@relu-interactives/spatial-ecs 0.5.3 → 0.9.0

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 (512) hide show
  1. package/dist/{System-V_mv07le.d.cts → System-8D-XBDKZ.d.cts} +734 -8
  2. package/dist/{System-V_mv07le.d.ts → System-DPMAW30g.d.ts} +734 -8
  3. package/dist/{XRHandPose-CU3vNFuS.d.ts → XRHandPose-CWSrsnYN.d.ts} +236 -3
  4. package/dist/{XRHandPose-CQTLGxFC.d.cts → XRHandPose-Dn2yiALk.d.cts} +236 -3
  5. package/dist/animation/index.cjs +252 -0
  6. package/dist/animation/index.cjs.map +1 -0
  7. package/dist/animation/index.d.cts +100 -0
  8. package/dist/animation/index.d.ts +100 -0
  9. package/dist/animation/index.js +4 -0
  10. package/dist/animation/index.js.map +1 -0
  11. package/dist/chunk-CKTHDXPS.js +11 -0
  12. package/dist/chunk-CKTHDXPS.js.map +1 -0
  13. package/dist/chunk-GSWC6LLD.js +241 -0
  14. package/dist/chunk-GSWC6LLD.js.map +1 -0
  15. package/dist/chunk-JEPUCLZX.js +1237 -0
  16. package/dist/chunk-JEPUCLZX.js.map +1 -0
  17. package/dist/{chunk-BUEKOSR5.js → chunk-JNYPJB55.js} +435 -14
  18. package/dist/chunk-JNYPJB55.js.map +1 -0
  19. package/dist/{chunk-RXBLOO5B.js → chunk-NXASMBDS.js} +105 -715
  20. package/dist/chunk-NXASMBDS.js.map +1 -0
  21. package/dist/chunk-OHCNPPMX.js +334 -0
  22. package/dist/chunk-OHCNPPMX.js.map +1 -0
  23. package/dist/{chunk-DF5SSRN6.js → chunk-VYIWOXAY.js} +2574 -3381
  24. package/dist/chunk-VYIWOXAY.js.map +1 -0
  25. package/dist/chunk-WWP46AEF.js +2878 -0
  26. package/dist/chunk-WWP46AEF.js.map +1 -0
  27. package/dist/{chunk-OY7ZODZP.js → chunk-XE4OXN2W.js} +3 -9
  28. package/dist/chunk-XE4OXN2W.js.map +1 -0
  29. package/dist/{chunk-OWQSESTO.js → chunk-XU2DVWCP.js} +4 -3
  30. package/dist/chunk-XU2DVWCP.js.map +1 -0
  31. package/dist/components/index.cjs +334 -10
  32. package/dist/components/index.cjs.map +1 -1
  33. package/dist/components/index.d.cts +5 -3
  34. package/dist/components/index.d.ts +5 -3
  35. package/dist/components/index.js +3 -2
  36. package/dist/docs/api/Behaviour/classes/Behaviour.md +366 -79
  37. package/dist/docs/api/Behaviour/index.md +7 -3
  38. package/dist/docs/api/Behaviour/type-aliases/UiInteractionEvent.md +35 -0
  39. package/dist/docs/api/Component/classes/Component.md +14 -1
  40. package/dist/docs/api/components/classes/AnimationComponent.md +26 -26
  41. package/dist/docs/api/components/classes/AudioComponent.md +19 -19
  42. package/dist/docs/api/components/classes/CameraComponent.md +14 -14
  43. package/dist/docs/api/components/classes/EntityType.md +4 -4
  44. package/dist/docs/api/components/classes/Environment.md +5 -4
  45. package/dist/docs/api/components/classes/ImageComponent.md +7 -7
  46. package/dist/docs/api/components/classes/ImageTarget.md +8 -8
  47. package/dist/docs/api/components/classes/ImageTargetAnchor.md +4 -4
  48. package/dist/docs/api/components/classes/InstanceSlotComponent.md +4 -4
  49. package/dist/docs/api/components/classes/InstancedMeshComponent.md +10 -10
  50. package/dist/docs/api/components/classes/LightComponent.md +6 -6
  51. package/dist/docs/api/components/classes/MaterialComponent.md +16 -16
  52. package/dist/docs/api/components/classes/MeshComponent.md +3 -3
  53. package/dist/docs/api/components/classes/MeshGeometryComponent.md +9 -9
  54. package/dist/docs/api/components/classes/ModelComponent.md +8 -5
  55. package/dist/docs/api/components/classes/Name.md +3 -3
  56. package/dist/docs/api/components/classes/Object3DRef.md +4 -4
  57. package/dist/docs/api/components/classes/ParentId.md +3 -3
  58. package/dist/docs/api/components/classes/PhysicsComponent.md +7 -6
  59. package/dist/docs/api/components/classes/Postprocessing.md +3 -3
  60. package/dist/docs/api/components/classes/PrefabInstance.md +5 -5
  61. package/dist/docs/api/components/classes/PrefabNode.md +3 -3
  62. package/dist/docs/api/components/classes/ScriptComponent.md +5 -5
  63. package/dist/docs/api/components/classes/ScriptObjectComponent.md +9 -9
  64. package/dist/docs/api/components/classes/Selectable.md +3 -3
  65. package/dist/docs/api/components/classes/SelectionTransformState.md +5 -5
  66. package/dist/docs/api/components/classes/SpriteComponent.md +7 -7
  67. package/dist/docs/api/components/classes/TransformComponent.md +12 -12
  68. package/dist/docs/api/components/classes/UIButtonComponent.md +63 -0
  69. package/dist/docs/api/components/classes/UIPanelComponent.md +62 -0
  70. package/dist/docs/api/components/classes/UISliderComponent.md +59 -0
  71. package/dist/docs/api/components/classes/UITextComponent.md +59 -0
  72. package/dist/docs/api/components/classes/UIToggleComponent.md +56 -0
  73. package/dist/docs/api/components/classes/VRTeleportAreaComponent.md +53 -0
  74. package/dist/docs/api/components/classes/VideoComponent.md +28 -28
  75. package/dist/docs/api/components/classes/XRAnchorComponent.md +64 -0
  76. package/dist/docs/api/components/classes/XREnvironmentComponent.md +64 -0
  77. package/dist/docs/api/components/classes/XRHandPoseComponent.md +50 -0
  78. package/dist/docs/api/components/classes/XRInteractableComponent.md +74 -0
  79. package/dist/docs/api/components/classes/XRInteractorComponent.md +57 -0
  80. package/dist/docs/api/components/classes/XRInteractorSideComponent.md +50 -0
  81. package/dist/docs/api/components/classes/XRRigComponent.md +68 -0
  82. package/dist/docs/api/components/functions/createAttachPoint.md +25 -0
  83. package/dist/docs/api/components/functions/createHandPoseEntry.md +25 -0
  84. package/dist/docs/api/components/functions/defaultMaterialValue.md +1 -1
  85. package/dist/docs/api/components/functions/handPoseDefinitionFor.md +33 -0
  86. package/dist/docs/api/components/functions/normalizeEnvironmentLighting.md +30 -0
  87. package/dist/docs/api/components/functions/normalizePhysicsState.md +1 -1
  88. package/dist/docs/api/components/functions/setModelLoadState.md +33 -0
  89. package/dist/docs/api/components/functions/setPhysicsLiveRef.md +3 -9
  90. package/dist/docs/api/components/index.md +61 -4
  91. package/dist/docs/api/components/type-aliases/AnimationComponentOptions.md +9 -9
  92. package/dist/docs/api/components/type-aliases/CameraComponentOptions.md +13 -13
  93. package/dist/docs/api/components/type-aliases/CameraProjection.md +1 -1
  94. package/dist/docs/api/components/type-aliases/CameraRuntimeType.md +5 -3
  95. package/dist/docs/api/components/type-aliases/ColliderShape.md +1 -1
  96. package/dist/docs/api/components/type-aliases/ColliderState.md +20 -20
  97. package/dist/docs/api/components/type-aliases/CubeMeshParameters.md +4 -4
  98. package/dist/docs/api/components/type-aliases/EditableMeshObjectKind.md +1 -1
  99. package/dist/docs/api/components/type-aliases/EnvironmentFogState.md +8 -8
  100. package/dist/docs/api/components/type-aliases/EnvironmentFogType.md +1 -1
  101. package/dist/docs/api/components/type-aliases/EnvironmentGradientEffect.md +1 -1
  102. package/dist/docs/api/components/type-aliases/EnvironmentLightingState.md +40 -0
  103. package/dist/docs/api/components/type-aliases/EnvironmentSkyboxImageProjection.md +22 -0
  104. package/dist/docs/api/components/type-aliases/EnvironmentSkyboxState.md +9 -7
  105. package/dist/docs/api/components/type-aliases/EnvironmentSkyboxType.md +1 -1
  106. package/dist/docs/api/components/type-aliases/EnvironmentState.md +7 -5
  107. package/dist/docs/api/components/type-aliases/EnvironmentToneMapping.md +16 -0
  108. package/dist/docs/api/components/type-aliases/ImageTargetAnchorOptions.md +3 -3
  109. package/dist/docs/api/components/type-aliases/ImageTargetReference.md +7 -7
  110. package/dist/docs/api/components/type-aliases/InstanceTransform.md +13 -13
  111. package/dist/docs/api/components/type-aliases/InstancedMeshKind.md +1 -1
  112. package/dist/docs/api/components/type-aliases/LightShadowState.md +37 -0
  113. package/dist/docs/api/components/type-aliases/LightValueState.md +13 -11
  114. package/dist/docs/api/components/type-aliases/MaterialTypeValue.md +1 -1
  115. package/dist/docs/api/components/type-aliases/MaterialValueState.md +28 -28
  116. package/dist/docs/api/components/type-aliases/MeshGeometryParameters.md +1 -1
  117. package/dist/docs/api/components/type-aliases/MeshGeometryParametersByKind.md +7 -7
  118. package/dist/docs/api/components/type-aliases/ModelLoadState.md +15 -0
  119. package/dist/docs/api/components/type-aliases/PhysicsState.md +3 -3
  120. package/dist/docs/api/components/type-aliases/PlaneMeshParameters.md +3 -3
  121. package/dist/docs/api/components/type-aliases/PostprocessingState.md +62 -62
  122. package/dist/docs/api/components/type-aliases/RadiusHeightMeshParameters.md +3 -3
  123. package/dist/docs/api/components/type-aliases/RadiusMeshParameters.md +2 -2
  124. package/dist/docs/api/components/type-aliases/RigidbodyState.md +17 -17
  125. package/dist/docs/api/components/type-aliases/RigidbodyType.md +1 -1
  126. package/dist/docs/api/components/type-aliases/ScriptEntry.md +8 -8
  127. package/dist/docs/api/components/type-aliases/ScriptObjectComponentInput.md +1 -1
  128. package/dist/docs/api/components/type-aliases/ScriptObjectRuntimeState.md +1 -1
  129. package/dist/docs/api/components/type-aliases/TextureFilteringValue.md +1 -1
  130. package/dist/docs/api/components/type-aliases/TransformData.md +4 -4
  131. package/dist/docs/api/components/type-aliases/TransformModeValue.md +1 -1
  132. package/dist/docs/api/components/type-aliases/TransformSpaceValue.md +1 -1
  133. package/dist/docs/api/components/type-aliases/UIButtonOptions.md +45 -0
  134. package/dist/docs/api/components/type-aliases/UIPanelOptions.md +39 -0
  135. package/dist/docs/api/components/type-aliases/UISliderOptions.md +39 -0
  136. package/dist/docs/api/components/type-aliases/UITextOptions.md +41 -0
  137. package/dist/docs/api/components/type-aliases/UIToggleOptions.md +35 -0
  138. package/dist/docs/api/components/type-aliases/UiFollowMode.md +15 -0
  139. package/dist/docs/api/components/type-aliases/UiTextAlign.md +13 -0
  140. package/dist/docs/api/components/type-aliases/UiTextVAlign.md +13 -0
  141. package/dist/docs/api/components/type-aliases/VRTeleportAreaOptions.md +29 -0
  142. package/dist/docs/api/components/type-aliases/Vec3.md +4 -4
  143. package/dist/docs/api/components/type-aliases/VrTeleportShape.md +15 -0
  144. package/dist/docs/api/components/type-aliases/XRAnchorOptions.md +23 -0
  145. package/dist/docs/api/components/type-aliases/XRHandPoseOptions.md +23 -0
  146. package/dist/docs/api/components/type-aliases/XRInteractableOptions.md +75 -0
  147. package/dist/docs/api/components/type-aliases/XRInteractorOptions.md +37 -0
  148. package/dist/docs/api/components/type-aliases/XRRigOptions.md +51 -0
  149. package/dist/docs/api/components/type-aliases/XrAttachPoint.md +53 -0
  150. package/dist/docs/api/components/type-aliases/XrDistanceGrabBehavior.md +19 -0
  151. package/dist/docs/api/components/type-aliases/XrEnvironmentKind.md +15 -0
  152. package/dist/docs/api/components/type-aliases/XrEnvironmentOrientation.md +15 -0
  153. package/dist/docs/api/components/type-aliases/XrEnvironmentPhysics.md +25 -0
  154. package/dist/docs/api/components/type-aliases/XrGrabGesture.md +19 -0
  155. package/dist/docs/api/components/type-aliases/XrGrabHands.md +20 -0
  156. package/dist/docs/api/components/type-aliases/XrGrabReach.md +20 -0
  157. package/dist/docs/api/components/type-aliases/XrHandPoseEntry.md +49 -0
  158. package/dist/docs/api/components/type-aliases/XrHandPreset.md +19 -0
  159. package/dist/docs/api/components/type-aliases/XrInteractorSide.md +15 -0
  160. package/dist/docs/api/components/type-aliases/XrInteractorType.md +13 -0
  161. package/dist/docs/api/components/type-aliases/XrLocomotionMode.md +15 -0
  162. package/dist/docs/api/components/type-aliases/XrTrackingOrigin.md +24 -0
  163. package/dist/docs/api/components/type-aliases/XrTwoHandRotation.md +15 -0
  164. package/dist/docs/api/components/variables/DEFAULT_COLLIDER_STATE.md +1 -1
  165. package/dist/docs/api/components/variables/DEFAULT_ENVIRONMENT_LIGHTING.md +15 -0
  166. package/dist/docs/api/components/variables/DEFAULT_ENVIRONMENT_STATE.md +1 -1
  167. package/dist/docs/api/components/variables/DEFAULT_INSTANCED_MESH_PARAMETERS.md +1 -1
  168. package/dist/docs/api/components/variables/DEFAULT_INSTANCE_TRANSFORM.md +1 -1
  169. package/dist/docs/api/components/variables/DEFAULT_MESH_GEOMETRY_PARAMETERS.md +1 -1
  170. package/dist/docs/api/components/variables/DEFAULT_PHYSICS_STATE.md +1 -1
  171. package/dist/docs/api/components/variables/DEFAULT_POSE_CURLS.md +13 -0
  172. package/dist/docs/api/components/variables/DEFAULT_POSE_DIRECTIONS.md +13 -0
  173. package/dist/docs/api/components/variables/DEFAULT_POSTPROCESSING_STATE.md +1 -1
  174. package/dist/docs/api/components/variables/DEFAULT_RIGIDBODY_STATE.md +1 -1
  175. package/dist/docs/api/components/variables/MODEL_NO_PATH_MESSAGE.md +15 -0
  176. package/dist/docs/api/index/classes/AnimationStateMachine.md +16 -16
  177. package/dist/docs/api/index/classes/AnimationStateManager.md +13 -13
  178. package/dist/docs/api/index/classes/AnimationSystem.md +3 -3
  179. package/dist/docs/api/index/classes/AudioSystem.md +4 -4
  180. package/dist/docs/api/index/classes/CameraSyncSystem.md +2 -2
  181. package/dist/docs/api/index/classes/EnvironmentSyncSystem.md +19 -4
  182. package/dist/docs/api/index/classes/HandPoseTracker.md +114 -0
  183. package/dist/docs/api/index/classes/InputSystem.md +33 -33
  184. package/dist/docs/api/index/classes/InstancedMeshSystem.md +2 -2
  185. package/dist/docs/api/index/classes/LightSyncSystem.md +2 -2
  186. package/dist/docs/api/index/classes/MaterialSyncSystem.md +3 -3
  187. package/dist/docs/api/index/classes/MeshGeometrySystem.md +2 -2
  188. package/dist/docs/api/index/classes/ObjectManagementSystem.md +14 -14
  189. package/dist/docs/api/index/classes/ObjectVisibilitySystem.md +2 -2
  190. package/dist/docs/api/index/classes/PhysicsSyncSystem.md +4 -4
  191. package/dist/docs/api/index/classes/PostprocessingSyncSystem.md +34 -10
  192. package/dist/docs/api/index/classes/RenderSystem.md +13 -4
  193. package/dist/docs/api/index/classes/ScriptBehaviourSystem.md +9 -5
  194. package/dist/docs/api/index/classes/ScriptObject.md +10 -10
  195. package/dist/docs/api/index/classes/ScriptObjectSystem.md +6 -6
  196. package/dist/docs/api/index/classes/TeleportAimGate.md +114 -0
  197. package/dist/docs/api/index/classes/ThrowVelocityTracker.md +89 -0
  198. package/dist/docs/api/index/classes/TransformSyncSystem.md +2 -2
  199. package/dist/docs/api/index/classes/UIInteractionSystem.md +60 -0
  200. package/dist/docs/api/index/classes/UIPanelSystem.md +79 -0
  201. package/dist/docs/api/index/classes/VRTeleportAreaSystem.md +49 -0
  202. package/dist/docs/api/index/classes/VideoSystem.md +8 -6
  203. package/dist/docs/api/index/classes/World.md +282 -100
  204. package/dist/docs/api/index/classes/XRAnchorSystem.md +90 -0
  205. package/dist/docs/api/index/classes/XRControllerVisualSystem.md +77 -0
  206. package/dist/docs/api/index/classes/XREnvironmentSystem.md +137 -0
  207. package/dist/docs/api/index/classes/XRHandPoseSystem.md +107 -0
  208. package/dist/docs/api/index/classes/XRHitTestSystem.md +93 -0
  209. package/dist/docs/api/index/classes/XRHoverVisualSystem.md +76 -0
  210. package/dist/docs/api/index/classes/XRInputSystem.md +189 -0
  211. package/dist/docs/api/index/classes/XRInteractionSystem.md +323 -0
  212. package/dist/docs/api/index/classes/XRLocomotionSystem.md +128 -0
  213. package/dist/docs/api/index/classes/XRSessionSystem.md +116 -0
  214. package/dist/docs/api/index/classes/XRTeleportVisualSystem.md +75 -0
  215. package/dist/docs/api/index/functions/angularVelocityFrom.md +33 -0
  216. package/dist/docs/api/index/functions/applyHandMaterial.md +26 -0
  217. package/dist/docs/api/index/functions/applyPrefabToSnapshotInstances.md +1 -1
  218. package/dist/docs/api/index/functions/arcGroundCrossing.md +30 -0
  219. package/dist/docs/api/index/functions/buildComponentValueMaps.md +1 -1
  220. package/dist/docs/api/index/functions/buildNodeKeyMapsFromSnapshot.md +1 -1
  221. package/dist/docs/api/index/functions/buildNodeMapsFromSnapshot.md +1 -1
  222. package/dist/docs/api/index/functions/canonicalizeComponentValue.md +1 -1
  223. package/dist/docs/api/index/functions/clearModelCache.md +1 -1
  224. package/dist/docs/api/index/functions/clearPrefabCache.md +1 -1
  225. package/dist/docs/api/index/functions/cloneHandPose.md +23 -0
  226. package/dist/docs/api/index/functions/collectDiffPaths.md +1 -1
  227. package/dist/docs/api/index/functions/collectDirectPrefabDependencies.md +1 -1
  228. package/dist/docs/api/index/functions/collectEntitySubtree.md +1 -1
  229. package/dist/docs/api/index/functions/collectSnapshotSubtreeIds.md +1 -1
  230. package/dist/docs/api/index/functions/computeFingerCurl.md +29 -0
  231. package/dist/docs/api/index/functions/computeHandShape.md +29 -0
  232. package/dist/docs/api/index/functions/computeInstanceOverrides.md +1 -1
  233. package/dist/docs/api/index/functions/computePalmPose.md +30 -0
  234. package/dist/docs/api/index/functions/computePalmWidth.md +25 -0
  235. package/dist/docs/api/index/functions/computePinch.md +29 -0
  236. package/dist/docs/api/index/functions/computeSpread.md +33 -0
  237. package/dist/docs/api/index/functions/createAnimationComponent.md +1 -1
  238. package/dist/docs/api/index/functions/createAudioComponent.md +1 -1
  239. package/dist/docs/api/index/functions/createCameraComponent.md +1 -1
  240. package/dist/docs/api/index/functions/createEntityTypeComponent.md +2 -2
  241. package/dist/docs/api/index/functions/createEnvironmentComponent.md +1 -1
  242. package/dist/docs/api/index/functions/createHandMaterial.md +30 -0
  243. package/dist/docs/api/index/functions/createImageComponent.md +1 -1
  244. package/dist/docs/api/index/functions/createImageTargetAnchorComponent.md +1 -1
  245. package/dist/docs/api/index/functions/createImageTargetComponent.md +2 -2
  246. package/dist/docs/api/index/functions/createInstanceSlotComponent.md +1 -1
  247. package/dist/docs/api/index/functions/createInstancedMeshComponent.md +1 -1
  248. package/dist/docs/api/index/functions/createLightComponent.md +2 -2
  249. package/dist/docs/api/index/functions/createMaterialComponent.md +2 -2
  250. package/dist/docs/api/index/functions/createMeshComponent.md +1 -1
  251. package/dist/docs/api/index/functions/createMeshGeometryComponent.md +1 -1
  252. package/dist/docs/api/index/functions/createModelComponent.md +1 -1
  253. package/dist/docs/api/index/functions/createNameComponent.md +1 -1
  254. package/dist/docs/api/index/functions/createObject3DRefComponent.md +1 -1
  255. package/dist/docs/api/index/functions/createParentIdComponent.md +1 -1
  256. package/dist/docs/api/index/functions/createPhysicsComponent.md +1 -1
  257. package/dist/docs/api/index/functions/createPostprocessingComponent.md +1 -1
  258. package/dist/docs/api/index/functions/createScriptComponent.md +1 -1
  259. package/dist/docs/api/index/functions/createScriptObjectComponent.md +1 -1
  260. package/dist/docs/api/index/functions/createSelectableComponent.md +1 -1
  261. package/dist/docs/api/index/functions/createSelectionTransformStateComponent.md +1 -1
  262. package/dist/docs/api/index/functions/createSpriteComponent.md +1 -1
  263. package/dist/docs/api/index/functions/createTransformComponent.md +1 -1
  264. package/dist/docs/api/index/functions/createUIButtonComponent.md +28 -0
  265. package/dist/docs/api/index/functions/createUIPanelComponent.md +28 -0
  266. package/dist/docs/api/index/functions/createUISliderComponent.md +28 -0
  267. package/dist/docs/api/index/functions/createUITextComponent.md +28 -0
  268. package/dist/docs/api/index/functions/createUIToggleComponent.md +28 -0
  269. package/dist/docs/api/index/functions/createVRTeleportAreaComponent.md +28 -0
  270. package/dist/docs/api/index/functions/createVideoComponent.md +1 -1
  271. package/dist/docs/api/index/functions/createXRAnchorComponent.md +28 -0
  272. package/dist/docs/api/index/functions/createXRHandPoseComponent.md +28 -0
  273. package/dist/docs/api/index/functions/createXRInteractableComponent.md +28 -0
  274. package/dist/docs/api/index/functions/createXRInteractorComponent.md +28 -0
  275. package/dist/docs/api/index/functions/createXRInteractorSideComponent.md +28 -0
  276. package/dist/docs/api/index/functions/createXRRigComponent.md +28 -0
  277. package/dist/docs/api/index/functions/decanonicalizeComponentValue.md +1 -1
  278. package/dist/docs/api/index/functions/despawnPrefab.md +1 -1
  279. package/dist/docs/api/index/functions/encodeOverride.md +1 -1
  280. package/dist/docs/api/index/functions/estimateHandScale.md +28 -0
  281. package/dist/docs/api/index/functions/findSnapshotRootEntityIds.md +1 -1
  282. package/dist/docs/api/index/functions/findTopLevelNestedRegions.md +1 -1
  283. package/dist/docs/api/index/functions/getHandPosePreset.md +31 -0
  284. package/dist/docs/api/index/functions/groupOverridePaths.md +1 -1
  285. package/dist/docs/api/index/functions/handPoseFromCurls.md +42 -0
  286. package/dist/docs/api/index/functions/hydrateWorldFromSnapshot.md +1 -1
  287. package/dist/docs/api/index/functions/hydrateWorldFromSnapshotDetailed.md +1 -1
  288. package/dist/docs/api/index/functions/indexSnapshotByEntity.md +1 -1
  289. package/dist/docs/api/index/functions/instantiateSubtree.md +1 -1
  290. package/dist/docs/api/index/functions/loadPrefab.md +1 -1
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* One vocabulary for humanoid skeletons.\n *\n * Every source names its bones differently: Mixamo `mixamorig:LeftForeArm`,\n * Meshy `LeftForeArm` with its spine numbered top-down (`Spine02` is the\n * LOWEST), Unreal / Quaternius UAL `lowerarm_l` with `spine_01` lowest,\n * Blender rigify `forearm.L`, VRM `leftLowerArm`. Retargeting, the animation\n * editor and bone sockets all need \"the left forearm\" regardless, so a\n * skeleton is mapped once onto VRM's humanoid bone names (the closest thing\n * to a standard) and everything downstream speaks those.\n *\n * Pure data + math, no three.js: the editor's Node tools (gltf-transform\n * documents) and the runtime (THREE.Bone trees) both build a `SkeletonNode`\n * tree and call `detectRig`.\n */\n\nexport type HumanoidBone =\n | \"hips\"\n | \"spine\"\n | \"chest\"\n | \"upperChest\"\n | \"neck\"\n | \"head\"\n | \"leftShoulder\"\n | \"leftUpperArm\"\n | \"leftLowerArm\"\n | \"leftHand\"\n | \"rightShoulder\"\n | \"rightUpperArm\"\n | \"rightLowerArm\"\n | \"rightHand\"\n | \"leftUpperLeg\"\n | \"leftLowerLeg\"\n | \"leftFoot\"\n | \"leftToes\"\n | \"rightUpperLeg\"\n | \"rightLowerLeg\"\n | \"rightFoot\"\n | \"rightToes\"\n | `${\"left\" | \"right\"}${Finger}${FingerJoint}`;\n\ntype Finger = \"Thumb\" | \"Index\" | \"Middle\" | \"Ring\" | \"Little\";\ntype FingerJoint = \"Metacarpal\" | \"Proximal\" | \"Intermediate\" | \"Distal\";\n\n/** The bones a humanoid must have to retarget a full-body clip. */\nexport const REQUIRED_HUMANOID_BONES: readonly HumanoidBone[] = [\n \"hips\",\n \"spine\",\n \"head\",\n \"leftUpperArm\",\n \"leftLowerArm\",\n \"leftHand\",\n \"rightUpperArm\",\n \"rightLowerArm\",\n \"rightHand\",\n \"leftUpperLeg\",\n \"leftLowerLeg\",\n \"leftFoot\",\n \"rightUpperLeg\",\n \"rightLowerLeg\",\n \"rightFoot\",\n];\n\n/** Vector [x, y, z] and quaternion [x, y, z, w]. */\nexport type Vec3 = [number, number, number];\nexport type Quat = [number, number, number, number];\n\n/** A bone (or any node) with its LOCAL rest transform. */\nexport interface SkeletonNode {\n name: string;\n translation: Vec3;\n rotation: Quat;\n scale?: Vec3;\n children: SkeletonNode[];\n}\n\nexport type RigProfile =\n | \"mixamo\"\n | \"meshy\"\n | \"unreal\"\n | \"rigify\"\n | \"vrm\"\n | \"generic\";\n\nexport interface RigDetection {\n profile: RigProfile;\n /** Humanoid bone → the rig's own bone name. */\n bones: Partial<Record<HumanoidBone, string>>;\n /** Rig bone name → humanoid bone. */\n byName: Map<string, HumanoidBone>;\n /** Arms level (T), angled down (A), or neither. */\n restPose: \"T\" | \"A\" | \"unknown\";\n /** Degrees the left upper arm points below horizontal at rest. */\n armDrop: number | null;\n /** Required bones the rig lacks (empty = can retarget). */\n missing: HumanoidBone[];\n}\n\n// ── quaternion helpers ───────────────────────────────────────────────────────\n\nexport const qmul = (a: Quat, b: Quat): Quat => [\n a[3] * b[0] + a[0] * b[3] + a[1] * b[2] - a[2] * b[1],\n a[3] * b[1] - a[0] * b[2] + a[1] * b[3] + a[2] * b[0],\n a[3] * b[2] + a[0] * b[1] - a[1] * b[0] + a[2] * b[3],\n a[3] * b[3] - a[0] * b[0] - a[1] * b[1] - a[2] * b[2],\n];\nexport const qinv = (q: Quat): Quat => [-q[0], -q[1], -q[2], q[3]];\nexport const qrot = (q: Quat, v: Vec3): Vec3 => {\n const r = qmul(qmul(q, [v[0], v[1], v[2], 0]), qinv(q));\n return [r[0], r[1], r[2]];\n};\n\n/** World (rig-space) rest position of every node, by name. */\nexport function restPositions(root: SkeletonNode): Map<string, Vec3> {\n const out = new Map<string, Vec3>();\n const walk = (n: SkeletonNode, pq: Quat, pp: Vec3, ps: number) => {\n const t = qrot(pq, [n.translation[0] * ps, n.translation[1] * ps, n.translation[2] * ps]);\n const p: Vec3 = [pp[0] + t[0], pp[1] + t[1], pp[2] + t[2]];\n out.set(n.name, p);\n const q = qmul(pq, n.rotation);\n const s = ps * (n.scale?.[0] ?? 1);\n for (const c of n.children) walk(c, q, p, s);\n };\n walk(root, [0, 0, 0, 1], [0, 0, 0], 1);\n return out;\n}\n\n// ── names ────────────────────────────────────────────────────────────────────\n\n/**\n * `mixamorig1:LeftForeArm` → { side: \"left\", base: \"forearm\" };\n * `upperarm_l` → { side: \"left\", base: \"upperarm\" }; `forearm.L` → left.\n */\nexport function splitBoneName(raw: string): { side: \"left\" | \"right\" | null; base: string } {\n let n = raw\n .replace(/^.*[:|]/, \"\") // mixamorig:, Armature|, rig:\n .replace(/^(mixamorig\\d*|def[-_]|org[-_]|mch[-_]|bip\\d*[ _]|b[-_])/i, \"\")\n .trim();\n let side: \"left\" | \"right\" | null = null;\n const sided = [\n [/^left[\\s_.-]*/i, \"left\"],\n [/^right[\\s_.-]*/i, \"right\"],\n [/^l[\\s_.-]+/i, \"left\"],\n [/^r[\\s_.-]+/i, \"right\"],\n [/[\\s_.-]+l$/i, \"left\"],\n [/[\\s_.-]+r$/i, \"right\"],\n [/[\\s_.-]*left$/i, \"left\"],\n [/[\\s_.-]*right$/i, \"right\"],\n ] as const;\n for (const [re, s] of sided) {\n if (re.test(n)) {\n side = s;\n n = n.replace(re, \"\");\n break;\n }\n }\n return { side, base: n.toLowerCase().replace(/[^a-z0-9]/g, \"\") };\n}\n\n/** Bases for sided limb bones. Order matters: first match wins. */\nconst LIMB_BASES: Array<[RegExp, string]> = [\n [/^(shoulder|clavicle|collar(bone)?)$/, \"Shoulder\"],\n [/^(upperarm|uparm|arm)$/, \"UpperArm\"],\n [/^(forearm|lowerarm|elbow|loarm)$/, \"LowerArm\"],\n [/^(hand|wrist)$/, \"Hand\"],\n [/^(upleg|upperleg|thigh|hipjoint)$/, \"UpperLeg\"],\n [/^(leg|lowerleg|calf|shin|knee)$/, \"LowerLeg\"],\n [/^(foot|ankle)$/, \"Foot\"],\n [/^(toebase|toe|toes|ball)$/, \"Toes\"],\n];\n\nconst FINGERS: Array<[RegExp, Finger]> = [\n [/^thumb/, \"Thumb\"],\n [/^(index|pointer)/, \"Index\"],\n [/^(middle|fingers)/, \"Middle\"],\n [/^ring/, \"Ring\"],\n [/^(pinky|little|small)/, \"Little\"],\n];\n\nfunction fingerJoint(finger: Finger, digits: string): FingerJoint | null {\n // Mixamo/UE number 1-3 (4 = tip); a bare \"Thumb\"/\"Fingers\" (Meshy after\n // fix-rig) is the first joint.\n const n = digits === \"\" ? 1 : Number(digits);\n const joints: FingerJoint[] =\n finger === \"Thumb\"\n ? [\"Metacarpal\", \"Proximal\", \"Distal\"]\n : [\"Proximal\", \"Intermediate\", \"Distal\"];\n return joints[n - 1] ?? null;\n}\n\n/** A sided bone from its name alone, or null. */\nfunction sidedBone(base: string, side: \"left\" | \"right\"): HumanoidBone | null {\n for (const [re, part] of LIMB_BASES) {\n if (re.test(base)) return `${side}${part}` as HumanoidBone;\n }\n // Mixamo writes fingers as LeftHandIndex1.\n const f = base.replace(/^hand(?=(thumb|index|middle|ring|pinky|little))/, \"\");\n for (const [re, finger] of FINGERS) {\n if (!re.test(f)) continue;\n const digits = /(\\d+)$/.exec(f)?.[1] ?? \"\";\n const joint = fingerJoint(finger, digits.replace(/^0+/, \"\"));\n return joint ? (`${side}${finger}${joint}` as HumanoidBone) : null;\n }\n return null;\n}\n\n// VRM names, recognised directly (leftUpperArm → lowercase \"leftupperarm\").\nconst VRM_LOWER = new Map<string, HumanoidBone>();\n\nconst VRM_FINGER = /^(left|right)(Thumb|Index|Middle|Ring|Little)(Metacarpal|Proximal|Intermediate|Distal)$/;\n\nfunction vrmBone(raw: string): HumanoidBone | null {\n const name = raw.replace(/^.*[:|]/, \"\");\n if (VRM_FINGER.test(name)) return name as HumanoidBone;\n if (VRM_LOWER.size === 0) {\n const sides = [\"left\", \"right\"] as const;\n const parts = [\"Shoulder\", \"UpperArm\", \"LowerArm\", \"Hand\", \"UpperLeg\", \"LowerLeg\", \"Foot\", \"Toes\"];\n for (const s of sides) for (const p of parts) VRM_LOWER.set(`${s}${p}`.toLowerCase(), `${s}${p}` as HumanoidBone);\n for (const b of [\"hips\", \"spine\", \"chest\", \"upperChest\", \"neck\", \"head\"] as const)\n VRM_LOWER.set(b.toLowerCase(), b);\n }\n return VRM_LOWER.get(name.toLowerCase()) ?? null;\n}\n\nfunction profileOf(names: string[]): RigProfile {\n if (names.some((n) => /^mixamorig/i.test(n))) return \"mixamo\";\n if (names.some((n) => /^(upperarm|lowerarm|thigh|calf)_[lr]$/i.test(n))) return \"unreal\";\n if (names.some((n) => /\\.[LR]$/.test(n))) return \"rigify\";\n if (names.some((n) => /^leftUpperArm$/.test(n))) return \"vrm\";\n if (names.some((n) => /^Spine0[12]$/.test(n))) return \"meshy\";\n return \"generic\";\n}\n\nfunction findHips(root: SkeletonNode): SkeletonNode | null {\n let found: SkeletonNode | null = null;\n const walk = (n: SkeletonNode) => {\n if (found) return;\n const { base } = splitBoneName(n.name);\n if (/^(hips|hip|pelvis)$/.test(base)) {\n found = n;\n return;\n }\n for (const c of n.children) walk(c);\n };\n walk(root);\n return found;\n}\n\nconst isSpineLike = (base: string) => /^(spine|chest|upperchest|torso|back)\\d*$/.test(base);\n\n/**\n * Map a skeleton onto humanoid bones. Pass the scene root (the armature's\n * own transform included): the rest-pose check measures \"down\" in that space,\n * and a Mixamo armature is Z-up under a 90° turn.\n *\n * Limbs and fingers come from their names (any of the conventions above, side\n * from prefixes/suffixes, or from which side of the body they sit when the\n * name has none). The spine comes from the CHAIN between the hips and the\n * neck, not from names, because conventions number it in opposite\n * directions: its first bone is `spine`, the second `chest`, a third\n * `upperChest`.\n */\nexport function detectRig(root: SkeletonNode): RigDetection {\n const all: SkeletonNode[] = [];\n const collect = (n: SkeletonNode) => {\n all.push(n);\n for (const c of n.children) collect(c);\n };\n collect(root);\n const profile = profileOf(all.map((n) => n.name));\n const bones: Partial<Record<HumanoidBone, string>> = {};\n const set = (b: HumanoidBone, name: string) => {\n if (!bones[b]) bones[b] = name;\n };\n\n const hips = findHips(root);\n const positions = restPositions(root);\n if (hips) {\n set(\"hips\", hips.name);\n // The spine chain: follow spine-like children upward from the hips.\n const chain: SkeletonNode[] = [];\n let cur: SkeletonNode | undefined = hips;\n while (cur) {\n const next: SkeletonNode | undefined = cur.children.find((c) => isSpineLike(splitBoneName(c.name).base));\n if (!next) break;\n chain.push(next);\n cur = next;\n }\n if (chain[0]) set(\"spine\", chain[0].name);\n if (chain[1]) set(\"chest\", chain[1].name);\n if (chain[2]) set(\"upperChest\", chain[chain.length - 1].name);\n }\n\n for (const n of all) {\n const vrm = vrmBone(n.name);\n if (vrm) {\n set(vrm, n.name);\n continue;\n }\n const { side, base } = splitBoneName(n.name);\n if (/^neck\\d*$/.test(base)) {\n set(\"neck\", n.name);\n continue;\n }\n if (/^head$/.test(base)) {\n set(\"head\", n.name);\n continue;\n }\n if (base === \"hips\" || base === \"pelvis\" || isSpineLike(base)) continue;\n // No side in the name: decide by which side of the hips it sits (glTF\n // humanoids face +Z, so their left is +X).\n const s =\n side ??\n (() => {\n const p = positions.get(n.name);\n const h = hips ? positions.get(hips.name) : undefined;\n if (!p || !h || Math.abs(p[0] - h[0]) < 1e-4) return null;\n return p[0] > h[0] ? \"left\" : \"right\";\n })();\n if (!s) continue;\n const b = sidedBone(base, s);\n if (b) set(b, n.name);\n }\n\n const byName = new Map<string, HumanoidBone>();\n for (const [b, name] of Object.entries(bones)) byName.set(name as string, b as HumanoidBone);\n\n // Rest pose from the left upper arm's direction.\n let armDrop: number | null = null;\n const ua = bones.leftUpperArm && positions.get(bones.leftUpperArm);\n const la = bones.leftLowerArm && positions.get(bones.leftLowerArm);\n if (ua && la) {\n const d: Vec3 = [la[0] - ua[0], la[1] - ua[1], la[2] - ua[2]];\n const len = Math.hypot(d[0], d[1], d[2]) || 1;\n armDrop = (Math.asin(Math.max(-1, Math.min(1, -d[1] / len))) * 180) / Math.PI;\n }\n const restPose = armDrop === null ? \"unknown\" : armDrop < 15 ? \"T\" : armDrop <= 65 ? \"A\" : \"unknown\";\n\n return {\n profile,\n bones,\n byName,\n restPose,\n armDrop,\n missing: REQUIRED_HUMANOID_BONES.filter((b) => !bones[b]),\n };\n}\n\n/** The same bone on the other side (`leftHand` ↔ `rightHand`). */\nexport function mirrorHumanoidBone(b: HumanoidBone): HumanoidBone {\n if (b.startsWith(\"left\")) return `right${b.slice(4)}` as HumanoidBone;\n if (b.startsWith(\"right\")) return `left${b.slice(5)}` as HumanoidBone;\n return b;\n}\n\n/**\n * Duck-typed adapter for a three.js Object3D/Bone tree (position: Vector3,\n * quaternion: Quaternion), so the runtime can call `detectRig` without this\n * module importing three.\n */\nexport function skeletonFromObject3D(object: {\n name: string;\n position: { x: number; y: number; z: number };\n quaternion: { x: number; y: number; z: number; w: number };\n scale?: { x: number; y: number; z: number };\n children: unknown[];\n}): SkeletonNode {\n const o = object;\n return {\n name: o.name,\n translation: [o.position.x, o.position.y, o.position.z],\n rotation: [o.quaternion.x, o.quaternion.y, o.quaternion.z, o.quaternion.w],\n scale: o.scale ? [o.scale.x, o.scale.y, o.scale.z] : undefined,\n children: (o.children as (typeof object)[]).map(skeletonFromObject3D),\n };\n}\n"]}
@@ -0,0 +1,100 @@
1
+ /**
2
+ * One vocabulary for humanoid skeletons.
3
+ *
4
+ * Every source names its bones differently: Mixamo `mixamorig:LeftForeArm`,
5
+ * Meshy `LeftForeArm` with its spine numbered top-down (`Spine02` is the
6
+ * LOWEST), Unreal / Quaternius UAL `lowerarm_l` with `spine_01` lowest,
7
+ * Blender rigify `forearm.L`, VRM `leftLowerArm`. Retargeting, the animation
8
+ * editor and bone sockets all need "the left forearm" regardless, so a
9
+ * skeleton is mapped once onto VRM's humanoid bone names (the closest thing
10
+ * to a standard) and everything downstream speaks those.
11
+ *
12
+ * Pure data + math, no three.js: the editor's Node tools (gltf-transform
13
+ * documents) and the runtime (THREE.Bone trees) both build a `SkeletonNode`
14
+ * tree and call `detectRig`.
15
+ */
16
+ type HumanoidBone = "hips" | "spine" | "chest" | "upperChest" | "neck" | "head" | "leftShoulder" | "leftUpperArm" | "leftLowerArm" | "leftHand" | "rightShoulder" | "rightUpperArm" | "rightLowerArm" | "rightHand" | "leftUpperLeg" | "leftLowerLeg" | "leftFoot" | "leftToes" | "rightUpperLeg" | "rightLowerLeg" | "rightFoot" | "rightToes" | `${"left" | "right"}${Finger}${FingerJoint}`;
17
+ type Finger = "Thumb" | "Index" | "Middle" | "Ring" | "Little";
18
+ type FingerJoint = "Metacarpal" | "Proximal" | "Intermediate" | "Distal";
19
+ /** The bones a humanoid must have to retarget a full-body clip. */
20
+ declare const REQUIRED_HUMANOID_BONES: readonly HumanoidBone[];
21
+ /** Vector [x, y, z] and quaternion [x, y, z, w]. */
22
+ type Vec3 = [number, number, number];
23
+ type Quat = [number, number, number, number];
24
+ /** A bone (or any node) with its LOCAL rest transform. */
25
+ interface SkeletonNode {
26
+ name: string;
27
+ translation: Vec3;
28
+ rotation: Quat;
29
+ scale?: Vec3;
30
+ children: SkeletonNode[];
31
+ }
32
+ type RigProfile = "mixamo" | "meshy" | "unreal" | "rigify" | "vrm" | "generic";
33
+ interface RigDetection {
34
+ profile: RigProfile;
35
+ /** Humanoid bone → the rig's own bone name. */
36
+ bones: Partial<Record<HumanoidBone, string>>;
37
+ /** Rig bone name → humanoid bone. */
38
+ byName: Map<string, HumanoidBone>;
39
+ /** Arms level (T), angled down (A), or neither. */
40
+ restPose: "T" | "A" | "unknown";
41
+ /** Degrees the left upper arm points below horizontal at rest. */
42
+ armDrop: number | null;
43
+ /** Required bones the rig lacks (empty = can retarget). */
44
+ missing: HumanoidBone[];
45
+ }
46
+ declare const qmul: (a: Quat, b: Quat) => Quat;
47
+ declare const qinv: (q: Quat) => Quat;
48
+ declare const qrot: (q: Quat, v: Vec3) => Vec3;
49
+ /** World (rig-space) rest position of every node, by name. */
50
+ declare function restPositions(root: SkeletonNode): Map<string, Vec3>;
51
+ /**
52
+ * `mixamorig1:LeftForeArm` → { side: "left", base: "forearm" };
53
+ * `upperarm_l` → { side: "left", base: "upperarm" }; `forearm.L` → left.
54
+ */
55
+ declare function splitBoneName(raw: string): {
56
+ side: "left" | "right" | null;
57
+ base: string;
58
+ };
59
+ /**
60
+ * Map a skeleton onto humanoid bones. Pass the scene root (the armature's
61
+ * own transform included): the rest-pose check measures "down" in that space,
62
+ * and a Mixamo armature is Z-up under a 90° turn.
63
+ *
64
+ * Limbs and fingers come from their names (any of the conventions above, side
65
+ * from prefixes/suffixes, or from which side of the body they sit when the
66
+ * name has none). The spine comes from the CHAIN between the hips and the
67
+ * neck, not from names, because conventions number it in opposite
68
+ * directions: its first bone is `spine`, the second `chest`, a third
69
+ * `upperChest`.
70
+ */
71
+ declare function detectRig(root: SkeletonNode): RigDetection;
72
+ /** The same bone on the other side (`leftHand` ↔ `rightHand`). */
73
+ declare function mirrorHumanoidBone(b: HumanoidBone): HumanoidBone;
74
+ /**
75
+ * Duck-typed adapter for a three.js Object3D/Bone tree (position: Vector3,
76
+ * quaternion: Quaternion), so the runtime can call `detectRig` without this
77
+ * module importing three.
78
+ */
79
+ declare function skeletonFromObject3D(object: {
80
+ name: string;
81
+ position: {
82
+ x: number;
83
+ y: number;
84
+ z: number;
85
+ };
86
+ quaternion: {
87
+ x: number;
88
+ y: number;
89
+ z: number;
90
+ w: number;
91
+ };
92
+ scale?: {
93
+ x: number;
94
+ y: number;
95
+ z: number;
96
+ };
97
+ children: unknown[];
98
+ }): SkeletonNode;
99
+
100
+ export { type HumanoidBone, type Quat, REQUIRED_HUMANOID_BONES, type RigDetection, type RigProfile, type SkeletonNode, type Vec3, detectRig, mirrorHumanoidBone, qinv, qmul, qrot, restPositions, skeletonFromObject3D, splitBoneName };
@@ -0,0 +1,100 @@
1
+ /**
2
+ * One vocabulary for humanoid skeletons.
3
+ *
4
+ * Every source names its bones differently: Mixamo `mixamorig:LeftForeArm`,
5
+ * Meshy `LeftForeArm` with its spine numbered top-down (`Spine02` is the
6
+ * LOWEST), Unreal / Quaternius UAL `lowerarm_l` with `spine_01` lowest,
7
+ * Blender rigify `forearm.L`, VRM `leftLowerArm`. Retargeting, the animation
8
+ * editor and bone sockets all need "the left forearm" regardless, so a
9
+ * skeleton is mapped once onto VRM's humanoid bone names (the closest thing
10
+ * to a standard) and everything downstream speaks those.
11
+ *
12
+ * Pure data + math, no three.js: the editor's Node tools (gltf-transform
13
+ * documents) and the runtime (THREE.Bone trees) both build a `SkeletonNode`
14
+ * tree and call `detectRig`.
15
+ */
16
+ type HumanoidBone = "hips" | "spine" | "chest" | "upperChest" | "neck" | "head" | "leftShoulder" | "leftUpperArm" | "leftLowerArm" | "leftHand" | "rightShoulder" | "rightUpperArm" | "rightLowerArm" | "rightHand" | "leftUpperLeg" | "leftLowerLeg" | "leftFoot" | "leftToes" | "rightUpperLeg" | "rightLowerLeg" | "rightFoot" | "rightToes" | `${"left" | "right"}${Finger}${FingerJoint}`;
17
+ type Finger = "Thumb" | "Index" | "Middle" | "Ring" | "Little";
18
+ type FingerJoint = "Metacarpal" | "Proximal" | "Intermediate" | "Distal";
19
+ /** The bones a humanoid must have to retarget a full-body clip. */
20
+ declare const REQUIRED_HUMANOID_BONES: readonly HumanoidBone[];
21
+ /** Vector [x, y, z] and quaternion [x, y, z, w]. */
22
+ type Vec3 = [number, number, number];
23
+ type Quat = [number, number, number, number];
24
+ /** A bone (or any node) with its LOCAL rest transform. */
25
+ interface SkeletonNode {
26
+ name: string;
27
+ translation: Vec3;
28
+ rotation: Quat;
29
+ scale?: Vec3;
30
+ children: SkeletonNode[];
31
+ }
32
+ type RigProfile = "mixamo" | "meshy" | "unreal" | "rigify" | "vrm" | "generic";
33
+ interface RigDetection {
34
+ profile: RigProfile;
35
+ /** Humanoid bone → the rig's own bone name. */
36
+ bones: Partial<Record<HumanoidBone, string>>;
37
+ /** Rig bone name → humanoid bone. */
38
+ byName: Map<string, HumanoidBone>;
39
+ /** Arms level (T), angled down (A), or neither. */
40
+ restPose: "T" | "A" | "unknown";
41
+ /** Degrees the left upper arm points below horizontal at rest. */
42
+ armDrop: number | null;
43
+ /** Required bones the rig lacks (empty = can retarget). */
44
+ missing: HumanoidBone[];
45
+ }
46
+ declare const qmul: (a: Quat, b: Quat) => Quat;
47
+ declare const qinv: (q: Quat) => Quat;
48
+ declare const qrot: (q: Quat, v: Vec3) => Vec3;
49
+ /** World (rig-space) rest position of every node, by name. */
50
+ declare function restPositions(root: SkeletonNode): Map<string, Vec3>;
51
+ /**
52
+ * `mixamorig1:LeftForeArm` → { side: "left", base: "forearm" };
53
+ * `upperarm_l` → { side: "left", base: "upperarm" }; `forearm.L` → left.
54
+ */
55
+ declare function splitBoneName(raw: string): {
56
+ side: "left" | "right" | null;
57
+ base: string;
58
+ };
59
+ /**
60
+ * Map a skeleton onto humanoid bones. Pass the scene root (the armature's
61
+ * own transform included): the rest-pose check measures "down" in that space,
62
+ * and a Mixamo armature is Z-up under a 90° turn.
63
+ *
64
+ * Limbs and fingers come from their names (any of the conventions above, side
65
+ * from prefixes/suffixes, or from which side of the body they sit when the
66
+ * name has none). The spine comes from the CHAIN between the hips and the
67
+ * neck, not from names, because conventions number it in opposite
68
+ * directions: its first bone is `spine`, the second `chest`, a third
69
+ * `upperChest`.
70
+ */
71
+ declare function detectRig(root: SkeletonNode): RigDetection;
72
+ /** The same bone on the other side (`leftHand` ↔ `rightHand`). */
73
+ declare function mirrorHumanoidBone(b: HumanoidBone): HumanoidBone;
74
+ /**
75
+ * Duck-typed adapter for a three.js Object3D/Bone tree (position: Vector3,
76
+ * quaternion: Quaternion), so the runtime can call `detectRig` without this
77
+ * module importing three.
78
+ */
79
+ declare function skeletonFromObject3D(object: {
80
+ name: string;
81
+ position: {
82
+ x: number;
83
+ y: number;
84
+ z: number;
85
+ };
86
+ quaternion: {
87
+ x: number;
88
+ y: number;
89
+ z: number;
90
+ w: number;
91
+ };
92
+ scale?: {
93
+ x: number;
94
+ y: number;
95
+ z: number;
96
+ };
97
+ children: unknown[];
98
+ }): SkeletonNode;
99
+
100
+ export { type HumanoidBone, type Quat, REQUIRED_HUMANOID_BONES, type RigDetection, type RigProfile, type SkeletonNode, type Vec3, detectRig, mirrorHumanoidBone, qinv, qmul, qrot, restPositions, skeletonFromObject3D, splitBoneName };
@@ -0,0 +1,4 @@
1
+ export { REQUIRED_HUMANOID_BONES, detectRig, mirrorHumanoidBone, qinv, qmul, qrot, restPositions, skeletonFromObject3D, splitBoneName } from '../chunk-GSWC6LLD.js';
2
+ import '../chunk-XE4OXN2W.js';
3
+ //# sourceMappingURL=index.js.map
4
+ //# sourceMappingURL=index.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":[],"names":[],"mappings":"","file":"index.js"}
@@ -0,0 +1,11 @@
1
+ import { __name } from './chunk-XE4OXN2W.js';
2
+
3
+ // core/Component.ts
4
+ var _Component = class _Component {
5
+ };
6
+ __name(_Component, "Component");
7
+ var Component = _Component;
8
+
9
+ export { Component };
10
+ //# sourceMappingURL=chunk-CKTHDXPS.js.map
11
+ //# sourceMappingURL=chunk-CKTHDXPS.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"sources":["../core/Component.ts"],"names":[],"mappings":";;;AAWO,IAAM,UAAA,GAAN,MAAM,UAAA,CAAU;AAAC,CAAA;AAAD,MAAA,CAAA,UAAA,EAAA,WAAA,CAAA;AAAhB,IAAM,SAAA,GAAN","file":"chunk-CKTHDXPS.js","sourcesContent":["/**\n * Marker base class for every ECS component. Subclass `Component` to declare\n * a typed data container that systems can query.\n *\n * @remarks\n * Components own state only — runtime behaviour belongs in {@link Behaviour}\n * subclasses for user scripts. Keep fields plain (numbers, strings, vectors,\n * asset URLs).\n *\n * @category Components\n */\nexport class Component {}\n\n"]}
@@ -0,0 +1,241 @@
1
+ import { __name } from './chunk-XE4OXN2W.js';
2
+
3
+ // core/animation/humanoid.ts
4
+ var REQUIRED_HUMANOID_BONES = [
5
+ "hips",
6
+ "spine",
7
+ "head",
8
+ "leftUpperArm",
9
+ "leftLowerArm",
10
+ "leftHand",
11
+ "rightUpperArm",
12
+ "rightLowerArm",
13
+ "rightHand",
14
+ "leftUpperLeg",
15
+ "leftLowerLeg",
16
+ "leftFoot",
17
+ "rightUpperLeg",
18
+ "rightLowerLeg",
19
+ "rightFoot"
20
+ ];
21
+ var qmul = /* @__PURE__ */ __name((a, b) => [
22
+ a[3] * b[0] + a[0] * b[3] + a[1] * b[2] - a[2] * b[1],
23
+ a[3] * b[1] - a[0] * b[2] + a[1] * b[3] + a[2] * b[0],
24
+ a[3] * b[2] + a[0] * b[1] - a[1] * b[0] + a[2] * b[3],
25
+ a[3] * b[3] - a[0] * b[0] - a[1] * b[1] - a[2] * b[2]
26
+ ], "qmul");
27
+ var qinv = /* @__PURE__ */ __name((q) => [-q[0], -q[1], -q[2], q[3]], "qinv");
28
+ var qrot = /* @__PURE__ */ __name((q, v) => {
29
+ const r = qmul(qmul(q, [v[0], v[1], v[2], 0]), qinv(q));
30
+ return [r[0], r[1], r[2]];
31
+ }, "qrot");
32
+ function restPositions(root) {
33
+ const out = /* @__PURE__ */ new Map();
34
+ const walk = /* @__PURE__ */ __name((n, pq, pp, ps) => {
35
+ const t = qrot(pq, [n.translation[0] * ps, n.translation[1] * ps, n.translation[2] * ps]);
36
+ const p = [pp[0] + t[0], pp[1] + t[1], pp[2] + t[2]];
37
+ out.set(n.name, p);
38
+ const q = qmul(pq, n.rotation);
39
+ const s = ps * (n.scale?.[0] ?? 1);
40
+ for (const c of n.children) walk(c, q, p, s);
41
+ }, "walk");
42
+ walk(root, [0, 0, 0, 1], [0, 0, 0], 1);
43
+ return out;
44
+ }
45
+ __name(restPositions, "restPositions");
46
+ function splitBoneName(raw) {
47
+ let n = raw.replace(/^.*[:|]/, "").replace(/^(mixamorig\d*|def[-_]|org[-_]|mch[-_]|bip\d*[ _]|b[-_])/i, "").trim();
48
+ let side = null;
49
+ const sided = [
50
+ [/^left[\s_.-]*/i, "left"],
51
+ [/^right[\s_.-]*/i, "right"],
52
+ [/^l[\s_.-]+/i, "left"],
53
+ [/^r[\s_.-]+/i, "right"],
54
+ [/[\s_.-]+l$/i, "left"],
55
+ [/[\s_.-]+r$/i, "right"],
56
+ [/[\s_.-]*left$/i, "left"],
57
+ [/[\s_.-]*right$/i, "right"]
58
+ ];
59
+ for (const [re, s] of sided) {
60
+ if (re.test(n)) {
61
+ side = s;
62
+ n = n.replace(re, "");
63
+ break;
64
+ }
65
+ }
66
+ return { side, base: n.toLowerCase().replace(/[^a-z0-9]/g, "") };
67
+ }
68
+ __name(splitBoneName, "splitBoneName");
69
+ var LIMB_BASES = [
70
+ [/^(shoulder|clavicle|collar(bone)?)$/, "Shoulder"],
71
+ [/^(upperarm|uparm|arm)$/, "UpperArm"],
72
+ [/^(forearm|lowerarm|elbow|loarm)$/, "LowerArm"],
73
+ [/^(hand|wrist)$/, "Hand"],
74
+ [/^(upleg|upperleg|thigh|hipjoint)$/, "UpperLeg"],
75
+ [/^(leg|lowerleg|calf|shin|knee)$/, "LowerLeg"],
76
+ [/^(foot|ankle)$/, "Foot"],
77
+ [/^(toebase|toe|toes|ball)$/, "Toes"]
78
+ ];
79
+ var FINGERS = [
80
+ [/^thumb/, "Thumb"],
81
+ [/^(index|pointer)/, "Index"],
82
+ [/^(middle|fingers)/, "Middle"],
83
+ [/^ring/, "Ring"],
84
+ [/^(pinky|little|small)/, "Little"]
85
+ ];
86
+ function fingerJoint(finger, digits) {
87
+ const n = digits === "" ? 1 : Number(digits);
88
+ const joints = finger === "Thumb" ? ["Metacarpal", "Proximal", "Distal"] : ["Proximal", "Intermediate", "Distal"];
89
+ return joints[n - 1] ?? null;
90
+ }
91
+ __name(fingerJoint, "fingerJoint");
92
+ function sidedBone(base, side) {
93
+ for (const [re, part] of LIMB_BASES) {
94
+ if (re.test(base)) return `${side}${part}`;
95
+ }
96
+ const f = base.replace(/^hand(?=(thumb|index|middle|ring|pinky|little))/, "");
97
+ for (const [re, finger] of FINGERS) {
98
+ if (!re.test(f)) continue;
99
+ const digits = /(\d+)$/.exec(f)?.[1] ?? "";
100
+ const joint = fingerJoint(finger, digits.replace(/^0+/, ""));
101
+ return joint ? `${side}${finger}${joint}` : null;
102
+ }
103
+ return null;
104
+ }
105
+ __name(sidedBone, "sidedBone");
106
+ var VRM_LOWER = /* @__PURE__ */ new Map();
107
+ var VRM_FINGER = /^(left|right)(Thumb|Index|Middle|Ring|Little)(Metacarpal|Proximal|Intermediate|Distal)$/;
108
+ function vrmBone(raw) {
109
+ const name = raw.replace(/^.*[:|]/, "");
110
+ if (VRM_FINGER.test(name)) return name;
111
+ if (VRM_LOWER.size === 0) {
112
+ const sides = ["left", "right"];
113
+ const parts = ["Shoulder", "UpperArm", "LowerArm", "Hand", "UpperLeg", "LowerLeg", "Foot", "Toes"];
114
+ for (const s of sides) for (const p of parts) VRM_LOWER.set(`${s}${p}`.toLowerCase(), `${s}${p}`);
115
+ for (const b of ["hips", "spine", "chest", "upperChest", "neck", "head"])
116
+ VRM_LOWER.set(b.toLowerCase(), b);
117
+ }
118
+ return VRM_LOWER.get(name.toLowerCase()) ?? null;
119
+ }
120
+ __name(vrmBone, "vrmBone");
121
+ function profileOf(names) {
122
+ if (names.some((n) => /^mixamorig/i.test(n))) return "mixamo";
123
+ if (names.some((n) => /^(upperarm|lowerarm|thigh|calf)_[lr]$/i.test(n))) return "unreal";
124
+ if (names.some((n) => /\.[LR]$/.test(n))) return "rigify";
125
+ if (names.some((n) => /^leftUpperArm$/.test(n))) return "vrm";
126
+ if (names.some((n) => /^Spine0[12]$/.test(n))) return "meshy";
127
+ return "generic";
128
+ }
129
+ __name(profileOf, "profileOf");
130
+ function findHips(root) {
131
+ let found = null;
132
+ const walk = /* @__PURE__ */ __name((n) => {
133
+ if (found) return;
134
+ const { base } = splitBoneName(n.name);
135
+ if (/^(hips|hip|pelvis)$/.test(base)) {
136
+ found = n;
137
+ return;
138
+ }
139
+ for (const c of n.children) walk(c);
140
+ }, "walk");
141
+ walk(root);
142
+ return found;
143
+ }
144
+ __name(findHips, "findHips");
145
+ var isSpineLike = /* @__PURE__ */ __name((base) => /^(spine|chest|upperchest|torso|back)\d*$/.test(base), "isSpineLike");
146
+ function detectRig(root) {
147
+ const all = [];
148
+ const collect = /* @__PURE__ */ __name((n) => {
149
+ all.push(n);
150
+ for (const c of n.children) collect(c);
151
+ }, "collect");
152
+ collect(root);
153
+ const profile = profileOf(all.map((n) => n.name));
154
+ const bones = {};
155
+ const set = /* @__PURE__ */ __name((b, name) => {
156
+ if (!bones[b]) bones[b] = name;
157
+ }, "set");
158
+ const hips = findHips(root);
159
+ const positions = restPositions(root);
160
+ if (hips) {
161
+ set("hips", hips.name);
162
+ const chain = [];
163
+ let cur = hips;
164
+ while (cur) {
165
+ const next = cur.children.find((c) => isSpineLike(splitBoneName(c.name).base));
166
+ if (!next) break;
167
+ chain.push(next);
168
+ cur = next;
169
+ }
170
+ if (chain[0]) set("spine", chain[0].name);
171
+ if (chain[1]) set("chest", chain[1].name);
172
+ if (chain[2]) set("upperChest", chain[chain.length - 1].name);
173
+ }
174
+ for (const n of all) {
175
+ const vrm = vrmBone(n.name);
176
+ if (vrm) {
177
+ set(vrm, n.name);
178
+ continue;
179
+ }
180
+ const { side, base } = splitBoneName(n.name);
181
+ if (/^neck\d*$/.test(base)) {
182
+ set("neck", n.name);
183
+ continue;
184
+ }
185
+ if (/^head$/.test(base)) {
186
+ set("head", n.name);
187
+ continue;
188
+ }
189
+ if (base === "hips" || base === "pelvis" || isSpineLike(base)) continue;
190
+ const s = side ?? (() => {
191
+ const p = positions.get(n.name);
192
+ const h = hips ? positions.get(hips.name) : void 0;
193
+ if (!p || !h || Math.abs(p[0] - h[0]) < 1e-4) return null;
194
+ return p[0] > h[0] ? "left" : "right";
195
+ })();
196
+ if (!s) continue;
197
+ const b = sidedBone(base, s);
198
+ if (b) set(b, n.name);
199
+ }
200
+ const byName = /* @__PURE__ */ new Map();
201
+ for (const [b, name] of Object.entries(bones)) byName.set(name, b);
202
+ let armDrop = null;
203
+ const ua = bones.leftUpperArm && positions.get(bones.leftUpperArm);
204
+ const la = bones.leftLowerArm && positions.get(bones.leftLowerArm);
205
+ if (ua && la) {
206
+ const d = [la[0] - ua[0], la[1] - ua[1], la[2] - ua[2]];
207
+ const len = Math.hypot(d[0], d[1], d[2]) || 1;
208
+ armDrop = Math.asin(Math.max(-1, Math.min(1, -d[1] / len))) * 180 / Math.PI;
209
+ }
210
+ const restPose = armDrop === null ? "unknown" : armDrop < 15 ? "T" : armDrop <= 65 ? "A" : "unknown";
211
+ return {
212
+ profile,
213
+ bones,
214
+ byName,
215
+ restPose,
216
+ armDrop,
217
+ missing: REQUIRED_HUMANOID_BONES.filter((b) => !bones[b])
218
+ };
219
+ }
220
+ __name(detectRig, "detectRig");
221
+ function mirrorHumanoidBone(b) {
222
+ if (b.startsWith("left")) return `right${b.slice(4)}`;
223
+ if (b.startsWith("right")) return `left${b.slice(5)}`;
224
+ return b;
225
+ }
226
+ __name(mirrorHumanoidBone, "mirrorHumanoidBone");
227
+ function skeletonFromObject3D(object) {
228
+ const o = object;
229
+ return {
230
+ name: o.name,
231
+ translation: [o.position.x, o.position.y, o.position.z],
232
+ rotation: [o.quaternion.x, o.quaternion.y, o.quaternion.z, o.quaternion.w],
233
+ scale: o.scale ? [o.scale.x, o.scale.y, o.scale.z] : void 0,
234
+ children: o.children.map(skeletonFromObject3D)
235
+ };
236
+ }
237
+ __name(skeletonFromObject3D, "skeletonFromObject3D");
238
+
239
+ export { REQUIRED_HUMANOID_BONES, detectRig, mirrorHumanoidBone, qinv, qmul, qrot, restPositions, skeletonFromObject3D, splitBoneName };
240
+ //# sourceMappingURL=chunk-GSWC6LLD.js.map
241
+ //# sourceMappingURL=chunk-GSWC6LLD.js.map
@@ -0,0 +1 @@
1
+ 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* One vocabulary for humanoid skeletons.\n *\n * Every source names its bones differently: Mixamo `mixamorig:LeftForeArm`,\n * Meshy `LeftForeArm` with its spine numbered top-down (`Spine02` is the\n * LOWEST), Unreal / Quaternius UAL `lowerarm_l` with `spine_01` lowest,\n * Blender rigify `forearm.L`, VRM `leftLowerArm`. Retargeting, the animation\n * editor and bone sockets all need \"the left forearm\" regardless, so a\n * skeleton is mapped once onto VRM's humanoid bone names (the closest thing\n * to a standard) and everything downstream speaks those.\n *\n * Pure data + math, no three.js: the editor's Node tools (gltf-transform\n * documents) and the runtime (THREE.Bone trees) both build a `SkeletonNode`\n * tree and call `detectRig`.\n */\n\nexport type HumanoidBone =\n | \"hips\"\n | \"spine\"\n | \"chest\"\n | \"upperChest\"\n | \"neck\"\n | \"head\"\n | \"leftShoulder\"\n | \"leftUpperArm\"\n | \"leftLowerArm\"\n | \"leftHand\"\n | \"rightShoulder\"\n | \"rightUpperArm\"\n | \"rightLowerArm\"\n | \"rightHand\"\n | \"leftUpperLeg\"\n | \"leftLowerLeg\"\n | \"leftFoot\"\n | \"leftToes\"\n | \"rightUpperLeg\"\n | \"rightLowerLeg\"\n | \"rightFoot\"\n | \"rightToes\"\n | `${\"left\" | \"right\"}${Finger}${FingerJoint}`;\n\ntype Finger = \"Thumb\" | \"Index\" | \"Middle\" | \"Ring\" | \"Little\";\ntype FingerJoint = \"Metacarpal\" | \"Proximal\" | \"Intermediate\" | \"Distal\";\n\n/** The bones a humanoid must have to retarget a full-body clip. */\nexport const REQUIRED_HUMANOID_BONES: readonly HumanoidBone[] = [\n \"hips\",\n \"spine\",\n \"head\",\n \"leftUpperArm\",\n \"leftLowerArm\",\n \"leftHand\",\n \"rightUpperArm\",\n \"rightLowerArm\",\n \"rightHand\",\n \"leftUpperLeg\",\n \"leftLowerLeg\",\n \"leftFoot\",\n \"rightUpperLeg\",\n \"rightLowerLeg\",\n \"rightFoot\",\n];\n\n/** Vector [x, y, z] and quaternion [x, y, z, w]. */\nexport type Vec3 = [number, number, number];\nexport type Quat = [number, number, number, number];\n\n/** A bone (or any node) with its LOCAL rest transform. */\nexport interface SkeletonNode {\n name: string;\n translation: Vec3;\n rotation: Quat;\n scale?: Vec3;\n children: SkeletonNode[];\n}\n\nexport type RigProfile =\n | \"mixamo\"\n | \"meshy\"\n | \"unreal\"\n | \"rigify\"\n | \"vrm\"\n | \"generic\";\n\nexport interface RigDetection {\n profile: RigProfile;\n /** Humanoid bone → the rig's own bone name. */\n bones: Partial<Record<HumanoidBone, string>>;\n /** Rig bone name → humanoid bone. */\n byName: Map<string, HumanoidBone>;\n /** Arms level (T), angled down (A), or neither. */\n restPose: \"T\" | \"A\" | \"unknown\";\n /** Degrees the left upper arm points below horizontal at rest. */\n armDrop: number | null;\n /** Required bones the rig lacks (empty = can retarget). */\n missing: HumanoidBone[];\n}\n\n// ── quaternion helpers ───────────────────────────────────────────────────────\n\nexport const qmul = (a: Quat, b: Quat): Quat => [\n a[3] * b[0] + a[0] * b[3] + a[1] * b[2] - a[2] * b[1],\n a[3] * b[1] - a[0] * b[2] + a[1] * b[3] + a[2] * b[0],\n a[3] * b[2] + a[0] * b[1] - a[1] * b[0] + a[2] * b[3],\n a[3] * b[3] - a[0] * b[0] - a[1] * b[1] - a[2] * b[2],\n];\nexport const qinv = (q: Quat): Quat => [-q[0], -q[1], -q[2], q[3]];\nexport const qrot = (q: Quat, v: Vec3): Vec3 => {\n const r = qmul(qmul(q, [v[0], v[1], v[2], 0]), qinv(q));\n return [r[0], r[1], r[2]];\n};\n\n/** World (rig-space) rest position of every node, by name. */\nexport function restPositions(root: SkeletonNode): Map<string, Vec3> {\n const out = new Map<string, Vec3>();\n const walk = (n: SkeletonNode, pq: Quat, pp: Vec3, ps: number) => {\n const t = qrot(pq, [n.translation[0] * ps, n.translation[1] * ps, n.translation[2] * ps]);\n const p: Vec3 = [pp[0] + t[0], pp[1] + t[1], pp[2] + t[2]];\n out.set(n.name, p);\n const q = qmul(pq, n.rotation);\n const s = ps * (n.scale?.[0] ?? 1);\n for (const c of n.children) walk(c, q, p, s);\n };\n walk(root, [0, 0, 0, 1], [0, 0, 0], 1);\n return out;\n}\n\n// ── names ────────────────────────────────────────────────────────────────────\n\n/**\n * `mixamorig1:LeftForeArm` → { side: \"left\", base: \"forearm\" };\n * `upperarm_l` → { side: \"left\", base: \"upperarm\" }; `forearm.L` → left.\n */\nexport function splitBoneName(raw: string): { side: \"left\" | \"right\" | null; base: string } {\n let n = raw\n .replace(/^.*[:|]/, \"\") // mixamorig:, Armature|, rig:\n .replace(/^(mixamorig\\d*|def[-_]|org[-_]|mch[-_]|bip\\d*[ _]|b[-_])/i, \"\")\n .trim();\n let side: \"left\" | \"right\" | null = null;\n const sided = [\n [/^left[\\s_.-]*/i, \"left\"],\n [/^right[\\s_.-]*/i, \"right\"],\n [/^l[\\s_.-]+/i, \"left\"],\n [/^r[\\s_.-]+/i, \"right\"],\n [/[\\s_.-]+l$/i, \"left\"],\n [/[\\s_.-]+r$/i, \"right\"],\n [/[\\s_.-]*left$/i, \"left\"],\n [/[\\s_.-]*right$/i, \"right\"],\n ] as const;\n for (const [re, s] of sided) {\n if (re.test(n)) {\n side = s;\n n = n.replace(re, \"\");\n break;\n }\n }\n return { side, base: n.toLowerCase().replace(/[^a-z0-9]/g, \"\") };\n}\n\n/** Bases for sided limb bones. Order matters: first match wins. */\nconst LIMB_BASES: Array<[RegExp, string]> = [\n [/^(shoulder|clavicle|collar(bone)?)$/, \"Shoulder\"],\n [/^(upperarm|uparm|arm)$/, \"UpperArm\"],\n [/^(forearm|lowerarm|elbow|loarm)$/, \"LowerArm\"],\n [/^(hand|wrist)$/, \"Hand\"],\n [/^(upleg|upperleg|thigh|hipjoint)$/, \"UpperLeg\"],\n [/^(leg|lowerleg|calf|shin|knee)$/, \"LowerLeg\"],\n [/^(foot|ankle)$/, \"Foot\"],\n [/^(toebase|toe|toes|ball)$/, \"Toes\"],\n];\n\nconst FINGERS: Array<[RegExp, Finger]> = [\n [/^thumb/, \"Thumb\"],\n [/^(index|pointer)/, \"Index\"],\n [/^(middle|fingers)/, \"Middle\"],\n [/^ring/, \"Ring\"],\n [/^(pinky|little|small)/, \"Little\"],\n];\n\nfunction fingerJoint(finger: Finger, digits: string): FingerJoint | null {\n // Mixamo/UE number 1-3 (4 = tip); a bare \"Thumb\"/\"Fingers\" (Meshy after\n // fix-rig) is the first joint.\n const n = digits === \"\" ? 1 : Number(digits);\n const joints: FingerJoint[] =\n finger === \"Thumb\"\n ? [\"Metacarpal\", \"Proximal\", \"Distal\"]\n : [\"Proximal\", \"Intermediate\", \"Distal\"];\n return joints[n - 1] ?? null;\n}\n\n/** A sided bone from its name alone, or null. */\nfunction sidedBone(base: string, side: \"left\" | \"right\"): HumanoidBone | null {\n for (const [re, part] of LIMB_BASES) {\n if (re.test(base)) return `${side}${part}` as HumanoidBone;\n }\n // Mixamo writes fingers as LeftHandIndex1.\n const f = base.replace(/^hand(?=(thumb|index|middle|ring|pinky|little))/, \"\");\n for (const [re, finger] of FINGERS) {\n if (!re.test(f)) continue;\n const digits = /(\\d+)$/.exec(f)?.[1] ?? \"\";\n const joint = fingerJoint(finger, digits.replace(/^0+/, \"\"));\n return joint ? (`${side}${finger}${joint}` as HumanoidBone) : null;\n }\n return null;\n}\n\n// VRM names, recognised directly (leftUpperArm → lowercase \"leftupperarm\").\nconst VRM_LOWER = new Map<string, HumanoidBone>();\n\nconst VRM_FINGER = /^(left|right)(Thumb|Index|Middle|Ring|Little)(Metacarpal|Proximal|Intermediate|Distal)$/;\n\nfunction vrmBone(raw: string): HumanoidBone | null {\n const name = raw.replace(/^.*[:|]/, \"\");\n if (VRM_FINGER.test(name)) return name as HumanoidBone;\n if (VRM_LOWER.size === 0) {\n const sides = [\"left\", \"right\"] as const;\n const parts = [\"Shoulder\", \"UpperArm\", \"LowerArm\", \"Hand\", \"UpperLeg\", \"LowerLeg\", \"Foot\", \"Toes\"];\n for (const s of sides) for (const p of parts) VRM_LOWER.set(`${s}${p}`.toLowerCase(), `${s}${p}` as HumanoidBone);\n for (const b of [\"hips\", \"spine\", \"chest\", \"upperChest\", \"neck\", \"head\"] as const)\n VRM_LOWER.set(b.toLowerCase(), b);\n }\n return VRM_LOWER.get(name.toLowerCase()) ?? null;\n}\n\nfunction profileOf(names: string[]): RigProfile {\n if (names.some((n) => /^mixamorig/i.test(n))) return \"mixamo\";\n if (names.some((n) => /^(upperarm|lowerarm|thigh|calf)_[lr]$/i.test(n))) return \"unreal\";\n if (names.some((n) => /\\.[LR]$/.test(n))) return \"rigify\";\n if (names.some((n) => /^leftUpperArm$/.test(n))) return \"vrm\";\n if (names.some((n) => /^Spine0[12]$/.test(n))) return \"meshy\";\n return \"generic\";\n}\n\nfunction findHips(root: SkeletonNode): SkeletonNode | null {\n let found: SkeletonNode | null = null;\n const walk = (n: SkeletonNode) => {\n if (found) return;\n const { base } = splitBoneName(n.name);\n if (/^(hips|hip|pelvis)$/.test(base)) {\n found = n;\n return;\n }\n for (const c of n.children) walk(c);\n };\n walk(root);\n return found;\n}\n\nconst isSpineLike = (base: string) => /^(spine|chest|upperchest|torso|back)\\d*$/.test(base);\n\n/**\n * Map a skeleton onto humanoid bones. Pass the scene root (the armature's\n * own transform included): the rest-pose check measures \"down\" in that space,\n * and a Mixamo armature is Z-up under a 90° turn.\n *\n * Limbs and fingers come from their names (any of the conventions above, side\n * from prefixes/suffixes, or from which side of the body they sit when the\n * name has none). The spine comes from the CHAIN between the hips and the\n * neck, not from names, because conventions number it in opposite\n * directions: its first bone is `spine`, the second `chest`, a third\n * `upperChest`.\n */\nexport function detectRig(root: SkeletonNode): RigDetection {\n const all: SkeletonNode[] = [];\n const collect = (n: SkeletonNode) => {\n all.push(n);\n for (const c of n.children) collect(c);\n };\n collect(root);\n const profile = profileOf(all.map((n) => n.name));\n const bones: Partial<Record<HumanoidBone, string>> = {};\n const set = (b: HumanoidBone, name: string) => {\n if (!bones[b]) bones[b] = name;\n };\n\n const hips = findHips(root);\n const positions = restPositions(root);\n if (hips) {\n set(\"hips\", hips.name);\n // The spine chain: follow spine-like children upward from the hips.\n const chain: SkeletonNode[] = [];\n let cur: SkeletonNode | undefined = hips;\n while (cur) {\n const next: SkeletonNode | undefined = cur.children.find((c) => isSpineLike(splitBoneName(c.name).base));\n if (!next) break;\n chain.push(next);\n cur = next;\n }\n if (chain[0]) set(\"spine\", chain[0].name);\n if (chain[1]) set(\"chest\", chain[1].name);\n if (chain[2]) set(\"upperChest\", chain[chain.length - 1].name);\n }\n\n for (const n of all) {\n const vrm = vrmBone(n.name);\n if (vrm) {\n set(vrm, n.name);\n continue;\n }\n const { side, base } = splitBoneName(n.name);\n if (/^neck\\d*$/.test(base)) {\n set(\"neck\", n.name);\n continue;\n }\n if (/^head$/.test(base)) {\n set(\"head\", n.name);\n continue;\n }\n if (base === \"hips\" || base === \"pelvis\" || isSpineLike(base)) continue;\n // No side in the name: decide by which side of the hips it sits (glTF\n // humanoids face +Z, so their left is +X).\n const s =\n side ??\n (() => {\n const p = positions.get(n.name);\n const h = hips ? positions.get(hips.name) : undefined;\n if (!p || !h || Math.abs(p[0] - h[0]) < 1e-4) return null;\n return p[0] > h[0] ? \"left\" : \"right\";\n })();\n if (!s) continue;\n const b = sidedBone(base, s);\n if (b) set(b, n.name);\n }\n\n const byName = new Map<string, HumanoidBone>();\n for (const [b, name] of Object.entries(bones)) byName.set(name as string, b as HumanoidBone);\n\n // Rest pose from the left upper arm's direction.\n let armDrop: number | null = null;\n const ua = bones.leftUpperArm && positions.get(bones.leftUpperArm);\n const la = bones.leftLowerArm && positions.get(bones.leftLowerArm);\n if (ua && la) {\n const d: Vec3 = [la[0] - ua[0], la[1] - ua[1], la[2] - ua[2]];\n const len = Math.hypot(d[0], d[1], d[2]) || 1;\n armDrop = (Math.asin(Math.max(-1, Math.min(1, -d[1] / len))) * 180) / Math.PI;\n }\n const restPose = armDrop === null ? \"unknown\" : armDrop < 15 ? \"T\" : armDrop <= 65 ? \"A\" : \"unknown\";\n\n return {\n profile,\n bones,\n byName,\n restPose,\n armDrop,\n missing: REQUIRED_HUMANOID_BONES.filter((b) => !bones[b]),\n };\n}\n\n/** The same bone on the other side (`leftHand` ↔ `rightHand`). */\nexport function mirrorHumanoidBone(b: HumanoidBone): HumanoidBone {\n if (b.startsWith(\"left\")) return `right${b.slice(4)}` as HumanoidBone;\n if (b.startsWith(\"right\")) return `left${b.slice(5)}` as HumanoidBone;\n return b;\n}\n\n/**\n * Duck-typed adapter for a three.js Object3D/Bone tree (position: Vector3,\n * quaternion: Quaternion), so the runtime can call `detectRig` without this\n * module importing three.\n */\nexport function skeletonFromObject3D(object: {\n name: string;\n position: { x: number; y: number; z: number };\n quaternion: { x: number; y: number; z: number; w: number };\n scale?: { x: number; y: number; z: number };\n children: unknown[];\n}): SkeletonNode {\n const o = object;\n return {\n name: o.name,\n translation: [o.position.x, o.position.y, o.position.z],\n rotation: [o.quaternion.x, o.quaternion.y, o.quaternion.z, o.quaternion.w],\n scale: o.scale ? [o.scale.x, o.scale.y, o.scale.z] : undefined,\n children: (o.children as (typeof object)[]).map(skeletonFromObject3D),\n };\n}\n"]}