@volter/editor-blender 0.1.136 → 0.1.137
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.
|
@@ -1,61 +1,106 @@
|
|
|
1
1
|
/**
|
|
2
|
-
* ANIMATION IN A GAME:
|
|
2
|
+
* ANIMATION IN A GAME: Blender's own animation stack, evaluated on the game's copy of the model.
|
|
3
3
|
*
|
|
4
4
|
* The copy binds its own skins (`BlenderRuntimeView.detach` keeps each skinned mesh's weights and
|
|
5
|
-
* the frame's armatures, and
|
|
6
|
-
*
|
|
7
|
-
*
|
|
8
|
-
*
|
|
9
|
-
* that animates none of an armature's bones refuses, with the reason, once.
|
|
5
|
+
* the frame's armatures), and every armature is posed by the same evaluator the Timeline uses
|
|
6
|
+
* (`blender-pose.ts`): its NLA tracks bottom to top, then its active action over them, blended as
|
|
7
|
+
* Blender blends them, then its Damped Track constraints. So a game shows what Blender shows, and
|
|
8
|
+
* what a game changes is Blender's own data, by Blender's names:
|
|
10
9
|
*
|
|
11
|
-
*
|
|
12
|
-
*
|
|
13
|
-
*
|
|
10
|
+
* - `play` sets the ACTIVE ACTION (`animation_data.action`), crossfaded from the last; each
|
|
11
|
+
* armature starts on the one the file assigns it. A game's actions run from when they are set
|
|
12
|
+
* and repeat unless told not to.
|
|
13
|
+
* - `track` sets an NLA TRACK by name: an action for it (over the tracks the file has, or as a
|
|
14
|
+
* new track over them), its influence, or its mute. An action that keys only some bones covers
|
|
15
|
+
* only those, so an upper-body action on a track over a running action is an upper body that
|
|
16
|
+
* aims while the legs run, as in Blender.
|
|
17
|
+
* - `constraint` sets a bone constraint's influence, or the object it aims at. A constraint aims
|
|
18
|
+
* at the game's copy of its target, so moving that object in the game moves the look.
|
|
14
19
|
*
|
|
15
|
-
*
|
|
16
|
-
*
|
|
20
|
+
* The file's own NLA strips play on the game's clock as scene frames, looping the scene's range as
|
|
21
|
+
* Blender's own playback does. Every
|
|
22
|
+
* clip is baked once per action, the first time it is wanted; until the clips a pose needs are
|
|
23
|
+
* baked, the armature keeps the pose it has.
|
|
17
24
|
*
|
|
18
|
-
* THE GAME'S CLOCK DRIVES IT: the runner advances
|
|
25
|
+
* THE GAME'S CLOCK DRIVES IT: the runner advances it by each update's `dt`
|
|
19
26
|
* (`@volter/editor-model-play`'s `play-script.ts`), so pause, step, speed and Restart hold for
|
|
20
27
|
* animation exactly as they do for the script.
|
|
21
28
|
*/
|
|
22
29
|
import type { BlenderActionClip } from '@volter/blender-engine/browser/rna';
|
|
30
|
+
import type { BlenderArmature } from '@volter/blender-engine/browser/three/blender-runtime-armature';
|
|
23
31
|
import type { BlenderRuntimeView } from '@volter/blender-engine/browser/three/blender-runtime-view';
|
|
24
32
|
import type { ArmatureRig } from '@volter/blender-engine/browser/three/blender-runtime-skeleton';
|
|
25
|
-
import * as THREE from 'three';
|
|
26
|
-
import {
|
|
27
|
-
import {
|
|
33
|
+
import type * as THREE from 'three';
|
|
34
|
+
import { ArmaturePose, nlaLayers, poseClip, type ConstraintOverride, type PoseClip, type PoseLayer } from './blender-pose';
|
|
35
|
+
import { editorHost } from '@volter/editor-sdk/host';
|
|
36
|
+
import { remedy } from './blender-runtime-skin';
|
|
28
37
|
|
|
29
|
-
export
|
|
38
|
+
export interface PlayActionOptions {
|
|
39
|
+
/** Seconds to crossfade from what played before (default 0.2). */
|
|
40
|
+
readonly fade?: number;
|
|
41
|
+
/** Repeat until something else plays (default true); `false` plays once and holds the end. */
|
|
42
|
+
readonly loop?: boolean;
|
|
43
|
+
/** Playback rate, 1 is the action's own. */
|
|
44
|
+
readonly speed?: number;
|
|
45
|
+
/** Start again from the first frame when this action is already playing. */
|
|
46
|
+
readonly restart?: boolean;
|
|
47
|
+
}
|
|
48
|
+
|
|
49
|
+
export interface PlayTrackOptions extends PlayActionOptions {
|
|
50
|
+
/** The action the track plays from now; absent, the track plays what the file gives it. */
|
|
51
|
+
readonly action?: string;
|
|
52
|
+
/** The track's influence, 0 to 1, reached over `fade` (default 0, at once). */
|
|
53
|
+
readonly influence?: number;
|
|
54
|
+
readonly mute?: boolean;
|
|
55
|
+
}
|
|
56
|
+
|
|
57
|
+
export interface PlayConstraintOptions {
|
|
58
|
+
readonly influence?: number;
|
|
59
|
+
/** The object it aims at instead of the file's target. */
|
|
60
|
+
readonly target?: THREE.Object3D | null;
|
|
61
|
+
}
|
|
30
62
|
|
|
31
63
|
type Answer = { ok: true; armature: string } | { ok: false; why: string };
|
|
32
64
|
|
|
33
|
-
/** The game's door to its characters'
|
|
65
|
+
/** The game's door to its characters' animation (`ModelPlayContext.setAction`, `setTrack`, `setConstraint`). */
|
|
34
66
|
export interface PlayAnimation {
|
|
35
|
-
/** The actions in the file, which an object's armature may
|
|
67
|
+
/** The actions in the file, which an object's armature may play. */
|
|
36
68
|
clips(object: THREE.Object3D): readonly string[];
|
|
37
|
-
|
|
38
|
-
|
|
39
|
-
/**
|
|
40
|
-
|
|
41
|
-
/**
|
|
42
|
-
|
|
43
|
-
|
|
44
|
-
playing(object: THREE.Object3D, layer?: string): string | null;
|
|
45
|
-
/** Turn one of an object's bones toward a point (or object) every update, until `null`. */
|
|
46
|
-
lookAt(object: THREE.Object3D, bone: string, target: THREE.Vector3 | THREE.Object3D | null, options?: LookAtOptions): Answer;
|
|
69
|
+
play(object: THREE.Object3D, action: string, options?: PlayActionOptions): Answer;
|
|
70
|
+
stop(object: THREE.Object3D, fade?: number): void;
|
|
71
|
+
/** The active action, as last set. */
|
|
72
|
+
playing(object: THREE.Object3D): string | null;
|
|
73
|
+
/** Set an NLA track; `null` gives it back to the file (a track the game made goes). */
|
|
74
|
+
track(object: THREE.Object3D, name: string, options: PlayTrackOptions | null): Answer;
|
|
75
|
+
constraint(object: THREE.Object3D, bone: string, name: string, options: PlayConstraintOptions): Answer;
|
|
47
76
|
update(dt: number): void;
|
|
48
77
|
readonly warnings: readonly string[];
|
|
49
78
|
dispose(): void;
|
|
50
79
|
}
|
|
51
80
|
|
|
81
|
+
/** A weight that moves toward its target at a rate (a crossfade). */
|
|
82
|
+
interface Ramp { weight: number; target: number; rate: number }
|
|
83
|
+
const ramp = (weight: number, target: number, fade: number): Ramp => ({ weight, target, rate: fade > 0 ? 1 / fade : 0 });
|
|
84
|
+
const step = (r: Ramp, dt: number): void => {
|
|
85
|
+
r.weight = r.rate <= 0 ? r.target : r.weight < r.target ? Math.min(r.target, r.weight + dt * r.rate) : Math.max(r.target, r.weight - dt * r.rate);
|
|
86
|
+
};
|
|
87
|
+
|
|
88
|
+
/** An action a game set, on its own clock from when it was set. */
|
|
89
|
+
interface Playing { readonly action: string; readonly from: number; readonly loop: boolean; readonly speed: number; readonly weight: Ramp }
|
|
90
|
+
|
|
91
|
+
interface Track { action: Playing | null; previous: Playing | null; readonly influence: Ramp; mute: boolean; readonly own: boolean }
|
|
92
|
+
|
|
52
93
|
interface Armature {
|
|
53
94
|
readonly rig: ArmatureRig;
|
|
54
|
-
readonly
|
|
55
|
-
readonly
|
|
56
|
-
|
|
57
|
-
|
|
95
|
+
readonly pose: ArmaturePose;
|
|
96
|
+
readonly facts: BlenderArmature;
|
|
97
|
+
/** Baked clips by action: the clip, undefined while baking, null when it plays nothing. */
|
|
98
|
+
readonly clips: Map<string, PoseClip | null | undefined>;
|
|
58
99
|
readonly failed: Map<string, string>;
|
|
100
|
+
/** The active action and the ones fading out under it, oldest first. */
|
|
101
|
+
line: Playing[];
|
|
102
|
+
readonly tracks: Map<string, Track>;
|
|
103
|
+
readonly constraints: Map<string, ConstraintOverride>;
|
|
59
104
|
}
|
|
60
105
|
|
|
61
106
|
/** The copy's animation. `bake` reads one action of one armature through the clip door. */
|
|
@@ -63,49 +108,97 @@ export function playAnimation(view: BlenderRuntimeView, bake: (armature: string,
|
|
|
63
108
|
const warnings: string[] = [];
|
|
64
109
|
const facts = view.animationFacts();
|
|
65
110
|
const actions = Object.keys(facts.actions);
|
|
111
|
+
const fps = facts.clock?.fps || 24;
|
|
112
|
+
const sceneStart = facts.clock?.start ?? 1;
|
|
113
|
+
const sceneLength = Math.max(1, (facts.clock?.end ?? sceneStart + 249) - sceneStart + 1);
|
|
66
114
|
const armatures = new Map<string, Armature>();
|
|
115
|
+
let time = 0;
|
|
67
116
|
let disposed = false;
|
|
68
117
|
|
|
69
|
-
const
|
|
70
|
-
armature.
|
|
71
|
-
|
|
118
|
+
const fail = (armature: Armature, action: string, why: string): void => {
|
|
119
|
+
armature.clips.set(action, null);
|
|
120
|
+
armature.failed.set(action, why);
|
|
121
|
+
warnings.push(`${armature.rig.armature} / ${action}: ${why}`);
|
|
72
122
|
};
|
|
73
|
-
|
|
74
|
-
|
|
75
|
-
|
|
76
|
-
|
|
77
|
-
|
|
78
|
-
|
|
79
|
-
|
|
80
|
-
armature.
|
|
81
|
-
|
|
82
|
-
|
|
83
|
-
if (!baked || !tracks.length) {
|
|
84
|
-
refuse(armature, clip, baked?.reason ?? `it animates none of ${armature.rig.armature}'s bones`);
|
|
85
|
-
return;
|
|
86
|
-
}
|
|
87
|
-
const duration = baked.duration ?? (baked.clipEnd! - baked.clipStart!) / baked.fps;
|
|
88
|
-
armature.clips.set(clip, new THREE.AnimationClip(clip, duration, tracks));
|
|
89
|
-
}, (error: unknown) => {
|
|
90
|
-
armature.baking.delete(clip);
|
|
91
|
-
refuse(armature, clip, `it could not be read: ${error instanceof Error ? error.message : String(error)}`);
|
|
92
|
-
});
|
|
93
|
-
return null;
|
|
123
|
+
const clipOf = (armature: Armature, action: string): PoseClip | null | undefined => {
|
|
124
|
+
if (armature.clips.has(action)) return armature.clips.get(action);
|
|
125
|
+
armature.clips.set(action, undefined);
|
|
126
|
+
void bake(armature.rig.armature, action).then((baked) => {
|
|
127
|
+
const clip = baked ? poseClip(baked) : null;
|
|
128
|
+
for (const thing of clip?.unsupported ?? []) warnings.push(`${armature.rig.armature}: ${thing} plays only in Blender, not in a game.${remedy([thing])}`);
|
|
129
|
+
if (clip) armature.clips.set(action, clip);
|
|
130
|
+
else fail(armature, action, baked?.reason ?? `it animates none of ${armature.rig.armature}'s bones`);
|
|
131
|
+
}, (error: unknown) => fail(armature, action, `it could not be read: ${error instanceof Error ? error.message : String(error)}`));
|
|
132
|
+
return undefined;
|
|
94
133
|
};
|
|
95
134
|
|
|
96
135
|
for (const rig of view.skeletons.rigs()) {
|
|
97
|
-
const
|
|
98
|
-
|
|
99
|
-
|
|
100
|
-
|
|
136
|
+
const entry = facts.armatures[rig.armature];
|
|
137
|
+
if (!entry) continue;
|
|
138
|
+
const pose = new ArmaturePose(rig);
|
|
139
|
+
pose.facts(entry);
|
|
140
|
+
for (const thing of pose.unsupported()) warnings.push(`${rig.armature}: ${thing} plays only in Blender, not in a game.${remedy([thing])}`);
|
|
141
|
+
const armature: Armature = { rig, pose, facts: entry, clips: new Map(), failed: new Map(), line: [], tracks: new Map(), constraints: new Map() };
|
|
142
|
+
// EACH ARMATURE STARTS ON ITS ASSIGNED ACTION, as Blender's viewport plays it.
|
|
143
|
+
if (entry.action) armature.line = [{ action: entry.action, from: 0, loop: true, speed: 1, weight: ramp(1, 1, 0) }];
|
|
101
144
|
armatures.set(rig.armature, armature);
|
|
102
145
|
}
|
|
103
146
|
|
|
104
|
-
|
|
105
|
-
|
|
106
|
-
const
|
|
107
|
-
if (
|
|
108
|
-
|
|
147
|
+
/** A game's action as a layer now: its frame on its own clock, repeated or held at its end. */
|
|
148
|
+
const playedLayer = (armature: Armature, played: Playing, influence: number, blend: string): PoseLayer | null | undefined => {
|
|
149
|
+
const clip = clipOf(armature, played.action);
|
|
150
|
+
if (!clip) return clip;
|
|
151
|
+
const length = clip.end - clip.start;
|
|
152
|
+
const elapsed = (time - played.from) * fps * played.speed;
|
|
153
|
+
const frame = length > 0 && played.loop ? clip.start + (((elapsed % length) + length) % length) : Math.min(clip.end, clip.start + elapsed);
|
|
154
|
+
return { clip, frame, influence: influence * played.weight.weight, blend };
|
|
155
|
+
};
|
|
156
|
+
|
|
157
|
+
/** Every layer of one armature now, bottom to top; null while a clip it needs is being baked. */
|
|
158
|
+
const layersOf = (armature: Armature): PoseLayer[] | null => {
|
|
159
|
+
const layers: PoseLayer[] = [];
|
|
160
|
+
let waiting = false;
|
|
161
|
+
/** Whether an enabled track has strips (or a game's track plays): what places the active action. */
|
|
162
|
+
let evaluated = false;
|
|
163
|
+
const take = (layer: PoseLayer | null | undefined): void => {
|
|
164
|
+
if (layer === undefined) waiting = true;
|
|
165
|
+
else if (layer) layers.push(layer);
|
|
166
|
+
};
|
|
167
|
+
const animation = armature.facts.animation;
|
|
168
|
+
// THE SCENE FRAME, wrapping at the scene's end as Blender's playback wraps.
|
|
169
|
+
const frame = sceneStart + ((time * fps) % sceneLength);
|
|
170
|
+
const solo = animation?.tracks.some((track) => track.solo) ?? false;
|
|
171
|
+
for (const track of animation && animation.useNla ? animation.tracks : []) {
|
|
172
|
+
const set = armature.tracks.get(track.name);
|
|
173
|
+
// ENABLED as Blender says: under a solo only the soloed track, muted or not.
|
|
174
|
+
if (solo ? !track.solo : (set ? set.mute : track.mute)) continue;
|
|
175
|
+
const influence = set ? set.influence.weight : 1;
|
|
176
|
+
if (set?.action) {
|
|
177
|
+
const blend = track.strips[0]?.blendType ?? 'REPLACE';
|
|
178
|
+
if (set.previous) take(playedLayer(armature, set.previous, influence, blend));
|
|
179
|
+
take(playedLayer(armature, set.action, influence, blend));
|
|
180
|
+
evaluated = true;
|
|
181
|
+
continue;
|
|
182
|
+
}
|
|
183
|
+
const stack = nlaLayers({ ...animation!, tracks: [{ ...track, mute: false, solo: false }] }, frame, (action) => clipOf(armature, action));
|
|
184
|
+
if (stack.waiting) waiting = true;
|
|
185
|
+
if (stack.evaluated) evaluated = true;
|
|
186
|
+
for (const layer of stack.layers) layers.push({ ...layer, influence: layer.influence * influence });
|
|
187
|
+
}
|
|
188
|
+
for (const set of armature.tracks.values()) {
|
|
189
|
+
if (!set.own || set.mute || !set.action) continue;
|
|
190
|
+
if (set.previous) take(playedLayer(armature, set.previous, set.influence.weight, 'REPLACE'));
|
|
191
|
+
take(playedLayer(armature, set.action, set.influence.weight, 'REPLACE'));
|
|
192
|
+
evaluated = true;
|
|
193
|
+
}
|
|
194
|
+
// THE ACTIVE ACTION as Blender places it: not at all under a soloed track, alone and whole when
|
|
195
|
+
// no enabled track has strips, else at its influence and blend type over them.
|
|
196
|
+
const nla = !!animation?.useNla;
|
|
197
|
+
const strips = nla && evaluated;
|
|
198
|
+
for (const played of nla && solo ? [] : armature.line)
|
|
199
|
+
take(playedLayer(armature, played, strips ? animation!.influence : 1, strips ? animation!.blendType : 'REPLACE'));
|
|
200
|
+
return waiting ? null : layers;
|
|
201
|
+
};
|
|
109
202
|
|
|
110
203
|
/** The armature that animates `object`: its own, the one its skin is bound to, or the nearest
|
|
111
204
|
* armature among its ancestors and descendants (a character's root holds its armature). */
|
|
@@ -123,46 +216,120 @@ export function playAnimation(view: BlenderRuntimeView, bake: (armature: string,
|
|
|
123
216
|
object.traverse((child) => { if (!found) found = own(child); });
|
|
124
217
|
return found;
|
|
125
218
|
};
|
|
126
|
-
|
|
127
|
-
|
|
128
|
-
const
|
|
129
|
-
|
|
130
|
-
|
|
131
|
-
|
|
132
|
-
|
|
133
|
-
|
|
134
|
-
|
|
135
|
-
|
|
136
|
-
|
|
219
|
+
const refusal = (armature: Armature, action: string): string | null =>
|
|
220
|
+
!(action in facts.actions) ? `the file has no action "${action}"` : armature.failed.get(action) ?? null;
|
|
221
|
+
const start = (action: string, options: PlayActionOptions, weight: Ramp): Playing => ({
|
|
222
|
+
action, from: time, loop: options.loop ?? true, speed: options.speed ?? 1, weight,
|
|
223
|
+
});
|
|
224
|
+
const ok = (armature: Armature): Answer => ({ ok: true, armature: armature.rig.armature });
|
|
225
|
+
const warned = new Set<string>();
|
|
226
|
+
/** An action nothing keeps (no user, no fake user) vanishes on the file's next save: said once. */
|
|
227
|
+
const kept = (action: string): void => {
|
|
228
|
+
if (!facts.unkept.includes(action) || warned.has(action)) return;
|
|
229
|
+
warned.add(action);
|
|
230
|
+
const said = `The game plays "${action}", which nothing in the file uses and has no fake user, so Blender drops it the next time the file saves. Give it a fake user (action.use_fake_user = True) or assign it.`;
|
|
231
|
+
warnings.push(said);
|
|
232
|
+
editorHost().console.warn(said, 'blender-animation');
|
|
137
233
|
};
|
|
138
|
-
const
|
|
139
|
-
refused ? { ok: false, why: refused } : { ok: true, armature: armature.rig.armature };
|
|
234
|
+
const none = (object: THREE.Object3D): Answer => ({ ok: false, why: `${object.name || 'this object'} has no armature` });
|
|
140
235
|
|
|
141
236
|
return {
|
|
142
237
|
warnings,
|
|
143
238
|
clips: (object) => (armatureOf(object) ? actions : []),
|
|
144
|
-
play(object,
|
|
145
|
-
const armature =
|
|
146
|
-
|
|
239
|
+
play(object, action, options = {}) {
|
|
240
|
+
const armature = armatureOf(object);
|
|
241
|
+
if (!armature) return none(object);
|
|
242
|
+
const refused = refusal(armature, action);
|
|
243
|
+
if (refused) return { ok: false, why: refused };
|
|
244
|
+
kept(action);
|
|
245
|
+
const current = armature.line.at(-1);
|
|
246
|
+
if (current?.action === action && current.weight.target > 0) {
|
|
247
|
+
if (options.restart) armature.line[armature.line.length - 1] = { ...current, from: time };
|
|
248
|
+
return ok(armature);
|
|
249
|
+
}
|
|
250
|
+
const fade = Math.max(0, options.fade ?? 0.2);
|
|
251
|
+
// A CROSSFADE is the new action over the old at a rising influence; the old goes once covered.
|
|
252
|
+
armature.line = current && fade > 0 ? [...armature.line, start(action, options, ramp(0, 1, fade))] : [start(action, options, ramp(1, 1, 0))];
|
|
253
|
+
return ok(armature);
|
|
147
254
|
},
|
|
148
|
-
|
|
149
|
-
const armature =
|
|
150
|
-
|
|
255
|
+
stop(object, fade = 0.2) {
|
|
256
|
+
const armature = armatureOf(object);
|
|
257
|
+
if (!armature) return;
|
|
258
|
+
if (fade <= 0) armature.line = [];
|
|
259
|
+
else for (const played of armature.line) Object.assign(played.weight, ramp(played.weight.weight, 0, fade));
|
|
151
260
|
},
|
|
152
|
-
|
|
153
|
-
armatureOf(object)?.
|
|
261
|
+
playing: (object) => {
|
|
262
|
+
const current = armatureOf(object)?.line.at(-1);
|
|
263
|
+
return current && current.weight.target > 0 ? current.action : null;
|
|
154
264
|
},
|
|
155
|
-
|
|
156
|
-
playing: (object, layer) => armatureOf(object)?.mixer.playing(layer) ?? null,
|
|
157
|
-
lookAt(object, bone, target, options = {}) {
|
|
265
|
+
track(object, name, options) {
|
|
158
266
|
const armature = armatureOf(object);
|
|
159
|
-
if (!armature) return
|
|
160
|
-
|
|
267
|
+
if (!armature) return none(object);
|
|
268
|
+
const inFile = armature.facts.animation?.tracks.some((track) => track.name === name) ?? false;
|
|
269
|
+
const set = armature.tracks.get(name);
|
|
270
|
+
if (options === null) {
|
|
271
|
+
if (set?.own) Object.assign(set.influence, ramp(set.influence.weight, 0, 0.2));
|
|
272
|
+
else armature.tracks.delete(name);
|
|
273
|
+
return ok(armature);
|
|
274
|
+
}
|
|
275
|
+
if (options.action) {
|
|
276
|
+
const refused = refusal(armature, options.action);
|
|
277
|
+
if (refused) return { ok: false, why: refused };
|
|
278
|
+
kept(options.action);
|
|
279
|
+
} else if (!inFile && !set) {
|
|
280
|
+
return { ok: false, why: `${armature.rig.armature} has no NLA track "${name}"; give it an \`action\` to make one` };
|
|
281
|
+
}
|
|
282
|
+
const track: Track = set ?? { action: null, previous: null, influence: ramp(1, 1, 0), mute: false, own: !inFile };
|
|
283
|
+
if (options.influence !== undefined)
|
|
284
|
+
Object.assign(track.influence, ramp(track.influence.weight, Math.max(0, Math.min(1, options.influence)), Math.max(0, options.fade ?? 0)));
|
|
285
|
+
if (options.mute !== undefined) track.mute = options.mute;
|
|
286
|
+
if (options.action && (track.action?.action !== options.action || options.restart)) {
|
|
287
|
+
const crossfade = Math.max(0, options.fade ?? 0.2);
|
|
288
|
+
track.previous = track.action && crossfade > 0 ? track.action : null;
|
|
289
|
+
track.action = start(options.action, options, ramp(track.previous ? 0 : 1, 1, crossfade));
|
|
290
|
+
}
|
|
291
|
+
armature.tracks.set(name, track);
|
|
292
|
+
return ok(armature);
|
|
293
|
+
},
|
|
294
|
+
constraint(object, bone, name, options) {
|
|
295
|
+
const armature = armatureOf(object);
|
|
296
|
+
if (!armature) return none(object);
|
|
297
|
+
const declared = armature.facts.bones.find((one) => one.name === bone);
|
|
298
|
+
if (!declared) return { ok: false, why: `${armature.rig.armature} has no bone "${bone}"` };
|
|
299
|
+
const constraint = declared.constraints?.find((one) => one.name === name);
|
|
300
|
+
if (!constraint) return { ok: false, why: `bone "${bone}" has no constraint "${name}"; it has ${(declared.constraints ?? []).map((one) => `"${one.name}"`).join(', ') || 'none'}` };
|
|
301
|
+
if (constraint.type !== 'DAMPED_TRACK') return { ok: false, why: `"${name}" is a ${constraint.type} constraint, which plays only in Blender; a game plays Damped Track` };
|
|
302
|
+
const key = `${bone}\u0000${name}`;
|
|
303
|
+
armature.constraints.set(key, { ...armature.constraints.get(key), ...options });
|
|
304
|
+
return ok(armature);
|
|
305
|
+
},
|
|
306
|
+
update(dt) {
|
|
307
|
+
if (disposed) return;
|
|
308
|
+
time += dt;
|
|
309
|
+
for (const armature of armatures.values()) {
|
|
310
|
+
for (const played of armature.line) step(played.weight, dt);
|
|
311
|
+
// What the newest action covers whole is gone; so is what has faded to nothing.
|
|
312
|
+
let covering = -1;
|
|
313
|
+
armature.line.forEach((played, index) => { if (played.weight.weight >= 1) covering = index; });
|
|
314
|
+
if (covering > 0) armature.line = armature.line.slice(covering);
|
|
315
|
+
armature.line = armature.line.filter((played) => played.weight.weight > 0 || played.weight.target > 0);
|
|
316
|
+
for (const [name, track] of armature.tracks) {
|
|
317
|
+
step(track.influence, dt);
|
|
318
|
+
if (track.action) step(track.action.weight, dt);
|
|
319
|
+
if (track.previous && track.action && track.action.weight.weight >= 1) track.previous = null;
|
|
320
|
+
if (track.own && track.influence.weight === 0 && track.influence.target === 0) armature.tracks.delete(name);
|
|
321
|
+
}
|
|
322
|
+
const layers = layersOf(armature);
|
|
323
|
+
if (!layers) continue;
|
|
324
|
+
armature.pose.apply(layers, {
|
|
325
|
+
object: (name) => view.objectForBlenderName(name),
|
|
326
|
+
override: (bone, name) => armature.constraints.get(`${bone}\u0000${name}`),
|
|
327
|
+
});
|
|
328
|
+
}
|
|
161
329
|
},
|
|
162
|
-
update(dt) { for (const armature of armatures.values()) armature.mixer.update(dt); },
|
|
163
330
|
dispose() {
|
|
164
331
|
disposed = true;
|
|
165
|
-
|
|
332
|
+
armatures.clear();
|
|
166
333
|
},
|
|
167
334
|
};
|
|
168
335
|
}
|