lib/engine/engine_addressables.d.ts +166 -166
  52. package/lib/engine/engine_addressables.js +608 -608
  53. package/lib/engine/engine_animation.d.ts +43 -43
  54. package/lib/engine/engine_animation.js +133 -133
  55. package/lib/engine/engine_application.d.ts +45 -45
  56. package/lib/engine/engine_application.js +104 -104
  57. package/lib/engine/engine_assetdatabase.d.ts +25 -25
  58. package/lib/engine/engine_assetdatabase.js +344 -344
  59. package/lib/engine/engine_audio.d.ts +4 -4
  60. package/lib/engine/engine_audio.js +23 -23
  61. package/lib/engine/engine_camera.d.ts +13 -13
  62. package/lib/engine/engine_camera.js +30 -30
  63. package/lib/engine/engine_components.d.ts +110 -110
  64. package/lib/engine/engine_components.js +374 -374
  65. package/lib/engine/engine_components_internal.d.ts +9 -9
  66. package/lib/engine/engine_components_internal.js +36 -36
  67. package/lib/engine/engine_constants.d.ts +10 -10
  68. package/lib/engine/engine_constants.js +41 -41
  69. package/lib/engine/engine_context.d.ts +472 -472
  70. package/lib/engine/engine_context.js +1664 -1664
  71. package/lib/engine/engine_context_registry.d.ts +71 -71
  72. package/lib/engine/engine_context_registry.js +117 -117
  73. package/lib/engine/engine_coroutine.d.ts +35 -35
  74. package/lib/engine/engine_coroutine.js +52 -52
  75. package/lib/engine/engine_create_objects.d.ts +118 -118
  76. package/lib/engine/engine_create_objects.js +308 -308
  77. package/lib/engine/engine_default_parameters.d.ts +2 -2
  78. package/lib/engine/engine_default_parameters.js +3 -3
  79. package/lib/engine/engine_editor-sync.d.ts +21 -21
  80. package/lib/engine/engine_editor-sync.js +4 -4
  81. package/lib/engine/engine_element.d.ts +113 -113
  82. package/lib/engine/engine_element.js +832 -832
  83. package/lib/engine/engine_element_attributes.d.ts +72 -72
  84. package/lib/engine/engine_element_attributes.js +1 -1
  85. package/lib/engine/engine_element_extras.d.ts +6 -6
  86. package/lib/engine/engine_element_extras.js +13 -13
  87. package/lib/engine/engine_element_loading.d.ts +44 -44
  88. package/lib/engine/engine_element_loading.js +349 -349
  89. package/lib/engine/engine_element_overlay.d.ts +21 -21
  90. package/lib/engine/engine_element_overlay.js +166 -166
  91. package/lib/engine/engine_fileloader.d.ts +2 -2
  92. package/lib/engine/engine_fileloader.js +8 -8
  93. package/lib/engine/engine_gameobject.d.ts +68 -68
  94. package/lib/engine/engine_gameobject.js +596 -596
  95. package/lib/engine/engine_generic_utils.d.ts +1 -1
  96. package/lib/engine/engine_generic_utils.js +13 -13
  97. package/lib/engine/engine_gizmos.d.ts +149 -149
  98. package/lib/engine/engine_gizmos.js +530 -530
  99. package/lib/engine/engine_gltf.d.ts +12 -12
  100. package/lib/engine/engine_gltf.js +15 -15
  101. package/lib/engine/engine_gltf_builtin_components.d.ts +11 -11
  102. package/lib/engine/engine_gltf_builtin_components.js +341 -341
  103. package/lib/engine/engine_gltf_builtin_components.js.map +1 -1
  104. package/lib/engine/engine_hot_reload.d.ts +8 -8
  105. package/lib/engine/engine_hot_reload.js +197 -197
  106. package/lib/engine/engine_input.d.ts +362 -362
  107. package/lib/engine/engine_input.js +1294 -1294
  108. package/lib/engine/engine_input_utils.d.ts +2 -2
  109. package/lib/engine/engine_input_utils.js +22 -22
  110. package/lib/engine/engine_instancing.d.ts +19 -19
  111. package/lib/engine/engine_instancing.js +39 -39
  112. package/lib/engine/engine_license.d.ts +11 -11
  113. package/lib/engine/engine_license.js +361 -361
  114. package/lib/engine/engine_lifecycle_api.d.ts +83 -83
  115. package/lib/engine/engine_lifecycle_api.js +106 -106
  116. package/lib/engine/engine_lifecycle_functions_internal.d.ts +32 -32
  117. package/lib/engine/engine_lifecycle_functions_internal.js +146 -146
  118. package/lib/engine/engine_lightdata.d.ts +23 -23
  119. package/lib/engine/engine_lightdata.js +91 -91
  120. package/lib/engine/engine_loaders.callbacks.d.ts +96 -96
  121. package/lib/engine/engine_loaders.callbacks.js +85 -85
  122. package/lib/engine/engine_loaders.callbacks.js.map +1 -1
  123. package/lib/engine/engine_loaders.d.ts +48 -48
  124. package/lib/engine/engine_loaders.gltf.d.ts +13 -13
  125. package/lib/engine/engine_loaders.gltf.js +62 -62
  126. package/lib/engine/engine_loaders.js +335 -335
  127. package/lib/engine/engine_loaders.js.map +1 -1
  128. package/lib/engine/engine_lods.d.ts +31 -31
  129. package/lib/engine/engine_lods.js +146 -146
  130. package/lib/engine/engine_mainloop_utils.d.ts +32 -32
  131. package/lib/engine/engine_mainloop_utils.js +466 -466
  132. package/lib/engine/engine_math.d.ts +114 -114
  133. package/lib/engine/engine_math.js +247 -247
  134. package/lib/engine/engine_modules.d.ts +36 -36
  135. package/lib/engine/engine_modules.js +85 -85
  136. package/lib/engine/engine_networking.d.ts +260 -260
  137. package/lib/engine/engine_networking.js +764 -764
  138. package/lib/engine/engine_networking_auto.d.ts +24 -24
  139. package/lib/engine/engine_networking_auto.js +310 -310
  140. package/lib/engine/engine_networking_blob.d.ts +48 -48
  141. package/lib/engine/engine_networking_blob.js +228 -228
  142. package/lib/engine/engine_networking_files.d.ts +35 -35
  143. package/lib/engine/engine_networking_files.js +172 -172
  144. package/lib/engine/engine_networking_files_default_components.d.ts +6 -6
  145. package/lib/engine/engine_networking_files_default_components.js +42 -42
  146. package/lib/engine/engine_networking_instantiate.d.ts +100 -100
  147. package/lib/engine/engine_networking_instantiate.js +345 -345
  148. package/lib/engine/engine_networking_peer.d.ts +15 -15
  149. package/lib/engine/engine_networking_peer.js +132 -132
  150. package/lib/engine/engine_networking_streams.d.ts +123 -123
  151. package/lib/engine/engine_networking_streams.js +645 -645
  152. package/lib/engine/engine_networking_types.d.ts +22 -22
  153. package/lib/engine/engine_networking_types.js +7 -7
  154. package/lib/engine/engine_networking_utils.d.ts +2 -2
  155. package/lib/engine/engine_networking_utils.js +20 -20
  156. package/lib/engine/engine_networking_websocket.d.ts +1 -1
  157. package/lib/engine/engine_networking_websocket.js +2 -2
  158. package/lib/engine/engine_patcher.d.ts +10 -10
  159. package/lib/engine/engine_patcher.js +142 -142
  160. package/lib/engine/engine_physics.d.ts +152 -152
  161. package/lib/engine/engine_physics.js +645 -645
  162. package/lib/engine/engine_physics.types.d.ts +40 -40
  163. package/lib/engine/engine_physics.types.js +33 -33
  164. package/lib/engine/engine_physics_rapier.d.ts +147 -147
  165. package/lib/engine/engine_physics_rapier.js +1433 -1433
  166. package/lib/engine/engine_playerview.d.ts +26 -26
  167. package/lib/engine/engine_playerview.js +64 -64
  168. package/lib/engine/engine_scenelighting.d.ts +71 -71
  169. package/lib/engine/engine_scenelighting.js +226 -226
  170. package/lib/engine/engine_scenetools.d.ts +50 -62
  171. package/lib/engine/engine_scenetools.js +321 -336
  172. package/lib/engine/engine_scenetools.js.map +1 -1
  173. package/lib/engine/engine_serialization.d.ts +3 -3
  174. package/lib/engine/engine_serialization.js +3 -3
  175. package/lib/engine/engine_serialization_builtin_serializer.d.ts +72 -72
  176. package/lib/engine/engine_serialization_builtin_serializer.js +403 -403
  177. package/lib/engine/engine_serialization_core.d.ts +85 -85
  178. package/lib/engine/engine_serialization_core.js +606 -606
  179. package/lib/engine/engine_serialization_decorator.d.ts +23 -23
  180. package/lib/engine/engine_serialization_decorator.js +66 -66
  181. package/lib/engine/engine_setup.d.ts +1 -1
  182. package/lib/engine/engine_setup.js +2 -2
  183. package/lib/engine/engine_shaders.d.ts +53 -53
  184. package/lib/engine/engine_shaders.js +252 -252
  185. package/lib/engine/engine_shims.d.ts +4 -4
  186. package/lib/engine/engine_shims.js +24 -24
  187. package/lib/engine/engine_test_utils.d.ts +39 -39
  188. package/lib/engine/engine_test_utils.js +83 -83
  189. package/lib/engine/engine_texture.d.ts +28 -28
  190. package/lib/engine/engine_texture.js +64 -64
  191. package/lib/engine/engine_three_utils.d.ts +201 -201
  192. package/lib/engine/engine_three_utils.js +731 -731
  193. package/lib/engine/engine_time.d.ts +51 -51
  194. package/lib/engine/engine_time.js +82 -82
  195. package/lib/engine/engine_time_utils.d.ts +88 -88
  196. package/lib/engine/engine_time_utils.js +215 -215
  197. package/lib/engine/engine_tonemapping.d.ts +2 -2
  198. package/lib/engine/engine_tonemapping.js +194 -194
  199. package/lib/engine/engine_types.d.ts +578 -578
  200. package/lib/engine/engine_types.js +95 -95
  201. package/lib/engine/engine_typestore.d.ts +28 -28
  202. package/lib/engine/engine_typestore.js +55 -55
  203. package/lib/engine/engine_util_decorator.d.ts +13 -13
  204. package/lib/engine/engine_util_decorator.js +116 -116
  205. package/lib/engine/engine_utils.d.ts +266 -266
  206. package/lib/engine/engine_utils.js +878 -878
  207. package/lib/engine/engine_utils_format.d.ts +23 -23
  208. package/lib/engine/engine_utils_format.js +212 -212
  209. package/lib/engine/engine_utils_screenshot.d.ts +159 -159
  210. package/lib/engine/engine_utils_screenshot.js +513 -513
  211. package/lib/engine/engine_utils_screenshot.xr.d.ts +5 -5
  212. package/lib/engine/engine_utils_screenshot.xr.js +90 -90
  213. package/lib/engine/engine_web_api.d.ts +12 -0
  214. package/lib/engine/engine_web_api.js +113 -0
  215. package/lib/engine/engine_web_api.js.map +1 -0
  216. package/lib/engine/engine_xr.d.ts +1 -1
  217. package/lib/engine/engine_xr.js +1 -1
  218. package/lib/engine/export/gltf/Writers.d.ts +19 -19
  219. package/lib/engine/export/gltf/Writers.js +24 -24
  220. package/lib/engine/export/gltf/index.d.ts +11 -11
  221. package/lib/engine/export/gltf/index.js +123 -123
  222. package/lib/engine/export/index.d.ts +2 -2
  223. package/lib/engine/export/index.js +2 -2
  224. package/lib/engine/export/state.d.ts +7 -7
  225. package/lib/engine/export/state.js +17 -17
  226. package/lib/engine/export/utils.d.ts +2 -2
  227. package/lib/engine/export/utils.js +7 -7
  228. package/lib/engine/extensions/EXT_texture_exr.d.ts +8 -8
  229. package/lib/engine/extensions/EXT_texture_exr.js +32 -32
  230. package/lib/engine/extensions/NEEDLE_animator_controller_model.d.ts +122 -122
  231. package/lib/engine/extensions/NEEDLE_animator_controller_model.js +95 -95
  232. package/lib/engine/extensions/NEEDLE_components.d.ts +35 -35
  233. package/lib/engine/extensions/NEEDLE_components.js +220 -220
  234. package/lib/engine/extensions/NEEDLE_gameobject_data.d.ts +10 -10
  235. package/lib/engine/extensions/NEEDLE_gameobject_data.js +57 -57
  236. package/lib/engine/extensions/NEEDLE_lighting_settings.d.ts +37 -37
  237. package/lib/engine/extensions/NEEDLE_lighting_settings.js +157 -157
  238. package/lib/engine/extensions/NEEDLE_lightmaps.d.ts +18 -18
  239. package/lib/engine/extensions/NEEDLE_lightmaps.js +99 -99
  240. package/lib/engine/extensions/NEEDLE_persistent_assets.d.ts +11 -11
  241. package/lib/engine/extensions/NEEDLE_persistent_assets.js +63 -63
  242. package/lib/engine/extensions/NEEDLE_progressive.d.ts +1 -1
  243. package/lib/engine/extensions/NEEDLE_progressive.js +1 -1
  244. package/lib/engine/extensions/NEEDLE_render_objects.d.ts +13 -13
  245. package/lib/engine/extensions/NEEDLE_render_objects.js +159 -159
  246. package/lib/engine/extensions/NEEDLE_techniques_webgl.d.ts +38 -38
  247. package/lib/engine/extensions/NEEDLE_techniques_webgl.js +564 -564
  248. package/lib/engine/extensions/extension_resolver.d.ts +4 -4
  249. package/lib/engine/extensions/extension_resolver.js +1 -1
  250. package/lib/engine/extensions/extension_utils.d.ts +12 -12
  251. package/lib/engine/extensions/extension_utils.js +152 -152
  252. package/lib/engine/extensions/extensions.d.ts +32 -32
  253. package/lib/engine/extensions/extensions.js +107 -107
  254. package/lib/engine/extensions/index.d.ts +6 -6
  255. package/lib/engine/extensions/index.js +6 -6
  256. package/lib/engine/extensions/usage_tracker.d.ts +13 -13
  257. package/lib/engine/extensions/usage_tracker.js +65 -65
  258. package/lib/engine/js-extensions/Camera.d.ts +1 -1
  259. package/lib/engine/js-extensions/Camera.js +39 -39
  260. package/lib/engine/js-extensions/ExtensionUtils.d.ts +9 -9
  261. package/lib/engine/js-extensions/ExtensionUtils.js +67 -67
  262. package/lib/engine/js-extensions/Layers.d.ts +6 -6
  263. package/lib/engine/js-extensions/Layers.js +22 -22
  264. package/lib/engine/js-extensions/Object3D.d.ts +120 -120
  265. package/lib/engine/js-extensions/Object3D.js +136 -136
  266. package/lib/engine/js-extensions/RGBAColor.d.ts +23 -23
  267. package/lib/engine/js-extensions/RGBAColor.js +111 -111
  268. package/lib/engine/js-extensions/Vector.d.ts +3 -3
  269. package/lib/engine/js-extensions/Vector.js +13 -13
  270. package/lib/engine/js-extensions/index.d.ts +5 -5
  271. package/lib/engine/js-extensions/index.js +5 -5
  272. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.d.ts +4 -4
  273. package/lib/engine/physics/workers/mesh-bvh/GenerateMeshBVHWorker.js +79 -79
  274. package/lib/engine/shaders/shaderData.d.ts +55 -55
  275. package/lib/engine/shaders/shaderData.js +58 -58
  276. package/lib/engine/tests/test_utils.d.ts +2 -2
  277. package/lib/engine/tests/test_utils.js +53 -53
  278. package/lib/engine/webcomponents/WebXRButtons.d.ts +56 -56
  279. package/lib/engine/webcomponents/WebXRButtons.js +230 -230
  280. package/lib/engine/webcomponents/api.d.ts +5 -5
  281. package/lib/engine/webcomponents/api.js +4 -4
  282. package/lib/engine/webcomponents/buttons.d.ts +51 -51
  283. package/lib/engine/webcomponents/buttons.js +263 -263
  284. package/lib/engine/webcomponents/fonts.d.ts +9 -9
  285. package/lib/engine/webcomponents/fonts.js +32 -32
  286. package/lib/engine/webcomponents/icons.d.ts +9 -9
  287. package/lib/engine/webcomponents/icons.js +52 -52
  288. package/lib/engine/webcomponents/index.d.ts +1 -1
  289. package/lib/engine/webcomponents/index.js +1 -1
  290. package/lib/engine/webcomponents/logo-element.d.ts +10 -10
  291. package/lib/engine/webcomponents/logo-element.js +67 -67
  292. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.d.ts +37 -37
  293. package/lib/engine/webcomponents/needle menu/needle-menu-spatial.js +513 -513
  294. package/lib/engine/webcomponents/needle menu/needle-menu.d.ts +155 -155
  295. package/lib/engine/webcomponents/needle menu/needle-menu.js +1029 -1029
  296. package/lib/engine/webcomponents/needle-button.d.ts +34 -34
  297. package/lib/engine/webcomponents/needle-button.js +161 -161
  298. package/lib/engine/webcomponents/needle-engine.ar-overlay.d.ts +21 -21
  299. package/lib/engine/webcomponents/needle-engine.ar-overlay.js +166 -166
  300. package/lib/engine/webcomponents/needle-engine.attributes.d.ts +69 -69
  301. package/lib/engine/webcomponents/needle-engine.attributes.js +1 -1
  302. package/lib/engine/webcomponents/needle-engine.d.ts +113 -113
  303. package/lib/engine/webcomponents/needle-engine.extras.d.ts +6 -6
  304. package/lib/engine/webcomponents/needle-engine.extras.js +13 -13
  305. package/lib/engine/webcomponents/needle-engine.js +831 -831
  306. package/lib/engine/webcomponents/needle-engine.loading.d.ts +44 -44
  307. package/lib/engine/webcomponents/needle-engine.loading.js +341 -341
  308. package/lib/engine/xr/NeedleXRController.d.ts +313 -313
  309. package/lib/engine/xr/NeedleXRController.js +1007 -1007
  310. package/lib/engine/xr/NeedleXRSession.d.ts +339 -339
  311. package/lib/engine/xr/NeedleXRSession.js +1448 -1448
  312. package/lib/engine/xr/NeedleXRSync.d.ts +22 -22
  313. package/lib/engine/xr/NeedleXRSync.js +188 -188
  314. package/lib/engine/xr/SceneTransition.d.ts +18 -18
  315. package/lib/engine/xr/SceneTransition.js +69 -69
  316. package/lib/engine/xr/TempXRContext.d.ts +34 -34
  317. package/lib/engine/xr/TempXRContext.js +187 -187
  318. package/lib/engine/xr/XRRig.d.ts +7 -7
  319. package/lib/engine/xr/XRRig.js +1 -1
  320. package/lib/engine/xr/api.d.ts +6 -6
  321. package/lib/engine/xr/api.js +6 -6
  322. package/lib/engine/xr/events.d.ts +66 -66
  323. package/lib/engine/xr/events.js +93 -93
  324. package/lib/engine/xr/internal.d.ts +12 -12
  325. package/lib/engine/xr/internal.js +25 -25
  326. package/lib/engine/xr/usdz.d.ts +12 -12
  327. package/lib/engine/xr/usdz.js +29 -29
  328. package/lib/engine/xr/utils.d.ts +11 -11
  329. package/lib/engine/xr/utils.js +34 -34
  330. package/lib/engine-components/AlignmentConstraint.d.ts +10 -10
  331. package/lib/engine-components/AlignmentConstraint.js +39 -39
  332. package/lib/engine-components/Animation.d.ts +156 -156
  333. package/lib/engine-components/Animation.js +508 -508
  334. package/lib/engine-components/AnimationCurve.d.ts +40 -40
  335. package/lib/engine-components/AnimationCurve.js +159 -159
  336. package/lib/engine-components/AnimationUtils.d.ts +8 -8
  337. package/lib/engine-components/AnimationUtils.js +27 -27
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  1012. package/src/engine-components/utils/OpenURL.ts +114 -114
  1013. package/src/engine-components/webxr/Avatar.ts +265 -265
  1014. package/src/engine-components/webxr/TeleportTarget.ts +9 -9
  1015. package/src/engine-components/webxr/WebARCameraBackground.ts +175 -175
  1016. package/src/engine-components/webxr/WebARSessionRoot.ts +880 -880
  1017. package/src/engine-components/webxr/WebXR.ts +585 -585
  1018. package/src/engine-components/webxr/WebXRAvatar.ts +66 -66
  1019. package/src/engine-components/webxr/WebXRImageTracking.ts +518 -518
  1020. package/src/engine-components/webxr/WebXRPlaneTracking.ts +570 -570
  1021. package/src/engine-components/webxr/WebXRRig.ts +77 -77
  1022. package/src/engine-components/webxr/XRFlag.ts +147 -147
  1023. package/src/engine-components/webxr/controllers/XRControllerFollow.ts +118 -118
  1024. package/src/engine-components/webxr/controllers/XRControllerModel.ts +373 -373
  1025. package/src/engine-components/webxr/controllers/XRControllerMovement.ts +550 -550
  1026. package/src/engine-components/webxr/index.ts +2 -2
  1027. package/src/engine-components/webxr/types.ts +3 -3
  1028. package/src/engine-components-experimental/Presentation.ts +12 -12
  1029. package/src/engine-components-experimental/api.ts +4 -4
  1030. package/src/engine-components-experimental/networking/PlayerSync.ts +401 -401
  1031. package/src/engine-schemes/COMPILE_SCHEMES.bat +3 -3
  1032. package/src/engine-schemes/COMPILE_TS.bat +11 -11
  1033. package/src/engine-schemes/README.md +1 -1
  1034. package/src/engine-schemes/api.ts +12 -12
  1035. package/src/engine-schemes/dist/api.js +17 -0
  1036. package/src/engine-schemes/dist/api.js.meta +7 -0
  1037. package/src/engine-schemes/dist/schemes.js +25 -0
  1038. package/src/engine-schemes/dist/schemes.js.meta +7 -0
  1039. package/src/engine-schemes/dist/synced-camera-model.js +74 -0
  1040. package/src/engine-schemes/dist/synced-camera-model.js.meta +7 -0
  1041. package/src/engine-schemes/dist/synced-transform-model.js +73 -0
  1042. package/src/engine-schemes/dist/synced-transform-model.js.meta +7 -0
  1043. package/src/engine-schemes/dist/transform.js +46 -0
  1044. package/src/engine-schemes/dist/transform.js.meta +7 -0
  1045. package/src/engine-schemes/dist/vec2.js +32 -0
  1046. package/src/engine-schemes/dist/vec2.js.meta +7 -0
  1047. package/src/engine-schemes/dist/vec3.js +36 -0
  1048. package/src/engine-schemes/dist/vec3.js.meta +7 -0
  1049. package/src/engine-schemes/dist/vec4.js +40 -0
  1050. package/src/engine-schemes/dist/vec4.js.meta +7 -0
  1051. package/src/engine-schemes/dist/vr-user-state-buffer.js +110 -0
  1052. package/src/engine-schemes/dist/vr-user-state-buffer.js.meta +7 -0
  1053. package/src/engine-schemes/schemes.ts +28 -28
  1054. package/src/engine-schemes/synced-camera-model.ts +92 -92
  1055. package/src/engine-schemes/synced-transform-model.ts +90 -90
  1056. package/src/engine-schemes/syncedCamera.fbs +10 -10
  1057. package/src/engine-schemes/transform.ts +50 -50
  1058. package/src/engine-schemes/transforms.fbs +25 -25
  1059. package/src/engine-schemes/vec.fbs +19 -19
  1060. package/src/engine-schemes/vec2.ts +33 -33
  1061. package/src/engine-schemes/vec3.ts +38 -38
  1062. package/src/engine-schemes/vec4.ts +43 -43
  1063. package/src/engine-schemes/vr-user-state-buffer.ts +145 -145
  1064. package/src/engine-schemes/vrUserStateBuffer.fbs +17 -17
  1065. package/src/include/draco/draco_decoder.js +34 -34
  1066. package/src/include/ktx2/basis_transcoder.js +21 -21
  1067. package/src/include/needle/arial-msdf.json +1471 -1471
  1068. package/src/include/three/DragControls.js +231 -231
  1069. package/src/include/three/EXT_mesh_gpu_instancing_exporter.js +66 -66
  1070. package/src/needle-engine.ts +70 -70
@@ -1,1294 +1,1294 @@
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
- export class AnimatorController {
56
-
57
- /**
58
- * Creates an AnimatorController from a set of animation clips.
59
- * Each clip becomes a state in the controller's state machine.
60
- *
61
- * @param clips - The animation clips to use for creating states
62
- * @param options - Configuration options for the controller including looping behavior and transitions
63
- * @returns A new AnimatorController instance
64
- */
65
- static createFromClips(clips: AnimationClip[], options: CreateAnimatorControllerOptions = { looping: false, autoTransition: true, transitionDuration: 0 }): AnimatorController {
66
- const states: State[] = [];
67
- for (let i = 0; i < clips.length; i++) {
68
- const clip = clips[i];
69
- const transitions: Transition[] = [];
70
-
71
- if (options.autoTransition !== false) {
72
- const dur = options.transitionDuration ?? 0;
73
- const normalizedDuration = dur / clip.duration;
74
- // automatically transition to self by default
75
- let nextState = i;
76
- if (options.autoTransition === undefined || options.autoTransition === true) {
77
- nextState = (i + 1) % clips.length;
78
- }
79
- transitions.push({
80
- exitTime: 1 - normalizedDuration,
81
- offset: 0,
82
- duration: dur,
83
- hasExitTime: true,
84
- destinationState: nextState,
85
- conditions: [],
86
- })
87
- }
88
-
89
- const state: State = {
90
- name: clip.name,
91
- hash: i, // by using the index it's easy for users to call play(2) to play the clip at index 2
92
- motion: {
93
- name: clip.name,
94
- clip: clip,
95
- isLooping: options?.looping ?? false,
96
- },
97
- transitions: transitions,
98
- behaviours: []
99
- }
100
- states.push(state);
101
- }
102
- const model: AnimatorControllerModel = {
103
- name: "AnimatorController",
104
- guid: new InstantiateIdProvider(Date.now()).generateUUID(),
105
- parameters: [],
106
- layers: [{
107
- name: "Base Layer",
108
- stateMachine: {
109
- defaultState: 0,
110
- states: states
111
- }
112
- }]
113
- }
114
- const controller = new AnimatorController(model);
115
- return controller;
116
- }
117
-
118
- /**
119
- * Plays an animation state by name or hash.
120
- *
121
- * @param name - The name or hash identifier of the state to play
122
- * @param layerIndex - The layer index (defaults to 0)
123
- * @param normalizedTime - The normalized time to start the animation from (0-1)
124
- * @param durationInSec - Transition duration in seconds
125
- */
126
- play(name: string | number, layerIndex: number = -1, normalizedTime: number = Number.NEGATIVE_INFINITY, durationInSec: number = 0) {
127
- if (layerIndex < 0) layerIndex = 0;
128
- else if (layerIndex >= this.model.layers.length) {
129
- console.warn("invalid layer");
130
- return;
131
- }
132
- const layer = this.model.layers[layerIndex];
133
- const sm = layer.stateMachine;
134
- for (const state of sm.states) {
135
- if (state.name === name || state.hash === name) {
136
- if (debug)
137
- console.log("transition to ", state);
138
- this.transitionTo(state, durationInSec, normalizedTime);
139
- return;
140
- }
141
- }
142
- console.warn("Could not find " + name + " to play");
143
- }
144
-
145
- /**
146
- * Resets the controller to its initial state.
147
- */
148
- reset() {
149
- this.setStartTransition();
150
- }
151
-
152
- /**
153
- * Sets a boolean parameter value by name or hash.
154
- *
155
- * @param name - The name or hash identifier of the parameter
156
- * @param value - The boolean value to set
157
- */
158
- setBool(name: string | number, value: boolean) {
159
- const key = typeof name === "string" ? "name" : "hash";
160
- return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = value);
161
- }
162
-
163
- /**
164
- * Gets a boolean parameter value by name or hash.
165
- *
166
- * @param name - The name or hash identifier of the parameter
167
- * @returns The boolean value of the parameter, or false if not found
168
- */
169
- getBool(name: string | number): boolean {
170
- const key = typeof name === "string" ? "name" : "hash";
171
- return this.model?.parameters?.find(p => p[key] === name)?.value as boolean ?? false;
172
- }
173
-
174
- /**
175
- * Sets a float parameter value by name or hash.
176
- *
177
- * @param name - The name or hash identifier of the parameter
178
- * @param val - The float value to set
179
- * @returns True if the parameter was found and set, false otherwise
180
- */
181
- setFloat(name: string | number, val: number) {
182
- const key = typeof name === "string" ? "name" : "hash";
183
- const filtered = this.model?.parameters?.filter(p => p[key] === name);
184
- filtered.forEach(p => p.value = val);
185
- return filtered?.length > 0;
186
- }
187
-
188
- /**
189
- * Gets a float parameter value by name or hash.
190
- *
191
- * @param name - The name or hash identifier of the parameter
192
- * @returns The float value of the parameter, or 0 if not found
193
- */
194
- getFloat(name: string | number): number {
195
- const key = typeof name === "string" ? "name" : "hash";
196
- return this.model?.parameters?.find(p => p[key] === name)?.value as number ?? 0;
197
- }
198
-
199
- /**
200
- * Sets an integer parameter value by name or hash.
201
- *
202
- * @param name - The name or hash identifier of the parameter
203
- * @param val - The integer value to set
204
- */
205
- setInteger(name: string | number, val: number) {
206
- const key = typeof name === "string" ? "name" : "hash";
207
- return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = val);
208
- }
209
-
210
- /**
211
- * Gets an integer parameter value by name or hash.
212
- *
213
- * @param name - The name or hash identifier of the parameter
214
- * @returns The integer value of the parameter, or 0 if not found
215
- */
216
- getInteger(name: string | number): number {
217
- const key = typeof name === "string" ? "name" : "hash";
218
- return this.model?.parameters?.find(p => p[key] === name)?.value as number ?? 0;
219
- }
220
-
221
- /**
222
- * Sets a trigger parameter to active (true).
223
- * Trigger parameters are automatically reset after they are consumed by a transition.
224
- *
225
- * @param name - The name or hash identifier of the trigger parameter
226
- */
227
- setTrigger(name: string | number) {
228
- if (debug)
229
- console.log("SET TRIGGER", name);
230
- const key = typeof name === "string" ? "name" : "hash";
231
- return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = true);
232
- }
233
-
234
- /**
235
- * Resets a trigger parameter to inactive (false).
236
- *
237
- * @param name - The name or hash identifier of the trigger parameter
238
- */
239
- resetTrigger(name: string | number) {
240
- const key = typeof name === "string" ? "name" : "hash";
241
- return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = false);
242
- }
243
-
244
- /**
245
- * Gets the current state of a trigger parameter.
246
- *
247
- * @param name - The name or hash identifier of the trigger parameter
248
- * @returns The boolean state of the trigger, or false if not found
249
- */
250
- getTrigger(name: string | number): boolean {
251
- const key = typeof name === "string" ? "name" : "hash";
252
- return this.model?.parameters?.find(p => p[key] === name)?.value as boolean ?? false;
253
- }
254
-
255
- /**
256
- * Checks if the controller is currently in a transition between states.
257
- *
258
- * @returns True if a transition is in progress, false otherwise
259
- */
260
- isInTransition(): boolean {
261
- return this._activeStates.length > 1;
262
- }
263
-
264
- /** Set the speed of the animator controller. Larger values will make the animation play faster. */
265
- setSpeed(speed: number) {
266
- this._speed = speed;
267
- }
268
- private _speed: number = 1;
269
-
270
-
271
- /**
272
- * Finds an animation state by name or hash.
273
- * @deprecated Use findState instead
274
- *
275
- * @param name - The name or hash identifier of the state to find
276
- * @returns The found state or null if not found
277
- */
278
- FindState(name: string | number | undefined | null): State | null { return this.findState(name); }
279
-
280
- /**
281
- * Finds an animation state by name or hash.
282
- *
283
- * @param name - The name or hash identifier of the state to find
284
- * @returns The found state or null if not found
285
- */
286
- findState(name: string | number | undefined | null): State | null {
287
- if (!name) return null;
288
- if (Array.isArray(this.model.layers)) {
289
- for (const layer of this.model.layers) {
290
- for (const state of layer.stateMachine.states) {
291
- if (state.name === name || state.hash == name) return state;
292
- }
293
- }
294
- }
295
- return null;
296
- }
297
-
298
- /**
299
- * Gets information about the current playing animation state.
300
- *
301
- * @returns An AnimatorStateInfo object with data about the current state, or null if no state is active
302
- */
303
- getCurrentStateInfo() {
304
- if (!this._activeState) return null;
305
- const action = this._activeState.motion.action;
306
- if (!action) return null;
307
- const dur = this._activeState.motion.clip!.duration;
308
- const normalizedTime = dur <= 0 ? 0 : Math.abs(action.time / dur);
309
- return new AnimatorStateInfo(this._activeState, normalizedTime, dur, this._speed);
310
- }
311
-
312
- /**
313
- * Gets the animation action currently playing.
314
- *
315
- * @returns The current animation action, or null if no action is playing
316
- */
317
- get currentAction(): AnimationAction | null {
318
- if (!this._activeState) return null;
319
- const action = this._activeState.motion.action;
320
- if (!action) return null;
321
- return action;
322
- }
323
-
324
- /**
325
- * The normalized time (0-1) to start playing the first state at.
326
- * This affects the initial state when the animator is first enabled.
327
- */
328
- normalizedStartOffset: number = 0;
329
-
330
- /**
331
- * The Animator component this controller is bound to.
332
- */
333
- animator?: Animator;
334
-
335
- /**
336
- * The data model describing the animation states and transitions.
337
- */
338
- model: AnimatorControllerModel;
339
-
340
- /**
341
- * Gets the engine context from the bound animator.
342
- */
343
- get context(): Context | undefined | null { return this.animator?.context; }
344
-
345
- /**
346
- * Gets the animation mixer used by this controller.
347
- */
348
- get mixer() {
349
- return this._mixer;
350
- }
351
-
352
- /**
353
- * Cleans up resources used by this controller.
354
- * Stops all animations and unregisters the mixer from the animation system.
355
- */
356
- dispose() {
357
- this._mixer.stopAllAction();
358
- if (this.animator) {
359
- this._mixer.uncacheRoot(this.animator.gameObject);
360
- for (const action of this._activeStates) {
361
- if (action.motion.clip)
362
- this.mixer.uncacheAction(action.motion.clip, this.animator.gameObject);
363
- }
364
- }
365
- this.context?.animations.unregisterAnimationMixer(this._mixer);
366
- }
367
-
368
- // applyRootMotion(obj: Object3D) {
369
- // // this.internalApplyRootMotion(obj);
370
- // }
371
-
372
- /**
373
- * Binds this controller to an animator component.
374
- * Creates a new animation mixer and sets up animation actions.
375
- *
376
- * @param animator - The animator to bind this controller to
377
- */
378
- bind(animator: Animator) {
379
- if (!animator) console.error("AnimatorController.bind: animator is null");
380
- else if (this.animator !== animator) {
381
- if (this._mixer) {
382
- this._mixer.stopAllAction();
383
- this.context?.animations.unregisterAnimationMixer(this._mixer);
384
- }
385
- this.animator = animator;
386
- this._mixer = new AnimationMixer(this.animator.gameObject);
387
- this.context?.animations.registerAnimationMixer(this._mixer);
388
- this.createActions(this.animator);
389
- }
390
- }
391
-
392
- /**
393
- * Creates a deep copy of this controller.
394
- * Clones the model data but does not copy runtime state.
395
- *
396
- * @returns A new AnimatorController instance with the same configuration
397
- */
398
- clone() {
399
- if (typeof this.model === "string") {
400
- console.warn("AnimatorController has not been resolved, can not create model from string", this.model);
401
- return null;
402
- }
403
- if (debug) console.warn("AnimatorController clone()", this.model);
404
- // clone runtime controller but dont clone clip or action
405
- const clonedModel = deepClone(this.model, (_owner, _key, _value) => {
406
- if (_value === null || _value === undefined) return true;
407
- // dont clone three Objects
408
- if (_value.type === "Object3D" || _value.isObject3D === true) return false;
409
- // dont clone AnimationAction
410
- if (isAnimationAction(_value)) { //.constructor.name === "AnimationAction") {
411
- // console.log(_value);
412
- return false;
413
- }
414
- // dont clone AnimationClip
415
- if (_value["tracks"] !== undefined) return false;
416
- // when assigned __concreteInstance during serialization
417
- if (_value instanceof AnimatorController) return false;
418
- return true;
419
- }) as AnimatorControllerModel;
420
- console.assert(clonedModel !== this.model);
421
- const controller = new AnimatorController(clonedModel);
422
- return controller;
423
- }
424
-
425
- /**
426
- * Updates the controller's state machine and animations.
427
- * Called each frame by the animator component.
428
- *
429
- * @param weight - The weight to apply to the animations (for blending)
430
- */
431
- update(weight: number) {
432
- if (!this.animator) return;
433
- this.evaluateTransitions();
434
- this.updateActiveStates(weight);
435
- // 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)
436
- // if (!this._activeState) return;
437
- const dt = this.animator.context.time.deltaTime;
438
- if (this.animator.applyRootMotion) {
439
- this.rootMotionHandler?.onBeforeUpdate(weight);
440
- }
441
- this._mixer.update(dt);
442
- if (this.animator.applyRootMotion) {
443
- this.rootMotionHandler?.onAfterUpdate(weight);
444
- }
445
- }
446
-
447
-
448
- private _mixer!: AnimationMixer;
449
- private _activeState?: State;
450
-
451
- /**
452
- * Gets the currently active animation state.
453
- *
454
- * @returns The active state or undefined if no state is active
455
- */
456
- get activeState(): State | undefined { return this._activeState; }
457
-
458
- constructor(model: AnimatorControllerModel) {
459
- this.model = model;
460
- if (debug) console.log(this);
461
- }
462
-
463
- private _activeStates: State[] = [];
464
-
465
- private updateActiveStates(weight: number) {
466
- for (let i = 0; i < this._activeStates.length; i++) {
467
- const state = this._activeStates[i];
468
- const motion = state.motion;
469
- if (!motion.action) {
470
- this._activeStates.splice(i, 1);
471
- i--;
472
- }
473
- else {
474
- const action = motion.action;
475
- action.weight = weight;
476
- // console.log(action.getClip().name, action.getEffectiveWeight(), action.isScheduled());
477
- if ((action.getEffectiveWeight() <= 0 && !action.isRunning())) {
478
- if (debug)
479
- console.debug("REMOVE", state.name, action.getEffectiveWeight(), action.isRunning(), action.isScheduled())
480
- this._activeStates.splice(i, 1);
481
- i--;
482
- }
483
- }
484
- }
485
- }
486
-
487
- private setStartTransition() {
488
- if (this.model.layers.length > 1 && (debug || isDevEnvironment())) {
489
- console.warn("Multiple layers are not supported yet " + this.animator?.name);
490
- }
491
- for (const layer of this.model.layers) {
492
- const sm = layer.stateMachine;
493
- if (sm.defaultState === undefined) {
494
- if (debug)
495
- console.warn("AnimatorController default state is undefined, will assign state 0 as default", layer);
496
- sm.defaultState = 0;
497
- }
498
- const start = sm.states[sm.defaultState];
499
- this.transitionTo(start, 0, this.normalizedStartOffset);
500
- break;
501
- }
502
- }
503
-
504
- private evaluateTransitions() {
505
- let didEnterStateThisFrame = false;
506
- if (!this._activeState) {
507
- this.setStartTransition();
508
- if (!this._activeState) return;
509
- didEnterStateThisFrame = true;
510
- }
511
-
512
- const state = this._activeState;
513
- const action = state.motion.action;
514
- let index = 0;
515
- for (const transition of state.transitions) {
516
- ++index;
517
- // transition without exit time and without condition that transition to itself are ignored
518
- if (!transition.hasExitTime && transition.conditions.length <= 0) {
519
- // if (this._activeState && this.getState(transition.destinationState, currentLayer)?.hash === this._activeState.hash)
520
- continue;
521
- }
522
-
523
- let allConditionsAreMet = true;
524
- for (const cond of transition.conditions) {
525
- if (!this.evaluateCondition(cond)) {
526
- allConditionsAreMet = false;
527
- break;
528
- }
529
- }
530
- if (!allConditionsAreMet) continue;
531
-
532
- if (debug && allConditionsAreMet) {
533
- // console.log("All conditions are met", transition);
534
- }
535
-
536
- if (action) {
537
- const dur = state.motion.clip!.duration;
538
- const normalizedTime = dur <= 0 ? 1 : Math.abs(action.time / dur);
539
- let exitTime = transition.exitTime;
540
-
541
- // When the animation is playing backwards we need to check exit time inverted
542
- if (action.timeScale < 0) {
543
- exitTime = 1 - exitTime;
544
- }
545
-
546
- let makeTransition = false;
547
- if (transition.hasExitTime) {
548
- if (action.timeScale > 0) makeTransition = normalizedTime >= transition.exitTime;
549
- // When the animation is playing backwards we need to check exit time inverted
550
- else if (action.timeScale < 0) makeTransition = 1 - normalizedTime >= transition.exitTime;
551
- }
552
- else {
553
- makeTransition = true;
554
- }
555
-
556
- if (makeTransition) {
557
- // disable triggers for this transition
558
- for (const cond of transition.conditions) {
559
- const param = this.model.parameters.find(p => p.name === cond.parameter);
560
- if (param?.type === AnimatorControllerParameterType.Trigger && param.value) {
561
- param.value = false;
562
- }
563
- }
564
-
565
- // if (transition.hasExitTime && transition.exitTime >= .9999)
566
- action.clampWhenFinished = true;
567
- // else action.clampWhenFinished = false;
568
- if (debug) {
569
- const targetState = this.getState(transition.destinationState, 0);
570
- console.log(`Transition to ${transition.destinationState} / ${targetState?.name}`, transition, "\nTimescale: " + action.timeScale, "\nNormalized time: " + normalizedTime.toFixed(3), "\nExit Time: " + exitTime, transition.hasExitTime);
571
- // console.log(action.time, transition.exitTime);
572
- }
573
- this.transitionTo(transition.destinationState, transition.duration, transition.offset);
574
- // use the first transition that matches all conditions and make the transition as soon as in range
575
- return;
576
- }
577
- }
578
- else {
579
- this.transitionTo(transition.destinationState, transition.duration, transition.offset);
580
- return;
581
- }
582
- // if none of the transitions can be made continue searching for another transition meeting the conditions
583
- }
584
-
585
- // action.time += this.context.time.deltaTime
586
- // console.log(action?.time, action?.getEffectiveWeight())
587
-
588
- // update timescale
589
- if (action) {
590
- this.setTimescale(action, state);
591
- }
592
-
593
- let didTriggerLooping = false;
594
- if (state.motion.isLooping && action) {
595
- // we dont use the three loop state here because it prevents the transition check above
596
- // it is easier if we re-trigger loop here.
597
- // We also can easily add the cycle offset settings from unity later
598
- if (action.time >= action.getClip().duration) {
599
- didTriggerLooping = true;
600
- action.reset();
601
- action.time = 0;
602
- action.play();
603
- }
604
- else if (action.time <= 0 && action.timeScale < 0) {
605
- didTriggerLooping = true;
606
- action.reset();
607
- action.time = action.getClip().duration;
608
- action.play();
609
- }
610
- }
611
-
612
- // call update state behaviours:
613
- if (!didTriggerLooping && state && !didEnterStateThisFrame && action && this.animator) {
614
- if (state.behaviours) {
615
- const duration = action?.getClip().duration;
616
- const normalizedTime = action.time / duration;
617
- const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed)
618
- for (const beh of state.behaviours) {
619
- if (beh.instance) {
620
- beh.instance.onStateUpdate?.call(beh.instance, this.animator, info, 0);
621
- }
622
- }
623
- }
624
- }
625
-
626
- }
627
-
628
- private setTimescale(action: AnimationAction, state: State) {
629
- let speedFactor = state.speed ?? 1;
630
- if (state.speedParameter)
631
- speedFactor *= this.getFloat(state.speedParameter);
632
- if (speedFactor !== undefined) {
633
- action.timeScale = speedFactor * this._speed;
634
- }
635
- }
636
-
637
- private getState(state: State | number, layerIndex: number): State | null {
638
- if (typeof state === "number") {
639
- if (state == -1) {
640
- state = this.model.layers[layerIndex].stateMachine.defaultState; // exit state -> entry state
641
- if (state === undefined) {
642
- if (debug)
643
- console.warn("AnimatorController default state is undefined: ", this.model, "Layer: " + layerIndex);
644
- state = 0;
645
- }
646
- }
647
- state = this.model.layers[layerIndex].stateMachine.states[state];
648
- }
649
- return state;
650
- }
651
-
652
- /**
653
- * 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.
654
- */
655
- private readonly _heldActions: AnimationAction[] = [];
656
- private releaseHeldActions(duration: number) {
657
- for (const prev of this._heldActions) {
658
- prev.fadeOut(duration);
659
- }
660
- this._heldActions.length = 0;
661
- }
662
-
663
- private transitionTo(state: State | number, durationInSec: number, offsetNormalized: number) {
664
-
665
- if (!this.animator) return;
666
-
667
- const layerIndex = 0;
668
-
669
- state = this.getState(state, layerIndex) as State;
670
-
671
- if (!state?.motion || !state.motion.clip || !(state.motion.clip instanceof AnimationClip)) {
672
- // if(debug) console.warn("State has no clip or motion", state);
673
- return;
674
- }
675
-
676
- const isSelf = this._activeState === state;
677
- if (isSelf) {
678
- const motion = state.motion;
679
- if (!motion.action_loopback && motion.clip) {
680
- // uncache action immediately resets the applied animation which breaks the root motion
681
- // this happens if we have a transition to self and the clip is not cached yet
682
- const previousMatrix = this.rootMotionHandler ? this.animator.gameObject.matrix.clone() : null;
683
- this._mixer.uncacheAction(motion.clip, this.animator.gameObject);
684
- if (previousMatrix)
685
- previousMatrix.decompose(this.animator.gameObject.position, this.animator.gameObject.quaternion, this.animator.gameObject.scale);
686
- motion.action_loopback = this.createAction(motion.clip);
687
- }
688
- }
689
-
690
- // call exit state behaviours
691
- if (this._activeState?.behaviours && this._activeState.motion.action) {
692
- const duration = this._activeState?.motion.clip!.duration;
693
- const normalizedTime = this._activeState.motion.action.time / duration;
694
- const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed);
695
- for (const beh of this._activeState.behaviours) {
696
- beh.instance?.onStateExit?.call(beh.instance, this.animator, info, layerIndex);
697
- }
698
- }
699
-
700
- const prevAction = this._activeState?.motion.action;
701
-
702
-
703
- if (isSelf) {
704
- state.motion.action = state.motion.action_loopback;
705
- state.motion.action_loopback = prevAction;
706
- }
707
- const prev = this._activeState;
708
- this._activeState = state;
709
- const action = state.motion?.action;
710
-
711
- const clip = state.motion.clip;
712
-
713
-
714
- if (clip?.duration <= 0 && clip.tracks.length <= 0) {
715
- // 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.
716
- if (prevAction) {
717
- this._heldActions.push(prevAction);
718
- }
719
- }
720
- else if (prevAction) {
721
- prevAction!.fadeOut(durationInSec);
722
- this.releaseHeldActions(durationInSec);
723
- }
724
-
725
- if (action) {
726
- offsetNormalized = Math.max(0, Math.min(1, offsetNormalized));
727
- if (state.cycleOffsetParameter) {
728
- let val = this.getFloat(state.cycleOffsetParameter);
729
- if (typeof val === "number") {
730
- if (val < 0) val += 1;
731
- offsetNormalized += val;
732
- offsetNormalized %= 1;
733
- }
734
- else if (debug) console.warn("AnimatorController cycle offset parameter is not a number", state.cycleOffsetParameter);
735
- }
736
- else if (typeof state.cycleOffset === "number") {
737
- offsetNormalized += state.cycleOffset
738
- offsetNormalized %= 1;
739
- }
740
- if (action.isRunning())
741
- action.stop();
742
- action.reset();
743
- action.enabled = true;
744
- this.setTimescale(action, state);
745
- const duration = state.motion.clip!.duration;
746
- // if we are looping to the same state we don't want to offset the current start time
747
- action.time = isSelf ? 0 : offsetNormalized * duration;
748
- if (action.timeScale < 0) action.time = duration - action.time;
749
- action.clampWhenFinished = true;
750
- action.setLoop(LoopOnce, 0);
751
- if (durationInSec > 0)
752
- action.fadeIn(durationInSec);
753
- else action.weight = 1;
754
- action.play();
755
-
756
- if (this.rootMotionHandler) {
757
- this.rootMotionHandler.onStart(action);
758
- }
759
-
760
- if (!this._activeStates.includes(state))
761
- this._activeStates.push(state);
762
-
763
- // call enter state behaviours
764
- if (this._activeState.behaviours) {
765
- const info = new AnimatorStateInfo(state, offsetNormalized, duration, this._speed);
766
- for (const beh of this._activeState.behaviours) {
767
- beh.instance?.onStateEnter?.call(beh.instance, this.animator, info, layerIndex);
768
- }
769
- }
770
- }
771
- else if (debug) {
772
- if (!state["__warned_no_motion"]) {
773
- state["__warned_no_motion"] = true;
774
- console.warn("No action", state.motion, this);
775
- }
776
- }
777
-
778
- if (debug)
779
- console.log("TRANSITION FROM " + prev?.name + " TO " + state.name, durationInSec, prevAction, action, action?.getEffectiveTimeScale(), action?.getEffectiveWeight(), action?.isRunning(), action?.isScheduled(), action?.paused);
780
- }
781
-
782
- private createAction(clip: AnimationClip) {
783
-
784
- // uncache clip causes issues when multiple states use the same clip
785
- // this._mixer.uncacheClip(clip);
786
- // instead only uncache the action when one already exists to make sure
787
- // we get unique actions per state
788
- const existing = this._mixer.existingAction(clip);
789
- if (existing) this._mixer.uncacheAction(clip, this.animator?.gameObject);
790
-
791
- if (this.animator?.applyRootMotion) {
792
- if (!this.rootMotionHandler) {
793
- this.rootMotionHandler = new RootMotionHandler(this);
794
- }
795
- // TODO: find root bone properly
796
- const root = this.animator.gameObject;
797
- return this.rootMotionHandler.createClip(this._mixer, root, clip);
798
- }
799
- else {
800
- const action = this._mixer.clipAction(clip);
801
- return action;
802
- }
803
- }
804
-
805
- private evaluateCondition(cond: Condition): boolean {
806
- const param = this.model.parameters.find(p => p.name === cond.parameter);
807
- if (!param) return false;
808
- // console.log(param.name, param.value);
809
- switch (cond.mode) {
810
- case AnimatorConditionMode.If:
811
- return param.value === true;
812
- case AnimatorConditionMode.IfNot:
813
- return param.value === false;
814
- case AnimatorConditionMode.Greater:
815
- return param.value as number > cond.threshold;
816
- case AnimatorConditionMode.Less:
817
- return param.value as number < cond.threshold;
818
- case AnimatorConditionMode.Equals:
819
- return param.value === cond.threshold;
820
- case AnimatorConditionMode.NotEqual:
821
- return param.value !== cond.threshold;
822
- }
823
- return false;
824
- }
825
-
826
- private createActions(_animator: Animator) {
827
- if (debug) console.log("AnimatorController createActions", this.model);
828
- for (const layer of this.model.layers) {
829
- const sm = layer.stateMachine;
830
- for (let index = 0; index < sm.states.length; index++) {
831
- const state = sm.states[index];
832
-
833
- // ensure we have a transitions array
834
- if (!state.transitions) {
835
- state.transitions = [];
836
- }
837
- for (const t of state.transitions) {
838
- // can happen if conditions are empty in blender - the exporter seems to skip empty arrays
839
- if (!t.conditions) t.conditions = [];
840
- }
841
-
842
- // ensure we have a motion even if none was exported
843
- if (!state.motion) {
844
- if (debug) console.warn("No motion", state);
845
- state.motion = createMotion(state.name);
846
- // console.warn("Missing motion", "AnimatorController: " + this.model.name, state);
847
- // sm.states.splice(index, 1);
848
- // index -= 1;
849
- // continue;
850
- }
851
- // the clips array contains which animator has which animationclip
852
- if (this.animator && state.motion.clips) {
853
- // TODO: we have to compare by name because on instantiate we clone objects but not the node object
854
- const mapping = state.motion.clips?.find(e => e.node.name === this.animator?.gameObject?.name);
855
- if (!mapping) {
856
- if (debug || isDevEnvironment()) {
857
- console.warn("Could not find clip for animator \"" + this.animator?.gameObject?.name + "\"", state.motion.clips.map(c => c.node.name));
858
- }
859
- }
860
- else
861
- state.motion.clip = mapping.clip;
862
- }
863
-
864
- // ensure we have a clip to blend to
865
- if (!state.motion.clip) {
866
- if (debug) console.warn("No clip assigned to state", state);
867
- const clip = new AnimationClip(undefined, undefined, []);
868
- state.motion.clip = clip;
869
- }
870
-
871
- if (state.motion?.clip) {
872
- const clip = state.motion.clip;
873
- if (clip instanceof AnimationClip) {
874
- const action = this.createAction(clip);
875
- state.motion.action = action;
876
- }
877
- else {
878
- if (debug || isDevEnvironment()) console.warn("No valid animationclip assigned", state);
879
- }
880
- }
881
-
882
- // create state machine behaviours
883
- if (state.behaviours && Array.isArray(state.behaviours)) {
884
- for (const behaviour of state.behaviours) {
885
- if (!behaviour?.typeName) continue;
886
- const type = TypeStore.get(behaviour.typeName);
887
- if (type) {
888
- const instance: StateMachineBehaviour = new type() as StateMachineBehaviour;
889
- if (instance.isStateMachineBehaviour) {
890
- instance._context = this.context ?? undefined;
891
- assign(instance, behaviour.properties);
892
- behaviour.instance = instance;
893
- }
894
- if (debug) console.log("Created animator controller behaviour", state.name, behaviour.typeName, behaviour.properties, instance);
895
- }
896
- else {
897
- if (debug || isDevEnvironment()) console.warn("Could not find AnimatorBehaviour type: " + behaviour.typeName);
898
- }
899
- }
900
- }
901
- }
902
- }
903
- }
904
-
905
- /**
906
- * Yields all animation actions managed by this controller.
907
- * Iterates through all states in all layers and returns their actions.
908
- */
909
- *enumerateActions() {
910
- if (!this.model.layers) return;
911
- for (const layer of this.model.layers) {
912
- const sm = layer.stateMachine;
913
- for (let index = 0; index < sm.states.length; index++) {
914
- const state = sm.states[index];
915
- if (state?.motion) {
916
- if (state.motion.action)
917
- yield state.motion.action;
918
- if (state.motion.action_loopback)
919
- yield state.motion.action_loopback;
920
- }
921
- }
922
- }
923
- }
924
-
925
-
926
- // https://docs.unity3d.com/Manual/RootMotion.html
927
- private rootMotionHandler?: RootMotionHandler;
928
-
929
-
930
- // private findRootBone(obj: Object3D): Object3D | null {
931
- // if (this.animationRoot) return this.animationRoot;
932
- // if (obj.type === "Bone") {
933
- // this.animationRoot = obj as Bone;
934
- // return this.animationRoot;
935
- // }
936
- // if (obj.children) {
937
- // for (const ch of obj.children) {
938
- // const res = this.findRootBone(ch);
939
- // if (res) return res;
940
- // }
941
- // }
942
- // return null;
943
- // }
944
- }
945
-
946
- /**
947
- * Wraps a KeyframeTrack to allow custom evaluation of animation values.
948
- * Used internally to modify animation behavior without changing the original data.
949
- */
950
- class TrackEvaluationWrapper {
951
-
952
- track?: KeyframeTrack;
953
- createdInterpolant?: any;
954
- originalEvaluate?: Function;
955
- private customEvaluate?: (time: number) => any;
956
-
957
- constructor(track: KeyframeTrack, evaluate: (time: number, value: any) => any) {
958
- this.track = track;
959
- const t = track as any;
960
- const createOriginalInterpolator = t.createInterpolant.bind(track);
961
- t.createInterpolant = () => {
962
- t.createInterpolant = createOriginalInterpolator;
963
- this.createdInterpolant = createOriginalInterpolator();
964
- this.originalEvaluate = this.createdInterpolant.evaluate.bind(this.createdInterpolant);
965
- this.customEvaluate = time => {
966
- if (!this.originalEvaluate) return;
967
- const res = this.originalEvaluate(time);
968
- return evaluate(time, res);
969
- };
970
- this.createdInterpolant.evaluate = this.customEvaluate;
971
- return this.createdInterpolant;
972
- }
973
- };
974
-
975
-
976
- dispose() {
977
- if (this.createdInterpolant && this.originalEvaluate) {
978
- this.createdInterpolant.evaluate = this.originalEvaluate;
979
- }
980
- this.track = undefined;
981
- this.createdInterpolant = null;
982
- this.originalEvaluate = undefined;
983
- this.customEvaluate = undefined;
984
- }
985
- }
986
-
987
- /**
988
- * Handles root motion extraction from animation tracks.
989
- * Captures movement from animations and applies it to the root object.
990
- */
991
- class RootMotionAction {
992
-
993
- private static lastObjPosition: { [key: string]: Vector3 } = {};
994
- private static lastObjRotation: { [key: string]: Quaternion } = {};
995
-
996
- // we remove the first keyframe rotation from the space rotation when updating
997
- private static firstKeyframeRotation: { [key: string]: Quaternion } = {};
998
- // this is used to rotate the space on clip end / start (so the transform direction is correct)
999
- private static spaceRotation: { [key: string]: Quaternion } = {};
1000
- private static effectiveSpaceRotation: { [key: string]: Quaternion } = {};
1001
- private static clipOffsetRotation: { [key: string]: Quaternion } = {};
1002
-
1003
-
1004
- set action(val: AnimationAction) {
1005
- this._action = val;
1006
- }
1007
- get action() {
1008
- return this._action;
1009
- }
1010
-
1011
- get cacheId() {
1012
- return this.root.uuid;
1013
- }
1014
-
1015
- private _action!: AnimationAction;
1016
-
1017
- private root: Object3D;
1018
- private clip: AnimationClip;
1019
- private positionWrapper: TrackEvaluationWrapper | null = null;
1020
- private rotationWrapper: TrackEvaluationWrapper | null = null;
1021
- private context: Context;
1022
-
1023
- positionChange: Vector3 = new Vector3();
1024
- rotationChange: Quaternion = new Quaternion();
1025
-
1026
- constructor(context: Context, root: Object3D, clip: AnimationClip, positionTrack: KeyframeTrack | null, rotationTrack: KeyframeTrack | null) {
1027
- // console.log(this, positionTrack, rotationTrack);
1028
- this.context = context;
1029
- this.root = root;
1030
- this.clip = clip;
1031
-
1032
- if (!RootMotionAction.firstKeyframeRotation[this.cacheId])
1033
- RootMotionAction.firstKeyframeRotation[this.cacheId] = new Quaternion();
1034
- if (rotationTrack) {
1035
- const values = rotationTrack.values;
1036
- RootMotionAction.firstKeyframeRotation[this.cacheId]
1037
- .set(values[0], values[1], values[2], values[3])
1038
- }
1039
-
1040
- if (!RootMotionAction.spaceRotation[this.cacheId])
1041
- RootMotionAction.spaceRotation[this.cacheId] = new Quaternion();
1042
-
1043
- if (!RootMotionAction.effectiveSpaceRotation[this.cacheId])
1044
- RootMotionAction.effectiveSpaceRotation[this.cacheId] = new Quaternion();
1045
-
1046
- RootMotionAction.clipOffsetRotation[this.cacheId] = new Quaternion();
1047
- if (rotationTrack) {
1048
- RootMotionAction.clipOffsetRotation[this.cacheId]
1049
- .set(rotationTrack.values[0], rotationTrack.values[1], rotationTrack.values[2], rotationTrack.values[3])
1050
- .invert();
1051
- }
1052
-
1053
- this.handlePosition(clip, positionTrack);
1054
- this.handleRotation(clip, rotationTrack);
1055
- }
1056
-
1057
- onStart(action: AnimationAction) {
1058
- if (action.getClip() !== this.clip) return;
1059
-
1060
- if (!RootMotionAction.lastObjRotation[this.cacheId]) {
1061
- RootMotionAction.lastObjRotation[this.cacheId] = this.root.quaternion.clone()
1062
- }
1063
- const lastRotation = RootMotionAction.lastObjRotation[this.cacheId];
1064
- // const firstKeyframe = RootMotionAction.firstKeyframeRotation[this.this.cacheId];
1065
- // lastRotation.invert().premultiply(firstKeyframe).invert();
1066
- RootMotionAction.spaceRotation[this.cacheId].copy(lastRotation);
1067
-
1068
- if (debugRootMotion) {
1069
- const euler = new Euler().setFromQuaternion(lastRotation);
1070
- console.log("START", this.clip.name, Mathf.toDegrees(euler.y), this.root.position.z);
1071
- }
1072
- }
1073
-
1074
- private getClipRotationOffset() {
1075
- return RootMotionAction.clipOffsetRotation[this.cacheId];
1076
- }
1077
-
1078
- private _prevTime = 0;
1079
-
1080
- private handlePosition(_clip: AnimationClip, track: KeyframeTrack | null) {
1081
- if (track) {
1082
-
1083
- const root = this.root;
1084
- if (debugRootMotion)
1085
- root.add(new AxesHelper());
1086
-
1087
- if (!RootMotionAction.lastObjPosition[this.cacheId])
1088
- RootMotionAction.lastObjPosition[this.cacheId] = this.root.position.clone();
1089
- const valuesDiff = new Vector3();
1090
- const valuesPrev = new Vector3();
1091
- // const rotation = new Quaternion();
1092
- this.positionWrapper = new TrackEvaluationWrapper(track, (time, value: Float64Array) => {
1093
-
1094
- const weight = this.action.getEffectiveWeight();
1095
-
1096
-
1097
- // reset for testing
1098
- if (debugRootMotion) {
1099
- if (root.position.length() > 8)
1100
- root.position.set(0, root.position.y, 0);
1101
- }
1102
-
1103
- if (time > this._prevTime) {
1104
- valuesDiff.set(value[0], value[1], value[2]);
1105
- valuesDiff.sub(valuesPrev);
1106
- valuesDiff.multiplyScalar(weight);
1107
- valuesDiff.applyQuaternion(this.getClipRotationOffset());
1108
-
1109
- // RootMotionAction.effectiveSpaceRotation[id].slerp(RootMotionAction.spaceRotation[id], weight);
1110
- valuesDiff.applyQuaternion(root.quaternion);
1111
- this.positionChange.copy(valuesDiff);
1112
-
1113
- // this.root.position.add(valuesDiff);
1114
- }
1115
-
1116
- valuesPrev.fromArray(value);
1117
-
1118
- this._prevTime = time;
1119
- value[0] = 0;
1120
- value[1] = 0;
1121
- value[2] = 0;
1122
- return value;
1123
-
1124
- });
1125
- }
1126
- }
1127
-
1128
- private static identityQuaternion = new Quaternion();
1129
-
1130
- private handleRotation(clip: AnimationClip, track: KeyframeTrack | null) {
1131
- if (track) {
1132
- if (debugRootMotion) {
1133
- const arr = track.values;
1134
- const firstKeyframe = new Euler().setFromQuaternion(new Quaternion(arr[0], arr[1], arr[2], arr[3]));
1135
- console.log(clip.name, track.name, "FIRST ROTATION IN TRACK", Mathf.toDegrees(firstKeyframe.y));
1136
- const i = track.values.length - 4;
1137
- const lastKeyframe = new Quaternion().set(arr[i], arr[i + 1], arr[i + 2], arr[i + 3]);
1138
- const euler = new Euler().setFromQuaternion(lastKeyframe);
1139
- console.log(clip.name, track.name, "LAST ROTATION IN TRACK", Mathf.toDegrees(euler.y));
1140
- }
1141
-
1142
- // if (!RootMotionAction.lastObjRotation[root.uuid]) RootMotionAction.lastObjRotation[root.uuid] = new Quaternion();
1143
- // const temp = new Quaternion();
1144
- let prevTime: number = 0;
1145
- const valuesPrev = new Quaternion();
1146
- const valuesDiff = new Quaternion();
1147
- // const summedRot = new Quaternion();
1148
- this.rotationWrapper = new TrackEvaluationWrapper(track, (time, value: Float64Array) => {
1149
- // root.quaternion.copy(RootMotionAction.lastObjRotation[root.uuid]);
1150
- if (time > prevTime) {
1151
- valuesDiff.set(value[0], value[1], value[2], value[3]);
1152
- valuesPrev.invert();
1153
- valuesDiff.multiply(valuesPrev);
1154
- // if(weight < .99) valuesDiff.slerp(RootMotionAction.identityQuaternion, 1 - weight);
1155
- this.rotationChange.copy(valuesDiff);
1156
- // root.quaternion.multiply(valuesDiff);
1157
- }
1158
- // else
1159
- // root.quaternion.multiply(this.getClipRotationOffset());
1160
-
1161
- // RootMotionAction.lastObjRotation[root.uuid].copy(root.quaternion);
1162
- valuesPrev.fromArray(value);
1163
- prevTime = time;
1164
- value[0] = 0;
1165
- value[1] = 0;
1166
- value[2] = 0;
1167
- value[3] = 1;
1168
- return value;
1169
- });
1170
- }
1171
- }
1172
-
1173
- // private lastPos: Vector3 = new Vector3();
1174
-
1175
- onBeforeUpdate(_weight: number) {
1176
- this.positionChange.set(0, 0, 0);
1177
- this.rotationChange.set(0, 0, 0, 1);
1178
- }
1179
-
1180
- onAfterUpdate(weight: number): boolean {
1181
- if (!this.action) return false;
1182
- weight *= this.action.getEffectiveWeight();
1183
- if (weight <= 0) return false;
1184
- this.positionChange.multiplyScalar(weight);
1185
- this.rotationChange.slerp(RootMotionAction.identityQuaternion, 1 - weight);
1186
- return true;
1187
- }
1188
- }
1189
-
1190
- /**
1191
- * Manages root motion for a character.
1192
- * Extracts motion from animation tracks and applies it to the character's transform.
1193
- */
1194
- class RootMotionHandler {
1195
-
1196
- private controller: AnimatorController;
1197
- private handler: RootMotionAction[] = [];
1198
- private root!: Object3D;
1199
-
1200
-
1201
- private basePosition: Vector3 = new Vector3();
1202
- private baseQuaternion: Quaternion = new Quaternion();
1203
- private baseRotation: Euler = new Euler();
1204
-
1205
- constructor(controller: AnimatorController) {
1206
- this.controller = controller;
1207
- }
1208
-
1209
- createClip(mixer: AnimationMixer, root: Object3D, clip: AnimationClip): AnimationAction {
1210
- this.root = root;
1211
- let rootName = "";
1212
- if (root && "name" in root) {
1213
- rootName = root.name;
1214
- }
1215
- const positionTrack = this.findRootTrack(clip, ".position");
1216
- const rotationTrack = this.findRootTrack(clip, ".quaternion");
1217
- const handler = new RootMotionAction(this.controller.context!, root, clip, positionTrack, rotationTrack);
1218
- this.handler.push(handler);
1219
-
1220
- // it is important we do this after the handler is created
1221
- // otherwise we can not hook into threejs interpolators
1222
- const action = mixer.clipAction(clip);
1223
- handler.action = action;
1224
- return action;
1225
- }
1226
-
1227
-
1228
- onStart(action: AnimationAction) {
1229
- for (const handler of this.handler) {
1230
- handler.onStart(action);
1231
- }
1232
-
1233
- }
1234
-
1235
- onBeforeUpdate(weight: number) {
1236
- // capture the position of the object
1237
- this.basePosition.copy(this.root.position);
1238
- this.baseQuaternion.copy(this.root.quaternion);
1239
-
1240
- for (const hand of this.handler)
1241
- hand.onBeforeUpdate(weight);
1242
- }
1243
-
1244
- private summedPosition: Vector3 = new Vector3();
1245
- private summedRotation: Quaternion = new Quaternion();
1246
-
1247
- onAfterUpdate(weight: number) {
1248
- if (weight <= 0) return;
1249
- // TODO: blend weight properly with root motion (when using timeline blending with animator)
1250
-
1251
- // apply the accumulated changes
1252
- this.root.position.copy(this.basePosition);
1253
- this.root.quaternion.copy(this.baseQuaternion);
1254
-
1255
- this.summedPosition.set(0, 0, 0);
1256
- this.summedRotation.set(0, 0, 0, 1);
1257
- for (const entry of this.handler) {
1258
- if (entry.onAfterUpdate(weight)) {
1259
- this.summedPosition.add(entry.positionChange);
1260
- this.summedRotation.multiply(entry.rotationChange);
1261
- }
1262
- }
1263
- this.root.position.add(this.summedPosition);
1264
- this.root.quaternion.multiply(this.summedRotation);
1265
- // RootMotionAction.lastObjRotation[this.root.uuid].copy(this.root.quaternion);
1266
- }
1267
-
1268
- private findRootTrack(clip: AnimationClip, name: string) {
1269
- const tracks = clip.tracks;
1270
- if (!tracks) return null;
1271
- for (const track of tracks) {
1272
- if (track.name.endsWith(name)) {
1273
- return track;
1274
- }
1275
- }
1276
- return null;
1277
- }
1278
- }
1279
-
1280
- /**
1281
- * Serialization handler for AnimatorController instances.
1282
- * Handles conversion between serialized data and runtime objects.
1283
- */
1284
- class AnimatorControllerSerializator extends TypeSerializer {
1285
- onSerialize(_: any, _context: SerializationContext) {
1286
-
1287
- }
1288
- onDeserialize(data: AnimatorControllerModel & { __type?: string }, context: SerializationContext) {
1289
- if (context.type === AnimatorController && data?.__type === "AnimatorController")
1290
- return new AnimatorController(data);
1291
- return undefined;
1292
- }
1293
- }
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
+ export class AnimatorController {
56
+
57
+ /**
58
+ * Creates an AnimatorController from a set of animation clips.
59
+ * Each clip becomes a state in the controller's state machine.
60
+ *
61
+ * @param clips - The animation clips to use for creating states
62
+ * @param options - Configuration options for the controller including looping behavior and transitions
63
+ * @returns A new AnimatorController instance
64
+ */
65
+ static createFromClips(clips: AnimationClip[], options: CreateAnimatorControllerOptions = { looping: false, autoTransition: true, transitionDuration: 0 }): AnimatorController {
66
+ const states: State[] = [];
67
+ for (let i = 0; i < clips.length; i++) {
68
+ const clip = clips[i];
69
+ const transitions: Transition[] = [];
70
+
71
+ if (options.autoTransition !== false) {
72
+ const dur = options.transitionDuration ?? 0;
73
+ const normalizedDuration = dur / clip.duration;
74
+ // automatically transition to self by default
75
+ let nextState = i;
76
+ if (options.autoTransition === undefined || options.autoTransition === true) {
77
+ nextState = (i + 1) % clips.length;
78
+ }
79
+ transitions.push({
80
+ exitTime: 1 - normalizedDuration,
81
+ offset: 0,
82
+ duration: dur,
83
+ hasExitTime: true,
84
+ destinationState: nextState,
85
+ conditions: [],
86
+ })
87
+ }
88
+
89
+ const state: State = {
90
+ name: clip.name,
91
+ hash: i, // by using the index it's easy for users to call play(2) to play the clip at index 2
92
+ motion: {
93
+ name: clip.name,
94
+ clip: clip,
95
+ isLooping: options?.looping ?? false,
96
+ },
97
+ transitions: transitions,
98
+ behaviours: []
99
+ }
100
+ states.push(state);
101
+ }
102
+ const model: AnimatorControllerModel = {
103
+ name: "AnimatorController",
104
+ guid: new InstantiateIdProvider(Date.now()).generateUUID(),
105
+ parameters: [],
106
+ layers: [{
107
+ name: "Base Layer",
108
+ stateMachine: {
109
+ defaultState: 0,
110
+ states: states
111
+ }
112
+ }]
113
+ }
114
+ const controller = new AnimatorController(model);
115
+ return controller;
116
+ }
117
+
118
+ /**
119
+ * Plays an animation state by name or hash.
120
+ *
121
+ * @param name - The name or hash identifier of the state to play
122
+ * @param layerIndex - The layer index (defaults to 0)
123
+ * @param normalizedTime - The normalized time to start the animation from (0-1)
124
+ * @param durationInSec - Transition duration in seconds
125
+ */
126
+ play(name: string | number, layerIndex: number = -1, normalizedTime: number = Number.NEGATIVE_INFINITY, durationInSec: number = 0) {
127
+ if (layerIndex < 0) layerIndex = 0;
128
+ else if (layerIndex >= this.model.layers.length) {
129
+ console.warn("invalid layer");
130
+ return;
131
+ }
132
+ const layer = this.model.layers[layerIndex];
133
+ const sm = layer.stateMachine;
134
+ for (const state of sm.states) {
135
+ if (state.name === name || state.hash === name) {
136
+ if (debug)
137
+ console.log("transition to ", state);
138
+ this.transitionTo(state, durationInSec, normalizedTime);
139
+ return;
140
+ }
141
+ }
142
+ console.warn("Could not find " + name + " to play");
143
+ }
144
+
145
+ /**
146
+ * Resets the controller to its initial state.
147
+ */
148
+ reset() {
149
+ this.setStartTransition();
150
+ }
151
+
152
+ /**
153
+ * Sets a boolean parameter value by name or hash.
154
+ *
155
+ * @param name - The name or hash identifier of the parameter
156
+ * @param value - The boolean value to set
157
+ */
158
+ setBool(name: string | number, value: boolean) {
159
+ const key = typeof name === "string" ? "name" : "hash";
160
+ return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = value);
161
+ }
162
+
163
+ /**
164
+ * Gets a boolean parameter value by name or hash.
165
+ *
166
+ * @param name - The name or hash identifier of the parameter
167
+ * @returns The boolean value of the parameter, or false if not found
168
+ */
169
+ getBool(name: string | number): boolean {
170
+ const key = typeof name === "string" ? "name" : "hash";
171
+ return this.model?.parameters?.find(p => p[key] === name)?.value as boolean ?? false;
172
+ }
173
+
174
+ /**
175
+ * Sets a float parameter value by name or hash.
176
+ *
177
+ * @param name - The name or hash identifier of the parameter
178
+ * @param val - The float value to set
179
+ * @returns True if the parameter was found and set, false otherwise
180
+ */
181
+ setFloat(name: string | number, val: number) {
182
+ const key = typeof name === "string" ? "name" : "hash";
183
+ const filtered = this.model?.parameters?.filter(p => p[key] === name);
184
+ filtered.forEach(p => p.value = val);
185
+ return filtered?.length > 0;
186
+ }
187
+
188
+ /**
189
+ * Gets a float parameter value by name or hash.
190
+ *
191
+ * @param name - The name or hash identifier of the parameter
192
+ * @returns The float value of the parameter, or 0 if not found
193
+ */
194
+ getFloat(name: string | number): number {
195
+ const key = typeof name === "string" ? "name" : "hash";
196
+ return this.model?.parameters?.find(p => p[key] === name)?.value as number ?? 0;
197
+ }
198
+
199
+ /**
200
+ * Sets an integer parameter value by name or hash.
201
+ *
202
+ * @param name - The name or hash identifier of the parameter
203
+ * @param val - The integer value to set
204
+ */
205
+ setInteger(name: string | number, val: number) {
206
+ const key = typeof name === "string" ? "name" : "hash";
207
+ return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = val);
208
+ }
209
+
210
+ /**
211
+ * Gets an integer parameter value by name or hash.
212
+ *
213
+ * @param name - The name or hash identifier of the parameter
214
+ * @returns The integer value of the parameter, or 0 if not found
215
+ */
216
+ getInteger(name: string | number): number {
217
+ const key = typeof name === "string" ? "name" : "hash";
218
+ return this.model?.parameters?.find(p => p[key] === name)?.value as number ?? 0;
219
+ }
220
+
221
+ /**
222
+ * Sets a trigger parameter to active (true).
223
+ * Trigger parameters are automatically reset after they are consumed by a transition.
224
+ *
225
+ * @param name - The name or hash identifier of the trigger parameter
226
+ */
227
+ setTrigger(name: string | number) {
228
+ if (debug)
229
+ console.log("SET TRIGGER", name);
230
+ const key = typeof name === "string" ? "name" : "hash";
231
+ return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = true);
232
+ }
233
+
234
+ /**
235
+ * Resets a trigger parameter to inactive (false).
236
+ *
237
+ * @param name - The name or hash identifier of the trigger parameter
238
+ */
239
+ resetTrigger(name: string | number) {
240
+ const key = typeof name === "string" ? "name" : "hash";
241
+ return this.model?.parameters?.filter(p => p[key] === name).forEach(p => p.value = false);
242
+ }
243
+
244
+ /**
245
+ * Gets the current state of a trigger parameter.
246
+ *
247
+ * @param name - The name or hash identifier of the trigger parameter
248
+ * @returns The boolean state of the trigger, or false if not found
249
+ */
250
+ getTrigger(name: string | number): boolean {
251
+ const key = typeof name === "string" ? "name" : "hash";
252
+ return this.model?.parameters?.find(p => p[key] === name)?.value as boolean ?? false;
253
+ }
254
+
255
+ /**
256
+ * Checks if the controller is currently in a transition between states.
257
+ *
258
+ * @returns True if a transition is in progress, false otherwise
259
+ */
260
+ isInTransition(): boolean {
261
+ return this._activeStates.length > 1;
262
+ }
263
+
264
+ /** Set the speed of the animator controller. Larger values will make the animation play faster. */
265
+ setSpeed(speed: number) {
266
+ this._speed = speed;
267
+ }
268
+ private _speed: number = 1;
269
+
270
+
271
+ /**
272
+ * Finds an animation state by name or hash.
273
+ * @deprecated Use findState instead
274
+ *
275
+ * @param name - The name or hash identifier of the state to find
276
+ * @returns The found state or null if not found
277
+ */
278
+ FindState(name: string | number | undefined | null): State | null { return this.findState(name); }
279
+
280
+ /**
281
+ * Finds an animation state by name or hash.
282
+ *
283
+ * @param name - The name or hash identifier of the state to find
284
+ * @returns The found state or null if not found
285
+ */
286
+ findState(name: string | number | undefined | null): State | null {
287
+ if (!name) return null;
288
+ if (Array.isArray(this.model.layers)) {
289
+ for (const layer of this.model.layers) {
290
+ for (const state of layer.stateMachine.states) {
291
+ if (state.name === name || state.hash == name) return state;
292
+ }
293
+ }
294
+ }
295
+ return null;
296
+ }
297
+
298
+ /**
299
+ * Gets information about the current playing animation state.
300
+ *
301
+ * @returns An AnimatorStateInfo object with data about the current state, or null if no state is active
302
+ */
303
+ getCurrentStateInfo() {
304
+ if (!this._activeState) return null;
305
+ const action = this._activeState.motion.action;
306
+ if (!action) return null;
307
+ const dur = this._activeState.motion.clip!.duration;
308
+ const normalizedTime = dur <= 0 ? 0 : Math.abs(action.time / dur);
309
+ return new AnimatorStateInfo(this._activeState, normalizedTime, dur, this._speed);
310
+ }
311
+
312
+ /**
313
+ * Gets the animation action currently playing.
314
+ *
315
+ * @returns The current animation action, or null if no action is playing
316
+ */
317
+ get currentAction(): AnimationAction | null {
318
+ if (!this._activeState) return null;
319
+ const action = this._activeState.motion.action;
320
+ if (!action) return null;
321
+ return action;
322
+ }
323
+
324
+ /**
325
+ * The normalized time (0-1) to start playing the first state at.
326
+ * This affects the initial state when the animator is first enabled.
327
+ */
328
+ normalizedStartOffset: number = 0;
329
+
330
+ /**
331
+ * The Animator component this controller is bound to.
332
+ */
333
+ animator?: Animator;
334
+
335
+ /**
336
+ * The data model describing the animation states and transitions.
337
+ */
338
+ model: AnimatorControllerModel;
339
+
340
+ /**
341
+ * Gets the engine context from the bound animator.
342
+ */
343
+ get context(): Context | undefined | null { return this.animator?.context; }
344
+
345
+ /**
346
+ * Gets the animation mixer used by this controller.
347
+ */
348
+ get mixer() {
349
+ return this._mixer;
350
+ }
351
+
352
+ /**
353
+ * Cleans up resources used by this controller.
354
+ * Stops all animations and unregisters the mixer from the animation system.
355
+ */
356
+ dispose() {
357
+ this._mixer.stopAllAction();
358
+ if (this.animator) {
359
+ this._mixer.uncacheRoot(this.animator.gameObject);
360
+ for (const action of this._activeStates) {
361
+ if (action.motion.clip)
362
+ this.mixer.uncacheAction(action.motion.clip, this.animator.gameObject);
363
+ }
364
+ }
365
+ this.context?.animations.unregisterAnimationMixer(this._mixer);
366
+ }
367
+
368
+ // applyRootMotion(obj: Object3D) {
369
+ // // this.internalApplyRootMotion(obj);
370
+ // }
371
+
372
+ /**
373
+ * Binds this controller to an animator component.
374
+ * Creates a new animation mixer and sets up animation actions.
375
+ *
376
+ * @param animator - The animator to bind this controller to
377
+ */
378
+ bind(animator: Animator) {
379
+ if (!animator) console.error("AnimatorController.bind: animator is null");
380
+ else if (this.animator !== animator) {
381
+ if (this._mixer) {
382
+ this._mixer.stopAllAction();
383
+ this.context?.animations.unregisterAnimationMixer(this._mixer);
384
+ }
385
+ this.animator = animator;
386
+ this._mixer = new AnimationMixer(this.animator.gameObject);
387
+ this.context?.animations.registerAnimationMixer(this._mixer);
388
+ this.createActions(this.animator);
389
+ }
390
+ }
391
+
392
+ /**
393
+ * Creates a deep copy of this controller.
394
+ * Clones the model data but does not copy runtime state.
395
+ *
396
+ * @returns A new AnimatorController instance with the same configuration
397
+ */
398
+ clone() {
399
+ if (typeof this.model === "string") {
400
+ console.warn("AnimatorController has not been resolved, can not create model from string", this.model);
401
+ return null;
402
+ }
403
+ if (debug) console.warn("AnimatorController clone()", this.model);
404
+ // clone runtime controller but dont clone clip or action
405
+ const clonedModel = deepClone(this.model, (_owner, _key, _value) => {
406
+ if (_value === null || _value === undefined) return true;
407
+ // dont clone three Objects
408
+ if (_value.type === "Object3D" || _value.isObject3D === true) return false;
409
+ // dont clone AnimationAction
410
+ if (isAnimationAction(_value)) { //.constructor.name === "AnimationAction") {
411
+ // console.log(_value);
412
+ return false;
413
+ }
414
+ // dont clone AnimationClip
415
+ if (_value["tracks"] !== undefined) return false;
416
+ // when assigned __concreteInstance during serialization
417
+ if (_value instanceof AnimatorController) return false;
418
+ return true;
419
+ }) as AnimatorControllerModel;
420
+ console.assert(clonedModel !== this.model);
421
+ const controller = new AnimatorController(clonedModel);
422
+ return controller;
423
+ }
424
+
425
+ /**
426
+ * Updates the controller's state machine and animations.
427
+ * Called each frame by the animator component.
428
+ *
429
+ * @param weight - The weight to apply to the animations (for blending)
430
+ */
431
+ update(weight: number) {
432
+ if (!this.animator) return;
433
+ this.evaluateTransitions();
434
+ this.updateActiveStates(weight);
435
+ // 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)
436
+ // if (!this._activeState) return;
437
+ const dt = this.animator.context.time.deltaTime;
438
+ if (this.animator.applyRootMotion) {
439
+ this.rootMotionHandler?.onBeforeUpdate(weight);
440
+ }
441
+ this._mixer.update(dt);
442
+ if (this.animator.applyRootMotion) {
443
+ this.rootMotionHandler?.onAfterUpdate(weight);
444
+ }
445
+ }
446
+
447
+
448
+ private _mixer!: AnimationMixer;
449
+ private _activeState?: State;
450
+
451
+ /**
452
+ * Gets the currently active animation state.
453
+ *
454
+ * @returns The active state or undefined if no state is active
455
+ */
456
+ get activeState(): State | undefined { return this._activeState; }
457
+
458
+ constructor(model: AnimatorControllerModel) {
459
+ this.model = model;
460
+ if (debug) console.log(this);
461
+ }
462
+
463
+ private _activeStates: State[] = [];
464
+
465
+ private updateActiveStates(weight: number) {
466
+ for (let i = 0; i < this._activeStates.length; i++) {
467
+ const state = this._activeStates[i];
468
+ const motion = state.motion;
469
+ if (!motion.action) {
470
+ this._activeStates.splice(i, 1);
471
+ i--;
472
+ }
473
+ else {
474
+ const action = motion.action;
475
+ action.weight = weight;
476
+ // console.log(action.getClip().name, action.getEffectiveWeight(), action.isScheduled());
477
+ if ((action.getEffectiveWeight() <= 0 && !action.isRunning())) {
478
+ if (debug)
479
+ console.debug("REMOVE", state.name, action.getEffectiveWeight(), action.isRunning(), action.isScheduled())
480
+ this._activeStates.splice(i, 1);
481
+ i--;
482
+ }
483
+ }
484
+ }
485
+ }
486
+
487
+ private setStartTransition() {
488
+ if (this.model.layers.length > 1 && (debug || isDevEnvironment())) {
489
+ console.warn("Multiple layers are not supported yet " + this.animator?.name);
490
+ }
491
+ for (const layer of this.model.layers) {
492
+ const sm = layer.stateMachine;
493
+ if (sm.defaultState === undefined) {
494
+ if (debug)
495
+ console.warn("AnimatorController default state is undefined, will assign state 0 as default", layer);
496
+ sm.defaultState = 0;
497
+ }
498
+ const start = sm.states[sm.defaultState];
499
+ this.transitionTo(start, 0, this.normalizedStartOffset);
500
+ break;
501
+ }
502
+ }
503
+
504
+ private evaluateTransitions() {
505
+ let didEnterStateThisFrame = false;
506
+ if (!this._activeState) {
507
+ this.setStartTransition();
508
+ if (!this._activeState) return;
509
+ didEnterStateThisFrame = true;
510
+ }
511
+
512
+ const state = this._activeState;
513
+ const action = state.motion.action;
514
+ let index = 0;
515
+ for (const transition of state.transitions) {
516
+ ++index;
517
+ // transition without exit time and without condition that transition to itself are ignored
518
+ if (!transition.hasExitTime && transition.conditions.length <= 0) {
519
+ // if (this._activeState && this.getState(transition.destinationState, currentLayer)?.hash === this._activeState.hash)
520
+ continue;
521
+ }
522
+
523
+ let allConditionsAreMet = true;
524
+ for (const cond of transition.conditions) {
525
+ if (!this.evaluateCondition(cond)) {
526
+ allConditionsAreMet = false;
527
+ break;
528
+ }
529
+ }
530
+ if (!allConditionsAreMet) continue;
531
+
532
+ if (debug && allConditionsAreMet) {
533
+ // console.log("All conditions are met", transition);
534
+ }
535
+
536
+ if (action) {
537
+ const dur = state.motion.clip!.duration;
538
+ const normalizedTime = dur <= 0 ? 1 : Math.abs(action.time / dur);
539
+ let exitTime = transition.exitTime;
540
+
541
+ // When the animation is playing backwards we need to check exit time inverted
542
+ if (action.timeScale < 0) {
543
+ exitTime = 1 - exitTime;
544
+ }
545
+
546
+ let makeTransition = false;
547
+ if (transition.hasExitTime) {
548
+ if (action.timeScale > 0) makeTransition = normalizedTime >= transition.exitTime;
549
+ // When the animation is playing backwards we need to check exit time inverted
550
+ else if (action.timeScale < 0) makeTransition = 1 - normalizedTime >= transition.exitTime;
551
+ }
552
+ else {
553
+ makeTransition = true;
554
+ }
555
+
556
+ if (makeTransition) {
557
+ // disable triggers for this transition
558
+ for (const cond of transition.conditions) {
559
+ const param = this.model.parameters.find(p => p.name === cond.parameter);
560
+ if (param?.type === AnimatorControllerParameterType.Trigger && param.value) {
561
+ param.value = false;
562
+ }
563
+ }
564
+
565
+ // if (transition.hasExitTime && transition.exitTime >= .9999)
566
+ action.clampWhenFinished = true;
567
+ // else action.clampWhenFinished = false;
568
+ if (debug) {
569
+ const targetState = this.getState(transition.destinationState, 0);
570
+ console.log(`Transition to ${transition.destinationState} / ${targetState?.name}`, transition, "\nTimescale: " + action.timeScale, "\nNormalized time: " + normalizedTime.toFixed(3), "\nExit Time: " + exitTime, transition.hasExitTime);
571
+ // console.log(action.time, transition.exitTime);
572
+ }
573
+ this.transitionTo(transition.destinationState, transition.duration, transition.offset);
574
+ // use the first transition that matches all conditions and make the transition as soon as in range
575
+ return;
576
+ }
577
+ }
578
+ else {
579
+ this.transitionTo(transition.destinationState, transition.duration, transition.offset);
580
+ return;
581
+ }
582
+ // if none of the transitions can be made continue searching for another transition meeting the conditions
583
+ }
584
+
585
+ // action.time += this.context.time.deltaTime
586
+ // console.log(action?.time, action?.getEffectiveWeight())
587
+
588
+ // update timescale
589
+ if (action) {
590
+ this.setTimescale(action, state);
591
+ }
592
+
593
+ let didTriggerLooping = false;
594
+ if (state.motion.isLooping && action) {
595
+ // we dont use the three loop state here because it prevents the transition check above
596
+ // it is easier if we re-trigger loop here.
597
+ // We also can easily add the cycle offset settings from unity later
598
+ if (action.time >= action.getClip().duration) {
599
+ didTriggerLooping = true;
600
+ action.reset();
601
+ action.time = 0;
602
+ action.play();
603
+ }
604
+ else if (action.time <= 0 && action.timeScale < 0) {
605
+ didTriggerLooping = true;
606
+ action.reset();
607
+ action.time = action.getClip().duration;
608
+ action.play();
609
+ }
610
+ }
611
+
612
+ // call update state behaviours:
613
+ if (!didTriggerLooping && state && !didEnterStateThisFrame && action && this.animator) {
614
+ if (state.behaviours) {
615
+ const duration = action?.getClip().duration;
616
+ const normalizedTime = action.time / duration;
617
+ const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed)
618
+ for (const beh of state.behaviours) {
619
+ if (beh.instance) {
620
+ beh.instance.onStateUpdate?.call(beh.instance, this.animator, info, 0);
621
+ }
622
+ }
623
+ }
624
+ }
625
+
626
+ }
627
+
628
+ private setTimescale(action: AnimationAction, state: State) {
629
+ let speedFactor = state.speed ?? 1;
630
+ if (state.speedParameter)
631
+ speedFactor *= this.getFloat(state.speedParameter);
632
+ if (speedFactor !== undefined) {
633
+ action.timeScale = speedFactor * this._speed;
634
+ }
635
+ }
636
+
637
+ private getState(state: State | number, layerIndex: number): State | null {
638
+ if (typeof state === "number") {
639
+ if (state == -1) {
640
+ state = this.model.layers[layerIndex].stateMachine.defaultState; // exit state -> entry state
641
+ if (state === undefined) {
642
+ if (debug)
643
+ console.warn("AnimatorController default state is undefined: ", this.model, "Layer: " + layerIndex);
644
+ state = 0;
645
+ }
646
+ }
647
+ state = this.model.layers[layerIndex].stateMachine.states[state];
648
+ }
649
+ return state;
650
+ }
651
+
652
+ /**
653
+ * 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.
654
+ */
655
+ private readonly _heldActions: AnimationAction[] = [];
656
+ private releaseHeldActions(duration: number) {
657
+ for (const prev of this._heldActions) {
658
+ prev.fadeOut(duration);
659
+ }
660
+ this._heldActions.length = 0;
661
+ }
662
+
663
+ private transitionTo(state: State | number, durationInSec: number, offsetNormalized: number) {
664
+
665
+ if (!this.animator) return;
666
+
667
+ const layerIndex = 0;
668
+
669
+ state = this.getState(state, layerIndex) as State;
670
+
671
+ if (!state?.motion || !state.motion.clip || !(state.motion.clip instanceof AnimationClip)) {
672
+ // if(debug) console.warn("State has no clip or motion", state);
673
+ return;
674
+ }
675
+
676
+ const isSelf = this._activeState === state;
677
+ if (isSelf) {
678
+ const motion = state.motion;
679
+ if (!motion.action_loopback && motion.clip) {
680
+ // uncache action immediately resets the applied animation which breaks the root motion
681
+ // this happens if we have a transition to self and the clip is not cached yet
682
+ const previousMatrix = this.rootMotionHandler ? this.animator.gameObject.matrix.clone() : null;
683
+ this._mixer.uncacheAction(motion.clip, this.animator.gameObject);
684
+ if (previousMatrix)
685
+ previousMatrix.decompose(this.animator.gameObject.position, this.animator.gameObject.quaternion, this.animator.gameObject.scale);
686
+ motion.action_loopback = this.createAction(motion.clip);
687
+ }
688
+ }
689
+
690
+ // call exit state behaviours
691
+ if (this._activeState?.behaviours && this._activeState.motion.action) {
692
+ const duration = this._activeState?.motion.clip!.duration;
693
+ const normalizedTime = this._activeState.motion.action.time / duration;
694
+ const info = new AnimatorStateInfo(this._activeState, normalizedTime, duration, this._speed);
695
+ for (const beh of this._activeState.behaviours) {
696
+ beh.instance?.onStateExit?.call(beh.instance, this.animator, info, layerIndex);
697
+ }
698
+ }
699
+
700
+ const prevAction = this._activeState?.motion.action;
701
+
702
+
703
+ if (isSelf) {
704
+ state.motion.action = state.motion.action_loopback;
705
+ state.motion.action_loopback = prevAction;
706
+ }
707
+ const prev = this._activeState;
708
+ this._activeState = state;
709
+ const action = state.motion?.action;
710
+
711
+ const clip = state.motion.clip;
712
+
713
+
714
+ if (clip?.duration <= 0 && clip.tracks.length <= 0) {
715
+ // 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.
716
+ if (prevAction) {
717
+ this._heldActions.push(prevAction);
718
+ }
719
+ }
720
+ else if (prevAction) {
721
+ prevAction!.fadeOut(durationInSec);
722
+ this.releaseHeldActions(durationInSec);
723
+ }
724
+
725
+ if (action) {
726
+ offsetNormalized = Math.max(0, Math.min(1, offsetNormalized));
727
+ if (state.cycleOffsetParameter) {
728
+ let val = this.getFloat(state.cycleOffsetParameter);
729
+ if (typeof val === "number") {
730
+ if (val < 0) val += 1;
731
+ offsetNormalized += val;
732
+ offsetNormalized %= 1;
733
+ }
734
+ else if (debug) console.warn("AnimatorController cycle offset parameter is not a number", state.cycleOffsetParameter);
735
+ }
736
+ else if (typeof state.cycleOffset === "number") {
737
+ offsetNormalized += state.cycleOffset
738
+ offsetNormalized %= 1;
739
+ }
740
+ if (action.isRunning())
741
+ action.stop();
742
+ action.reset();
743
+ action.enabled = true;
744
+ this.setTimescale(action, state);
745
+ const duration = state.motion.clip!.duration;
746
+ // if we are looping to the same state we don't want to offset the current start time
747
+ action.time = isSelf ? 0 : offsetNormalized * duration;
748
+ if (action.timeScale < 0) action.time = duration - action.time;
749
+ action.clampWhenFinished = true;
750
+ action.setLoop(LoopOnce, 0);
751
+ if (durationInSec > 0)
752
+ action.fadeIn(durationInSec);
753
+ else action.weight = 1;
754
+ action.play();
755
+
756
+ if (this.rootMotionHandler) {
757
+ this.rootMotionHandler.onStart(action);
758
+ }
759
+
760
+ if (!this._activeStates.includes(state))
761
+ this._activeStates.push(state);
762
+
763
+ // call enter state behaviours
764
+ if (this._activeState.behaviours) {
765
+ const info = new AnimatorStateInfo(state, offsetNormalized, duration, this._speed);
766
+ for (const beh of this._activeState.behaviours) {
767
+ beh.instance?.onStateEnter?.call(beh.instance, this.animator, info, layerIndex);
768
+ }
769
+ }
770
+ }
771
+ else if (debug) {
772
+ if (!state["__warned_no_motion"]) {
773
+ state["__warned_no_motion"] = true;
774
+ console.warn("No action", state.motion, this);
775
+ }
776
+ }
777
+
778
+ if (debug)
779
+ console.log("TRANSITION FROM " + prev?.name + " TO " + state.name, durationInSec, prevAction, action, action?.getEffectiveTimeScale(), action?.getEffectiveWeight(), action?.isRunning(), action?.isScheduled(), action?.paused);
780
+ }
781
+
782
+ private createAction(clip: AnimationClip) {
783
+
784
+ // uncache clip causes issues when multiple states use the same clip
785
+ // this._mixer.uncacheClip(clip);
786
+ // instead only uncache the action when one already exists to make sure
787
+ // we get unique actions per state
788
+ const existing = this._mixer.existingAction(clip);
789
+ if (existing) this._mixer.uncacheAction(clip, this.animator?.gameObject);
790
+
791
+ if (this.animator?.applyRootMotion) {
792
+ if (!this.rootMotionHandler) {
793
+ this.rootMotionHandler = new RootMotionHandler(this);
794
+ }
795
+ // TODO: find root bone properly
796
+ const root = this.animator.gameObject;
797
+ return this.rootMotionHandler.createClip(this._mixer, root, clip);
798
+ }
799
+ else {
800
+ const action = this._mixer.clipAction(clip);
801
+ return action;
802
+ }
803
+ }
804
+
805
+ private evaluateCondition(cond: Condition): boolean {
806
+ const param = this.model.parameters.find(p => p.name === cond.parameter);
807
+ if (!param) return false;
808
+ // console.log(param.name, param.value);
809
+ switch (cond.mode) {
810
+ case AnimatorConditionMode.If:
811
+ return param.value === true;
812
+ case AnimatorConditionMode.IfNot:
813
+ return param.value === false;
814
+ case AnimatorConditionMode.Greater:
815
+ return param.value as number > cond.threshold;
816
+ case AnimatorConditionMode.Less:
817
+ return param.value as number < cond.threshold;
818
+ case AnimatorConditionMode.Equals:
819
+ return param.value === cond.threshold;
820
+ case AnimatorConditionMode.NotEqual:
821
+ return param.value !== cond.threshold;
822
+ }
823
+ return false;
824
+ }
825
+
826
+ private createActions(_animator: Animator) {
827
+ if (debug) console.log("AnimatorController createActions", this.model);
828
+ for (const layer of this.model.layers) {
829
+ const sm = layer.stateMachine;
830
+ for (let index = 0; index < sm.states.length; index++) {
831
+ const state = sm.states[index];
832
+
833
+ // ensure we have a transitions array
834
+ if (!state.transitions) {
835
+ state.transitions = [];
836
+ }
837
+ for (const t of state.transitions) {
838
+ // can happen if conditions are empty in blender - the exporter seems to skip empty arrays
839
+ if (!t.conditions) t.conditions = [];
840
+ }
841
+
842
+ // ensure we have a motion even if none was exported
843
+ if (!state.motion) {
844
+ if (debug) console.warn("No motion", state);
845
+ state.motion = createMotion(state.name);
846
+ // console.warn("Missing motion", "AnimatorController: " + this.model.name, state);
847
+ // sm.states.splice(index, 1);
848
+ // index -= 1;
849
+ // continue;
850
+ }
851
+ // the clips array contains which animator has which animationclip
852
+ if (this.animator && state.motion.clips) {
853
+ // TODO: we have to compare by name because on instantiate we clone objects but not the node object
854
+ const mapping = state.motion.clips?.find(e => e.node.name === this.animator?.gameObject?.name);
855
+ if (!mapping) {
856
+ if (debug || isDevEnvironment()) {
857
+ console.warn("Could not find clip for animator \"" + this.animator?.gameObject?.name + "\"", state.motion.clips.map(c => c.node.name));
858
+ }
859
+ }
860
+ else
861
+ state.motion.clip = mapping.clip;
862
+ }
863
+
864
+ // ensure we have a clip to blend to
865
+ if (!state.motion.clip) {
866
+ if (debug) console.warn("No clip assigned to state", state);
867
+ const clip = new AnimationClip(undefined, undefined, []);
868
+ state.motion.clip = clip;
869
+ }
870
+
871
+ if (state.motion?.clip) {
872
+ const clip = state.motion.clip;
873
+ if (clip instanceof AnimationClip) {
874
+ const action = this.createAction(clip);
875
+ state.motion.action = action;
876
+ }
877
+ else {
878
+ if (debug || isDevEnvironment()) console.warn("No valid animationclip assigned", state);
879
+ }
880
+ }
881
+
882
+ // create state machine behaviours
883
+ if (state.behaviours && Array.isArray(state.behaviours)) {
884
+ for (const behaviour of state.behaviours) {
885
+ if (!behaviour?.typeName) continue;
886
+ const type = TypeStore.get(behaviour.typeName);
887
+ if (type) {
888
+ const instance: StateMachineBehaviour = new type() as StateMachineBehaviour;
889
+ if (instance.isStateMachineBehaviour) {
890
+ instance._context = this.context ?? undefined;
891
+ assign(instance, behaviour.properties);
892
+ behaviour.instance = instance;
893
+ }
894
+ if (debug) console.log("Created animator controller behaviour", state.name, behaviour.typeName, behaviour.properties, instance);
895
+ }
896
+ else {
897
+ if (debug || isDevEnvironment()) console.warn("Could not find AnimatorBehaviour type: " + behaviour.typeName);
898
+ }
899
+ }
900
+ }
901
+ }
902
+ }
903
+ }
904
+
905
+ /**
906
+ * Yields all animation actions managed by this controller.
907
+ * Iterates through all states in all layers and returns their actions.
908
+ */
909
+ *enumerateActions() {
910
+ if (!this.model.layers) return;
911
+ for (const layer of this.model.layers) {
912
+ const sm = layer.stateMachine;
913
+ for (let index = 0; index < sm.states.length; index++) {
914
+ const state = sm.states[index];
915
+ if (state?.motion) {
916
+ if (state.motion.action)
917
+ yield state.motion.action;
918
+ if (state.motion.action_loopback)
919
+ yield state.motion.action_loopback;
920
+ }
921
+ }
922
+ }
923
+ }
924
+
925
+
926
+ // https://docs.unity3d.com/Manual/RootMotion.html
927
+ private rootMotionHandler?: RootMotionHandler;
928
+
929
+
930
+ // private findRootBone(obj: Object3D): Object3D | null {
931
+ // if (this.animationRoot) return this.animationRoot;
932
+ // if (obj.type === "Bone") {
933
+ // this.animationRoot = obj as Bone;
934
+ // return this.animationRoot;
935
+ // }
936
+ // if (obj.children) {
937
+ // for (const ch of obj.children) {
938
+ // const res = this.findRootBone(ch);
939
+ // if (res) return res;
940
+ // }
941
+ // }
942
+ // return null;
943
+ // }
944
+ }
945
+
946
+ /**
947
+ * Wraps a KeyframeTrack to allow custom evaluation of animation values.
948
+ * Used internally to modify animation behavior without changing the original data.
949
+ */
950
+ class TrackEvaluationWrapper {
951
+
952
+ track?: KeyframeTrack;
953
+ createdInterpolant?: any;
954
+ originalEvaluate?: Function;
955
+ private customEvaluate?: (time: number) => any;
956
+
957
+ constructor(track: KeyframeTrack, evaluate: (time: number, value: any) => any) {
958
+ this.track = track;
959
+ const t = track as any;
960
+ const createOriginalInterpolator = t.createInterpolant.bind(track);
961
+ t.createInterpolant = () => {
962
+ t.createInterpolant = createOriginalInterpolator;
963
+ this.createdInterpolant = createOriginalInterpolator();
964
+ this.originalEvaluate = this.createdInterpolant.evaluate.bind(this.createdInterpolant);
965
+ this.customEvaluate = time => {
966
+ if (!this.originalEvaluate) return;
967
+ const res = this.originalEvaluate(time);
968
+ return evaluate(time, res);
969
+ };
970
+ this.createdInterpolant.evaluate = this.customEvaluate;
971
+ return this.createdInterpolant;
972
+ }
973
+ };
974
+
975
+
976
+ dispose() {
977
+ if (this.createdInterpolant && this.originalEvaluate) {
978
+ this.createdInterpolant.evaluate = this.originalEvaluate;
979
+ }
980
+ this.track = undefined;
981
+ this.createdInterpolant = null;
982
+ this.originalEvaluate = undefined;
983
+ this.customEvaluate = undefined;
984
+ }
985
+ }
986
+
987
+ /**
988
+ * Handles root motion extraction from animation tracks.
989
+ * Captures movement from animations and applies it to the root object.
990
+ */
991
+ class RootMotionAction {
992
+
993
+ private static lastObjPosition: { [key: string]: Vector3 } = {};
994
+ private static lastObjRotation: { [key: string]: Quaternion } = {};
995
+
996
+ // we remove the first keyframe rotation from the space rotation when updating
997
+ private static firstKeyframeRotation: { [key: string]: Quaternion } = {};
998
+ // this is used to rotate the space on clip end / start (so the transform direction is correct)
999
+ private static spaceRotation: { [key: string]: Quaternion } = {};
1000
+ private static effectiveSpaceRotation: { [key: string]: Quaternion } = {};
1001
+ private static clipOffsetRotation: { [key: string]: Quaternion } = {};
1002
+
1003
+
1004
+ set action(val: AnimationAction) {
1005
+ this._action = val;
1006
+ }
1007
+ get action() {
1008
+ return this._action;
1009
+ }
1010
+
1011
+ get cacheId() {
1012
+ return this.root.uuid;
1013
+ }
1014
+
1015
+ private _action!: AnimationAction;
1016
+
1017
+ private root: Object3D;
1018
+ private clip: AnimationClip;
1019
+ private positionWrapper: TrackEvaluationWrapper | null = null;
1020
+ private rotationWrapper: TrackEvaluationWrapper | null = null;
1021
+ private context: Context;
1022
+
1023
+ positionChange: Vector3 = new Vector3();
1024
+ rotationChange: Quaternion = new Quaternion();
1025
+
1026
+ constructor(context: Context, root: Object3D, clip: AnimationClip, positionTrack: KeyframeTrack | null, rotationTrack: KeyframeTrack | null) {
1027
+ // console.log(this, positionTrack, rotationTrack);
1028
+ this.context = context;
1029
+ this.root = root;
1030
+ this.clip = clip;
1031
+
1032
+ if (!RootMotionAction.firstKeyframeRotation[this.cacheId])
1033
+ RootMotionAction.firstKeyframeRotation[this.cacheId] = new Quaternion();
1034
+ if (rotationTrack) {
1035
+ const values = rotationTrack.values;
1036
+ RootMotionAction.firstKeyframeRotation[this.cacheId]
1037
+ .set(values[0], values[1], values[2], values[3])
1038
+ }
1039
+
1040
+ if (!RootMotionAction.spaceRotation[this.cacheId])
1041
+ RootMotionAction.spaceRotation[this.cacheId] = new Quaternion();
1042
+
1043
+ if (!RootMotionAction.effectiveSpaceRotation[this.cacheId])
1044
+ RootMotionAction.effectiveSpaceRotation[this.cacheId] = new Quaternion();
1045
+
1046
+ RootMotionAction.clipOffsetRotation[this.cacheId] = new Quaternion();
1047
+ if (rotationTrack) {
1048
+ RootMotionAction.clipOffsetRotation[this.cacheId]
1049
+ .set(rotationTrack.values[0], rotationTrack.values[1], rotationTrack.values[2], rotationTrack.values[3])
1050
+ .invert();
1051
+ }
1052
+
1053
+ this.handlePosition(clip, positionTrack);
1054
+ this.handleRotation(clip, rotationTrack);
1055
+ }
1056
+
1057
+ onStart(action: AnimationAction) {
1058
+ if (action.getClip() !== this.clip) return;
1059
+
1060
+ if (!RootMotionAction.lastObjRotation[this.cacheId]) {
1061
+ RootMotionAction.lastObjRotation[this.cacheId] = this.root.quaternion.clone()
1062
+ }
1063
+ const lastRotation = RootMotionAction.lastObjRotation[this.cacheId];
1064
+ // const firstKeyframe = RootMotionAction.firstKeyframeRotation[this.this.cacheId];
1065
+ // lastRotation.invert().premultiply(firstKeyframe).invert();
1066
+ RootMotionAction.spaceRotation[this.cacheId].copy(lastRotation);
1067
+
1068
+ if (debugRootMotion) {
1069
+ const euler = new Euler().setFromQuaternion(lastRotation);
1070
+ console.log("START", this.clip.name, Mathf.toDegrees(euler.y), this.root.position.z);
1071
+ }
1072
+ }
1073
+
1074
+ private getClipRotationOffset() {
1075
+ return RootMotionAction.clipOffsetRotation[this.cacheId];
1076
+ }
1077
+
1078
+ private _prevTime = 0;
1079
+
1080
+ private handlePosition(_clip: AnimationClip, track: KeyframeTrack | null) {
1081
+ if (track) {
1082
+
1083
+ const root = this.root;
1084
+ if (debugRootMotion)
1085
+ root.add(new AxesHelper());
1086
+
1087
+ if (!RootMotionAction.lastObjPosition[this.cacheId])
1088
+ RootMotionAction.lastObjPosition[this.cacheId] = this.root.position.clone();
1089
+ const valuesDiff = new Vector3();
1090
+ const valuesPrev = new Vector3();
1091
+ // const rotation = new Quaternion();
1092
+ this.positionWrapper = new TrackEvaluationWrapper(track, (time, value: Float64Array) => {
1093
+
1094
+ const weight = this.action.getEffectiveWeight();
1095
+
1096
+
1097
+ // reset for testing
1098
+ if (debugRootMotion) {
1099
+ if (root.position.length() > 8)
1100
+ root.position.set(0, root.position.y, 0);
1101
+ }
1102
+
1103
+ if (time > this._prevTime) {
1104
+ valuesDiff.set(value[0], value[1], value[2]);
1105
+ valuesDiff.sub(valuesPrev);
1106
+ valuesDiff.multiplyScalar(weight);
1107
+ valuesDiff.applyQuaternion(this.getClipRotationOffset());
1108
+
1109
+ // RootMotionAction.effectiveSpaceRotation[id].slerp(RootMotionAction.spaceRotation[id], weight);
1110
+ valuesDiff.applyQuaternion(root.quaternion);
1111
+ this.positionChange.copy(valuesDiff);
1112
+
1113
+ // this.root.position.add(valuesDiff);
1114
+ }
1115
+
1116
+ valuesPrev.fromArray(value);
1117
+
1118
+ this._prevTime = time;
1119
+ value[0] = 0;
1120
+ value[1] = 0;
1121
+ value[2] = 0;
1122
+ return value;
1123
+
1124
+ });
1125
+ }
1126
+ }
1127
+
1128
+ private static identityQuaternion = new Quaternion();
1129
+
1130
+ private handleRotation(clip: AnimationClip, track: KeyframeTrack | null) {
1131
+ if (track) {
1132
+ if (debugRootMotion) {
1133
+ const arr = track.values;
1134
+ const firstKeyframe = new Euler().setFromQuaternion(new Quaternion(arr[0], arr[1], arr[2], arr[3]));
1135
+ console.log(clip.name, track.name, "FIRST ROTATION IN TRACK", Mathf.toDegrees(firstKeyframe.y));
1136
+ const i = track.values.length - 4;
1137
+ const lastKeyframe = new Quaternion().set(arr[i], arr[i + 1], arr[i + 2], arr[i + 3]);
1138
+ const euler = new Euler().setFromQuaternion(lastKeyframe);
1139
+ console.log(clip.name, track.name, "LAST ROTATION IN TRACK", Mathf.toDegrees(euler.y));
1140
+ }
1141
+
1142
+ // if (!RootMotionAction.lastObjRotation[root.uuid]) RootMotionAction.lastObjRotation[root.uuid] = new Quaternion();
1143
+ // const temp = new Quaternion();
1144
+ let prevTime: number = 0;
1145
+ const valuesPrev = new Quaternion();
1146
+ const valuesDiff = new Quaternion();
1147
+ // const summedRot = new Quaternion();
1148
+ this.rotationWrapper = new TrackEvaluationWrapper(track, (time, value: Float64Array) => {
1149
+ // root.quaternion.copy(RootMotionAction.lastObjRotation[root.uuid]);
1150
+ if (time > prevTime) {
1151
+ valuesDiff.set(value[0], value[1], value[2], value[3]);
1152
+ valuesPrev.invert();
1153
+ valuesDiff.multiply(valuesPrev);
1154
+ // if(weight < .99) valuesDiff.slerp(RootMotionAction.identityQuaternion, 1 - weight);
1155
+ this.rotationChange.copy(valuesDiff);
1156
+ // root.quaternion.multiply(valuesDiff);
1157
+ }
1158
+ // else
1159
+ // root.quaternion.multiply(this.getClipRotationOffset());
1160
+
1161
+ // RootMotionAction.lastObjRotation[root.uuid].copy(root.quaternion);
1162
+ valuesPrev.fromArray(value);
1163
+ prevTime = time;
1164
+ value[0] = 0;
1165
+ value[1] = 0;
1166
+ value[2] = 0;
1167
+ value[3] = 1;
1168
+ return value;
1169
+ });
1170
+ }
1171
+ }
1172
+
1173
+ // private lastPos: Vector3 = new Vector3();
1174
+
1175
+ onBeforeUpdate(_weight: number) {
1176
+ this.positionChange.set(0, 0, 0);
1177
+ this.rotationChange.set(0, 0, 0, 1);
1178
+ }
1179
+
1180
+ onAfterUpdate(weight: number): boolean {
1181
+ if (!this.action) return false;
1182
+ weight *= this.action.getEffectiveWeight();
1183
+ if (weight <= 0) return false;
1184
+ this.positionChange.multiplyScalar(weight);
1185
+ this.rotationChange.slerp(RootMotionAction.identityQuaternion, 1 - weight);
1186
+ return true;
1187
+ }
1188
+ }
1189
+
1190
+ /**
1191
+ * Manages root motion for a character.
1192
+ * Extracts motion from animation tracks and applies it to the character's transform.
1193
+ */
1194
+ class RootMotionHandler {
1195
+
1196
+ private controller: AnimatorController;
1197
+ private handler: RootMotionAction[] = [];
1198
+ private root!: Object3D;
1199
+
1200
+
1201
+ private basePosition: Vector3 = new Vector3();
1202
+ private baseQuaternion: Quaternion = new Quaternion();
1203
+ private baseRotation: Euler = new Euler();
1204
+
1205
+ constructor(controller: AnimatorController) {
1206
+ this.controller = controller;
1207
+ }
1208
+
1209
+ createClip(mixer: AnimationMixer, root: Object3D, clip: AnimationClip): AnimationAction {
1210
+ this.root = root;
1211
+ let rootName = "";
1212
+ if (root && "name" in root) {
1213
+ rootName = root.name;
1214
+ }
1215
+ const positionTrack = this.findRootTrack(clip, ".position");
1216
+ const rotationTrack = this.findRootTrack(clip, ".quaternion");
1217
+ const handler = new RootMotionAction(this.controller.context!, root, clip, positionTrack, rotationTrack);
1218
+ this.handler.push(handler);
1219
+
1220
+ // it is important we do this after the handler is created
1221
+ // otherwise we can not hook into threejs interpolators
1222
+ const action = mixer.clipAction(clip);
1223
+ handler.action = action;
1224
+ return action;
1225
+ }
1226
+
1227
+
1228
+ onStart(action: AnimationAction) {
1229
+ for (const handler of this.handler) {
1230
+ handler.onStart(action);
1231
+ }
1232
+
1233
+ }
1234
+
1235
+ onBeforeUpdate(weight: number) {
1236
+ // capture the position of the object
1237
+ this.basePosition.copy(this.root.position);
1238
+ this.baseQuaternion.copy(this.root.quaternion);
1239
+
1240
+ for (const hand of this.handler)
1241
+ hand.onBeforeUpdate(weight);
1242
+ }
1243
+
1244
+ private summedPosition: Vector3 = new Vector3();
1245
+ private summedRotation: Quaternion = new Quaternion();
1246
+
1247
+ onAfterUpdate(weight: number) {
1248
+ if (weight <= 0) return;
1249
+ // TODO: blend weight properly with root motion (when using timeline blending with animator)
1250
+
1251
+ // apply the accumulated changes
1252
+ this.root.position.copy(this.basePosition);
1253
+ this.root.quaternion.copy(this.baseQuaternion);
1254
+
1255
+ this.summedPosition.set(0, 0, 0);
1256
+ this.summedRotation.set(0, 0, 0, 1);
1257
+ for (const entry of this.handler) {
1258
+ if (entry.onAfterUpdate(weight)) {
1259
+ this.summedPosition.add(entry.positionChange);
1260
+ this.summedRotation.multiply(entry.rotationChange);
1261
+ }
1262
+ }
1263
+ this.root.position.add(this.summedPosition);
1264
+ this.root.quaternion.multiply(this.summedRotation);
1265
+ // RootMotionAction.lastObjRotation[this.root.uuid].copy(this.root.quaternion);
1266
+ }
1267
+
1268
+ private findRootTrack(clip: AnimationClip, name: string) {
1269
+ const tracks = clip.tracks;
1270
+ if (!tracks) return null;
1271
+ for (const track of tracks) {
1272
+ if (track.name.endsWith(name)) {
1273
+ return track;
1274
+ }
1275
+ }
1276
+ return null;
1277
+ }
1278
+ }
1279
+
1280
+ /**
1281
+ * Serialization handler for AnimatorController instances.
1282
+ * Handles conversion between serialized data and runtime objects.
1283
+ */
1284
+ class AnimatorControllerSerializator extends TypeSerializer {
1285
+ onSerialize(_: any, _context: SerializationContext) {
1286
+
1287
+ }
1288
+ onDeserialize(data: AnimatorControllerModel & { __type?: string }, context: SerializationContext) {
1289
+ if (context.type === AnimatorController && data?.__type === "AnimatorController")
1290
+ return new AnimatorController(data);
1291
+ return undefined;
1292
+ }
1293
+ }
1294
1294
  new AnimatorControllerSerializator(AnimatorController);