@zephyr3d/editor 0.3.4 → 0.3.5
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.
- package/dist/assets/{index-DzQzWsCG.js → index-DlnbO59X.js} +2 -2
- package/dist/assistant/zephyr-types-index.json +9 -10
- package/dist/index.html +1 -1
- package/dist/modules/zephyr3d_backend-webgpu.js +13 -12
- package/dist/modules/zephyr3d_backend-webgpu.js.map +1 -1
- package/dist/modules/zephyr3d_base.js +152 -152
- package/dist/modules/zephyr3d_base.js.map +1 -1
- package/dist/modules/zephyr3d_device.js +15 -15
- package/dist/modules/zephyr3d_device.js.map +1 -1
- package/dist/modules/zephyr3d_loaders.js +6 -6
- package/dist/modules/zephyr3d_loaders.js.map +1 -1
- package/dist/modules/zephyr3d_scene.js +1382 -1385
- package/dist/modules/zephyr3d_scene.js.map +1 -1
- package/dist/vendor/zephyr3d/backend-webgpu/dist/capabilities_webgpu.js +7 -6
- package/dist/vendor/zephyr3d/backend-webgpu/dist/capabilities_webgpu.js.map +1 -1
- package/dist/vendor/zephyr3d/backend-webgpu/dist/renderpass_webgpu.js +6 -6
- package/dist/vendor/zephyr3d/backend-webgpu/dist/renderpass_webgpu.js.map +1 -1
- package/dist/vendor/zephyr3d/base/dist/vfs/common.js +152 -152
- package/dist/vendor/zephyr3d/base/dist/vfs/common.js.map +1 -1
- package/dist/vendor/zephyr3d/device/dist/device.js +15 -15
- package/dist/vendor/zephyr3d/device/dist/device.js.map +1 -1
- package/dist/vendor/zephyr3d/loaders/dist/gltf/gltf_importer.js +6 -6
- package/dist/vendor/zephyr3d/loaders/dist/gltf/gltf_importer.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/animation/animationset.js +191 -194
- package/dist/vendor/zephyr3d/scene/dist/animation/animationset.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics_modifier.js +19 -19
- package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics_modifier.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/app/engine.js +131 -131
- package/dist/vendor/zephyr3d/scene/dist/app/engine.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/app/scriptregistry.js +119 -119
- package/dist/vendor/zephyr3d/scene/dist/app/scriptregistry.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/asset/model.js +62 -62
- package/dist/vendor/zephyr3d/scene/dist/asset/model.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/avatar/wardrobe.js +13 -13
- package/dist/vendor/zephyr3d/scene/dist/avatar/wardrobe.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/camera/camera.js +201 -201
- package/dist/vendor/zephyr3d/scene/dist/camera/camera.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/index.d.ts +1 -1
- package/dist/vendor/zephyr3d/scene/dist/material/mixins/lightmodel/pbrmetallicroughness.js +5 -5
- package/dist/vendor/zephyr3d/scene/dist/material/mixins/lightmodel/pbrmetallicroughness.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/material/mtoon.js +4 -4
- package/dist/vendor/zephyr3d/scene/dist/material/mtoon.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/material/pbrblueprint.js +11 -11
- package/dist/vendor/zephyr3d/scene/dist/material/pbrblueprint.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/material/shader/helper.js +284 -284
- package/dist/vendor/zephyr3d/scene/dist/material/shader/helper.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/posteffect/ssr.js +9 -9
- package/dist/vendor/zephyr3d/scene/dist/posteffect/ssr.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/render/lightpass.js +5 -5
- package/dist/vendor/zephyr3d/scene/dist/render/lightpass.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/render/renderer.js +7 -7
- package/dist/vendor/zephyr3d/scene/dist/render/renderer.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/shadow/esm.js +1 -1
- package/dist/vendor/zephyr3d/scene/dist/shadow/esm.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/shadow/shadow_region.js +45 -45
- package/dist/vendor/zephyr3d/scene/dist/shadow/shadow_region.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/manager.js +275 -275
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/manager.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/camera.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/mesh.js.map +1 -1
- package/dist/vendor/zephyr3d/scene/dist/utility/serialization/scene/sprite.js.map +1 -1
- package/package.json +3 -3
- package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics/convex_collider.js +0 -320
- package/dist/vendor/zephyr3d/scene/dist/animation/joint_dynamics/convex_collider.js.map +0 -1
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@@ -5,12 +5,12 @@ import { SceneNode } from '../scene/scene_node.js';
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import { SkinBinding, SkeletonRig } from '../animation/skeleton.js';
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let outfitInstanceId = 0;
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/**
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* A concrete equipped outfit item.
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*
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* Disposing the instance unequips it from the owning wardrobe.
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*
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* @public
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/**
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* A concrete equipped outfit item.
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*
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* Disposing the instance unequips it from the owning wardrobe.
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*
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* @public
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*/ class AvatarOutfitInstance extends Disposable {
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id;
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slot;
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this.meshes.length = 0;
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}
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}
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/**
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* High level avatar outfit controller.
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*
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* The wardrobe keeps one avatar {@link SkeletonRig} as the animation source and
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* binds equipped clothing meshes to that rig with new {@link SkinBinding}s.
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*
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* @public
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/**
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* High level avatar outfit controller.
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*
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* The wardrobe keeps one avatar {@link SkeletonRig} as the animation source and
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* binds equipped clothing meshes to that rig with new {@link SkinBinding}s.
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*
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* @public
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*/ class AvatarWardrobe extends Disposable {
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_root;
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_rig;
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{"version":3,"file":"wardrobe.js","sources":["../../src/avatar/wardrobe.ts"],"sourcesContent":["import { DRef, Disposable, Matrix4x4, guessMimeType, mimeTypeOf } from '@zephyr3d/base';\nimport type { Nullable } from '@zephyr3d/base';\nimport { getEngine } from '../app/api';\nimport type { ModelFetchOptions } from '../asset/assetmanager';\nimport { SharedModel } from '../asset/model';\nimport type { SceneNodeVisible } from '../scene/scene_node';\nimport { SceneNode } from '../scene/scene_node';\nimport type { Mesh } from '../scene/mesh';\nimport type { SkeletonBindPose } from '../animation/skeleton';\nimport { SkeletonRig, SkinBinding } from '../animation/skeleton';\n\n/** @public */\nexport type AvatarSlotId = string;\n\n/** @public */\nexport type AvatarBindMode = 'exact' | 'humanoid' | 'name' | 'custom';\n\n/** @public */\nexport type AvatarFitMode = 'reuseInverseBind' | 'preserveRestPose';\n\n/** @public */\nexport type AvatarOutfitSource = string | SceneNode | SharedModel;\n\n/** @public */\nexport type AvatarBodyRegionTarget = SceneNode | Mesh;\n\n/** @public */\nexport type AvatarBodyRegions = Record<string, AvatarBodyRegionTarget[]>;\n\n/** @public */\nexport type AvatarJointMap =\n | Record<string, string>\n | ((sourceJoint: SceneNode, targetRig: SkeletonRig, sourceRig: SkeletonRig) => Nullable<SceneNode>);\n\n/** @public */\nexport type AvatarSlotOptions = {\n id: AvatarSlotId;\n hideBodyRegions?: string[];\n exclusiveWith?: AvatarSlotId[];\n allowMultiple?: boolean;\n};\n\n/** @public */\nexport type AvatarWardrobeOptions = {\n root: SceneNode;\n rig?: SkeletonRig | string;\n slots?: AvatarSlotOptions[];\n bodyRegions?: AvatarBodyRegions;\n modelFetchOptions?: ModelFetchOptions;\n};\n\n/** @public */\nexport type AvatarEquipOptions = {\n slot?: AvatarSlotId;\n bindMode?: AvatarBindMode;\n fitMode?: AvatarFitMode;\n jointMap?: AvatarJointMap;\n hideBodyRegions?: string[];\n modelFetchOptions?: ModelFetchOptions;\n};\n\n/** @public */\nexport type AvatarOutfitValidation = {\n ok: boolean;\n meshes: number;\n skinBindings: number;\n mappedJoints: number;\n missingJoints: string[];\n errors: string[];\n warnings: string[];\n};\n\ntype MeshBindingUse = {\n binding: SkinBinding;\n meshes: Mesh[];\n};\n\nlet outfitInstanceId = 0;\n\n/**\n * A concrete equipped outfit item.\n *\n * Disposing the instance unequips it from the owning wardrobe.\n *\n * @public\n */\nexport class AvatarOutfitInstance extends Disposable {\n readonly id: string;\n readonly slot: AvatarSlotId;\n readonly root: DRef<SceneNode>;\n readonly meshes: DRef<Mesh>[];\n readonly skinBindings: SkinBinding[];\n readonly hiddenBodyRegions: string[];\n private _wardrobe: Nullable<AvatarWardrobe>;\n\n /** @internal */\n constructor(\n wardrobe: AvatarWardrobe,\n slot: AvatarSlotId,\n root: SceneNode,\n meshes: Mesh[],\n skinBindings: SkinBinding[],\n hiddenBodyRegions: string[]\n ) {\n super();\n this.id = `outfit-${++outfitInstanceId}`;\n this.slot = slot;\n this.root = new DRef(root);\n this.meshes = meshes.map((mesh) => new DRef(mesh));\n this.skinBindings = skinBindings;\n this.hiddenBodyRegions = hiddenBodyRegions;\n this._wardrobe = wardrobe;\n }\n\n protected onDispose() {\n this._wardrobe?._releaseInstance(this);\n this._wardrobe = null;\n for (const meshRef of this.meshes) {\n meshRef.dispose();\n }\n this.meshes.length = 0;\n }\n}\n\n/**\n * High level avatar outfit controller.\n *\n * The wardrobe keeps one avatar {@link SkeletonRig} as the animation source and\n * binds equipped clothing meshes to that rig with new {@link SkinBinding}s.\n *\n * @public\n */\nexport class AvatarWardrobe extends Disposable {\n private readonly _root: SceneNode;\n private readonly _rig: SkeletonRig;\n private readonly _slots: Map<AvatarSlotId, AvatarSlotOptions>;\n private readonly _bodyRegions: Map<string, SceneNode[]>;\n private readonly _equipped: Map<AvatarSlotId, AvatarOutfitInstance[]>;\n private readonly _hiddenBodyNodeCounts: Map<SceneNode, number>;\n private readonly _bodyNodeOriginalState: Map<SceneNode, SceneNodeVisible>;\n private readonly _modelFetchOptions: ModelFetchOptions;\n\n constructor(options: AvatarWardrobeOptions) {\n super();\n this._root = options.root;\n this._rig = this.resolveTargetRig(options.root, options.rig);\n this._slots = new Map();\n this._bodyRegions = new Map();\n this._equipped = new Map();\n this._hiddenBodyNodeCounts = new Map();\n this._bodyNodeOriginalState = new Map();\n this._modelFetchOptions = options.modelFetchOptions ?? {};\n for (const slot of options.slots ?? []) {\n this._slots.set(slot.id, { ...slot });\n }\n for (const [name, nodes] of Object.entries(options.bodyRegions ?? {})) {\n this._bodyRegions.set(name, this.uniqueNodes(nodes));\n }\n this.ensureRigRegistered();\n }\n\n static from(root: SceneNode, options?: Omit<AvatarWardrobeOptions, 'root'>): AvatarWardrobe {\n return new AvatarWardrobe({ root, ...(options ?? {}) });\n }\n\n get root(): SceneNode {\n return this._root;\n }\n\n get rig(): SkeletonRig {\n return this._rig;\n }\n\n getEquipped(slot?: AvatarSlotId): AvatarOutfitInstance[] {\n if (slot) {\n return [...(this._equipped.get(slot) ?? [])];\n }\n return [...this._equipped.values()].flatMap((items) => [...items]);\n }\n\n async equip(\n source: AvatarOutfitSource,\n options?: AvatarEquipOptions\n ): Promise<Nullable<AvatarOutfitInstance>> {\n const slot = options?.slot ?? 'default';\n this.enforceSlotRules(slot);\n const root = await this.resolveSource(source, options);\n if (!root) {\n console.error('AvatarWardrobe.equip(): failed to load outfit source');\n return null;\n }\n if (root === this._root) {\n console.error('AvatarWardrobe.equip(): outfit root cannot be the avatar root');\n return null;\n }\n if (root.scene !== this._root.scene) {\n console.error('AvatarWardrobe.equip(): outfit node must belong to the same scene as the avatar');\n return null;\n }\n\n const meshUses = this.collectSkinnedMeshes(root);\n if (meshUses.length === 0) {\n console.error('AvatarWardrobe.equip(): outfit does not contain skinned meshes');\n return null;\n }\n\n const newBindings: SkinBinding[] = [];\n const equippedMeshes: Mesh[] = [];\n const bindMode = options?.bindMode ?? this.chooseBindMode(meshUses[0].binding.rig);\n const fitMode = options?.fitMode ?? (bindMode === 'exact' ? 'reuseInverseBind' : 'preserveRestPose');\n for (const use of meshUses) {\n const targetJoints = use.binding.joints.map((joint) =>\n this.resolveTargetJoint(joint, use.binding.rig, bindMode, options?.jointMap)\n );\n const missing = use.binding.joints\n .filter((_, index) => !targetJoints[index])\n .map((joint) => joint.name);\n if (missing.length > 0) {\n console.error(`AvatarWardrobe.equip(): cannot map outfit joints: ${missing.join(', ')}`);\n return null;\n }\n const mappedJoints = targetJoints as SceneNode[];\n const inverseBindMatrices = this.createInverseBindMatrices(use.binding, mappedJoints, fitMode);\n const binding = new SkinBinding(this._rig, inverseBindMatrices, mappedJoints);\n this._root.animationSet.skeletons.push(new DRef(binding));\n newBindings.push(binding);\n for (const mesh of use.meshes) {\n mesh.skinBindingName = binding.persistentId;\n equippedMeshes.push(mesh);\n }\n }\n\n this.stripSourceSkinBindings(\n root,\n meshUses.map((use) => use.binding)\n );\n root.parent = this._root;\n\n const hiddenBodyRegions = this.getHiddenBodyRegions(slot, options);\n this.retainBodyRegions(hiddenBodyRegions);\n const instance = new AvatarOutfitInstance(\n this,\n slot,\n root,\n equippedMeshes,\n newBindings,\n hiddenBodyRegions\n );\n const items = this._equipped.get(slot) ?? [];\n items.push(instance);\n this._equipped.set(slot, items);\n return instance;\n }\n\n unequip(slotOrInstance: AvatarSlotId | AvatarOutfitInstance): void {\n if (typeof slotOrInstance === 'string') {\n for (const instance of this.getEquipped(slotOrInstance)) {\n instance.dispose();\n }\n } else {\n slotOrInstance.dispose();\n }\n }\n\n clear(): void {\n for (const instance of this.getEquipped()) {\n instance.dispose();\n }\n }\n\n validateOutfit(source: SceneNode, options?: AvatarEquipOptions): AvatarOutfitValidation {\n const errors: string[] = [];\n const warnings: string[] = [];\n const meshUses = this.collectSkinnedMeshes(source);\n const bindMode =\n options?.bindMode ?? (meshUses[0] ? this.chooseBindMode(meshUses[0].binding.rig) : 'name');\n let mappedJoints = 0;\n const missingJoints: string[] = [];\n if (meshUses.length === 0) {\n errors.push('No skinned meshes found');\n }\n for (const use of meshUses) {\n for (const joint of use.binding.joints) {\n if (this.resolveTargetJoint(joint, use.binding.rig, bindMode, options?.jointMap)) {\n mappedJoints++;\n } else {\n missingJoints.push(joint.name);\n }\n }\n }\n if (missingJoints.length > 0) {\n errors.push(`Missing mapped joints: ${missingJoints.join(', ')}`);\n }\n const unknownRegions = this.getHiddenBodyRegions(options?.slot ?? 'default', options).filter(\n (region) => !this._bodyRegions.has(region)\n );\n if (unknownRegions.length > 0) {\n warnings.push(`Unknown body regions: ${unknownRegions.join(', ')}`);\n }\n return {\n ok: errors.length === 0,\n meshes: meshUses.reduce((sum, use) => sum + use.meshes.length, 0),\n skinBindings: meshUses.length,\n mappedJoints,\n missingJoints,\n errors,\n warnings\n };\n }\n\n /** @internal */\n _releaseInstance(instance: AvatarOutfitInstance): void {\n const items = this._equipped.get(instance.slot);\n if (!items || !items.includes(instance)) {\n return;\n }\n const index = items.indexOf(instance);\n items.splice(index, 1);\n if (items.length === 0) {\n this._equipped.delete(instance.slot);\n }\n for (const meshRef of instance.meshes) {\n const mesh = meshRef.get()!;\n if (instance.skinBindings.some((binding) => binding.persistentId === mesh.skinBindingName)) {\n mesh.skinBindingName = '';\n }\n }\n for (const binding of instance.skinBindings) {\n this.removeSkinBinding(binding);\n }\n this.releaseBodyRegions(instance.hiddenBodyRegions);\n instance.root.get()?.remove();\n instance.root.dispose();\n }\n\n protected onDispose() {\n this.clear();\n }\n\n private resolveTargetRig(root: SceneNode, rig: SkeletonRig | string | undefined): SkeletonRig {\n if (rig instanceof SkeletonRig) {\n return rig;\n }\n if (typeof rig === 'string') {\n const found = root.findSkeletonRigById(rig);\n if (!found) {\n throw new Error(`AvatarWardrobe: rig '${rig}' was not found under avatar root`);\n }\n return found;\n }\n const animationSet = root.animationSet;\n const registeredRig = animationSet.rigs\n .map((ref) => ref.get())\n .find((item): item is SkeletonRig => !!item);\n if (registeredRig) {\n return registeredRig;\n }\n const bindingRig = animationSet.skeletons\n .map((ref) => ref.get()?.rig)\n .find((item): item is SkeletonRig => !!item);\n if (bindingRig) {\n return bindingRig;\n }\n throw new Error('AvatarWardrobe: avatar root does not have a skeleton rig');\n }\n\n private ensureRigRegistered(): void {\n if (!this._root.animationSet.rigs.some((ref) => ref.get() === this._rig)) {\n this._root.animationSet.rigs.push(new DRef(this._rig));\n }\n }\n\n private enforceSlotRules(slot: AvatarSlotId): void {\n const slotOptions = this._slots.get(slot);\n if (!slotOptions?.allowMultiple) {\n this.unequip(slot);\n }\n for (const other of slotOptions?.exclusiveWith ?? []) {\n this.unequip(other);\n }\n for (const [otherSlot, options] of this._slots) {\n if (otherSlot !== slot && options.exclusiveWith?.includes(slot)) {\n this.unequip(otherSlot);\n }\n }\n }\n\n private async resolveSource(\n source: AvatarOutfitSource,\n options?: AvatarEquipOptions\n ): Promise<Nullable<SceneNode>> {\n if (source instanceof SceneNode) {\n return source;\n }\n const resourceManager = getEngine().resourceManager;\n if (typeof source === 'string') {\n const scene = this._root.scene!;\n const root =\n guessMimeType(source) === mimeTypeOf('.zprefab')\n ? await resourceManager.instantiatePrefab(scene.rootNode, source)\n : await resourceManager.fetchModel(source, scene, {\n loadAnimations: false,\n loadMeshes: true,\n loadSkeletons: true,\n loadJointDynamics: false,\n ...this._modelFetchOptions,\n ...(options?.modelFetchOptions ?? {})\n });\n if (!root) {\n console.error(`AvatarWardrobe.equip(): failed to load outfit '${source}'`);\n return null;\n }\n return root;\n }\n if (source instanceof SharedModel) {\n const scene = this._root.scene!;\n const root = await source.createSceneNode(\n resourceManager,\n scene,\n false,\n true,\n true,\n false,\n false,\n resourceManager.VFS\n );\n return root;\n }\n return null;\n }\n\n private collectSkinnedMeshes(root: SceneNode): MeshBindingUse[] {\n const bindings = root.animationSet.skeletons\n .map((ref) => ref.get())\n .filter((item): item is SkinBinding => !!item);\n if (bindings.length === 0) {\n return [];\n }\n const meshUses = new Map<SkinBinding, Mesh[]>();\n root.iterate((node) => {\n if (!node.isMesh()) {\n return false;\n }\n const mesh = node as Mesh;\n const binding =\n bindings.find((item) => item.persistentId === mesh.skinBindingName) ??\n (bindings.length === 1 && mesh.skinBindingName ? bindings[0] : null);\n if (binding) {\n const meshes = meshUses.get(binding) ?? [];\n meshes.push(mesh);\n meshUses.set(binding, meshes);\n }\n return false;\n });\n return [...meshUses.entries()].map(([binding, meshes]) => ({ binding, meshes }));\n }\n\n private chooseBindMode(sourceRig: SkeletonRig): AvatarBindMode {\n return sourceRig.humanoidJointMapping && this._rig.humanoidJointMapping ? 'humanoid' : 'name';\n }\n\n private resolveTargetJoint(\n sourceJoint: SceneNode,\n sourceRig: SkeletonRig,\n bindMode: AvatarBindMode,\n jointMap?: AvatarJointMap\n ): Nullable<SceneNode> {\n if (bindMode === 'custom') {\n if (typeof jointMap === 'function') {\n const mapped = jointMap(sourceJoint, this._rig, sourceRig);\n return mapped && this._rig.joints.includes(mapped) ? mapped : null;\n }\n if (jointMap) {\n return this.findTargetJointByName(jointMap[sourceJoint.name]);\n }\n return null;\n }\n if (bindMode === 'humanoid') {\n const mapped = this.resolveHumanoidTargetJoint(sourceJoint, sourceRig);\n if (mapped) {\n return mapped;\n }\n }\n return this.findTargetJointByName(sourceJoint.name);\n }\n\n private resolveHumanoidTargetJoint(sourceJoint: SceneNode, sourceRig: SkeletonRig): Nullable<SceneNode> {\n const src = sourceRig.humanoidJointMapping;\n const dst = this._rig.humanoidJointMapping;\n if (!src || !dst) {\n return null;\n }\n return (\n this.findHumanoidMappedJoint(sourceJoint, src.body, dst.body) ??\n (src.leftHand && dst.leftHand\n ? this.findHumanoidMappedJoint(sourceJoint, src.leftHand, dst.leftHand)\n : null) ??\n (src.rightHand && dst.rightHand\n ? this.findHumanoidMappedJoint(sourceJoint, src.rightHand, dst.rightHand)\n : null)\n );\n }\n\n private findHumanoidMappedJoint<T extends string>(\n sourceJoint: SceneNode,\n sourceMap: Record<T, SceneNode>,\n targetMap: Record<T, SceneNode>\n ): Nullable<SceneNode> {\n for (const key of Object.keys(sourceMap) as T[]) {\n if (sourceMap[key] === sourceJoint) {\n const target = targetMap[key];\n return target && this._rig.joints.includes(target) ? target : null;\n }\n }\n return null;\n }\n\n private findTargetJointByName(name: string | undefined): Nullable<SceneNode> {\n return name ? 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+
{"version":3,"file":"wardrobe.js","sources":["../../src/avatar/wardrobe.ts"],"sourcesContent":["import { DRef, Disposable, Matrix4x4, guessMimeType, mimeTypeOf } from '@zephyr3d/base';\r\nimport type { Nullable } from '@zephyr3d/base';\r\nimport { getEngine } from '../app/api';\r\nimport type { ModelFetchOptions } from '../asset/assetmanager';\r\nimport { SharedModel } from '../asset/model';\r\nimport type { SceneNodeVisible } from '../scene/scene_node';\r\nimport { SceneNode } from '../scene/scene_node';\r\nimport type { Mesh } from '../scene/mesh';\r\nimport type { SkeletonBindPose } from '../animation/skeleton';\r\nimport { SkeletonRig, SkinBinding } from '../animation/skeleton';\r\n\r\n/** @public */\r\nexport type AvatarSlotId = string;\r\n\r\n/** @public */\r\nexport type AvatarBindMode = 'exact' | 'humanoid' | 'name' | 'custom';\r\n\r\n/** @public */\r\nexport type AvatarFitMode = 'reuseInverseBind' | 'preserveRestPose';\r\n\r\n/** @public */\r\nexport type AvatarOutfitSource = string | SceneNode | SharedModel;\r\n\r\n/** @public */\r\nexport type AvatarBodyRegionTarget = SceneNode | Mesh;\r\n\r\n/** @public */\r\nexport type AvatarBodyRegions = Record<string, AvatarBodyRegionTarget[]>;\r\n\r\n/** @public */\r\nexport type AvatarJointMap =\r\n | Record<string, string>\r\n | ((sourceJoint: SceneNode, targetRig: SkeletonRig, sourceRig: SkeletonRig) => Nullable<SceneNode>);\r\n\r\n/** @public */\r\nexport type AvatarSlotOptions = {\r\n id: AvatarSlotId;\r\n hideBodyRegions?: string[];\r\n exclusiveWith?: AvatarSlotId[];\r\n allowMultiple?: boolean;\r\n};\r\n\r\n/** @public */\r\nexport type AvatarWardrobeOptions = {\r\n root: SceneNode;\r\n rig?: SkeletonRig | string;\r\n slots?: AvatarSlotOptions[];\r\n bodyRegions?: AvatarBodyRegions;\r\n modelFetchOptions?: ModelFetchOptions;\r\n};\r\n\r\n/** @public */\r\nexport type AvatarEquipOptions = {\r\n slot?: AvatarSlotId;\r\n bindMode?: AvatarBindMode;\r\n fitMode?: AvatarFitMode;\r\n jointMap?: AvatarJointMap;\r\n hideBodyRegions?: string[];\r\n modelFetchOptions?: ModelFetchOptions;\r\n};\r\n\r\n/** @public */\r\nexport type AvatarOutfitValidation = {\r\n ok: boolean;\r\n meshes: number;\r\n skinBindings: number;\r\n mappedJoints: number;\r\n missingJoints: string[];\r\n errors: string[];\r\n warnings: string[];\r\n};\r\n\r\ntype MeshBindingUse = {\r\n binding: SkinBinding;\r\n meshes: Mesh[];\r\n};\r\n\r\nlet outfitInstanceId = 0;\r\n\r\n/**\r\n * A concrete equipped outfit item.\r\n *\r\n * Disposing the instance unequips it from the owning wardrobe.\r\n *\r\n * @public\r\n */\r\nexport class AvatarOutfitInstance extends Disposable {\r\n readonly id: string;\r\n readonly slot: AvatarSlotId;\r\n readonly root: DRef<SceneNode>;\r\n readonly meshes: DRef<Mesh>[];\r\n readonly skinBindings: SkinBinding[];\r\n readonly hiddenBodyRegions: string[];\r\n private _wardrobe: Nullable<AvatarWardrobe>;\r\n\r\n /** @internal */\r\n constructor(\r\n wardrobe: AvatarWardrobe,\r\n slot: AvatarSlotId,\r\n root: SceneNode,\r\n meshes: Mesh[],\r\n skinBindings: SkinBinding[],\r\n hiddenBodyRegions: string[]\r\n ) {\r\n super();\r\n this.id = `outfit-${++outfitInstanceId}`;\r\n this.slot = slot;\r\n this.root = new DRef(root);\r\n this.meshes = meshes.map((mesh) => new DRef(mesh));\r\n this.skinBindings = skinBindings;\r\n this.hiddenBodyRegions = hiddenBodyRegions;\r\n this._wardrobe = wardrobe;\r\n }\r\n\r\n protected onDispose() {\r\n this._wardrobe?._releaseInstance(this);\r\n this._wardrobe = null;\r\n for (const meshRef of this.meshes) {\r\n meshRef.dispose();\r\n }\r\n this.meshes.length = 0;\r\n }\r\n}\r\n\r\n/**\r\n * High level avatar outfit controller.\r\n *\r\n * The wardrobe keeps one avatar {@link SkeletonRig} as the animation source and\r\n * binds equipped clothing meshes to that rig with new {@link SkinBinding}s.\r\n *\r\n * @public\r\n */\r\nexport class AvatarWardrobe extends Disposable {\r\n private readonly _root: SceneNode;\r\n private readonly _rig: SkeletonRig;\r\n private readonly _slots: Map<AvatarSlotId, AvatarSlotOptions>;\r\n private readonly _bodyRegions: Map<string, SceneNode[]>;\r\n private readonly _equipped: Map<AvatarSlotId, AvatarOutfitInstance[]>;\r\n private readonly _hiddenBodyNodeCounts: Map<SceneNode, number>;\r\n private readonly _bodyNodeOriginalState: Map<SceneNode, SceneNodeVisible>;\r\n private readonly _modelFetchOptions: ModelFetchOptions;\r\n\r\n constructor(options: AvatarWardrobeOptions) {\r\n super();\r\n this._root = options.root;\r\n this._rig = this.resolveTargetRig(options.root, options.rig);\r\n this._slots = new Map();\r\n this._bodyRegions = new Map();\r\n this._equipped = new Map();\r\n this._hiddenBodyNodeCounts = new Map();\r\n this._bodyNodeOriginalState = new Map();\r\n this._modelFetchOptions = options.modelFetchOptions ?? {};\r\n for (const slot of options.slots ?? []) {\r\n this._slots.set(slot.id, { ...slot });\r\n }\r\n for (const [name, nodes] of Object.entries(options.bodyRegions ?? {})) {\r\n this._bodyRegions.set(name, this.uniqueNodes(nodes));\r\n }\r\n this.ensureRigRegistered();\r\n }\r\n\r\n static from(root: SceneNode, options?: Omit<AvatarWardrobeOptions, 'root'>): AvatarWardrobe {\r\n return new AvatarWardrobe({ root, ...(options ?? {}) });\r\n }\r\n\r\n get root(): SceneNode {\r\n return this._root;\r\n }\r\n\r\n get rig(): SkeletonRig {\r\n return this._rig;\r\n }\r\n\r\n getEquipped(slot?: AvatarSlotId): AvatarOutfitInstance[] {\r\n if (slot) {\r\n return [...(this._equipped.get(slot) ?? [])];\r\n }\r\n return [...this._equipped.values()].flatMap((items) => [...items]);\r\n }\r\n\r\n async equip(\r\n source: AvatarOutfitSource,\r\n options?: AvatarEquipOptions\r\n ): Promise<Nullable<AvatarOutfitInstance>> {\r\n const slot = options?.slot ?? 'default';\r\n this.enforceSlotRules(slot);\r\n const root = await this.resolveSource(source, options);\r\n if (!root) {\r\n console.error('AvatarWardrobe.equip(): failed to load outfit source');\r\n return null;\r\n }\r\n if (root === this._root) {\r\n console.error('AvatarWardrobe.equip(): outfit root cannot be the avatar root');\r\n return null;\r\n }\r\n if (root.scene !== this._root.scene) {\r\n console.error('AvatarWardrobe.equip(): outfit node must belong to the same scene as the avatar');\r\n return null;\r\n }\r\n\r\n const meshUses = this.collectSkinnedMeshes(root);\r\n if (meshUses.length === 0) {\r\n console.error('AvatarWardrobe.equip(): outfit does not contain skinned meshes');\r\n return null;\r\n }\r\n\r\n const newBindings: SkinBinding[] = [];\r\n const equippedMeshes: Mesh[] = [];\r\n const bindMode = options?.bindMode ?? this.chooseBindMode(meshUses[0].binding.rig);\r\n const fitMode = options?.fitMode ?? (bindMode === 'exact' ? 'reuseInverseBind' : 'preserveRestPose');\r\n for (const use of meshUses) {\r\n const targetJoints = use.binding.joints.map((joint) =>\r\n this.resolveTargetJoint(joint, use.binding.rig, bindMode, options?.jointMap)\r\n );\r\n const missing = use.binding.joints\r\n .filter((_, index) => !targetJoints[index])\r\n .map((joint) => joint.name);\r\n if (missing.length > 0) {\r\n console.error(`AvatarWardrobe.equip(): cannot map outfit joints: ${missing.join(', ')}`);\r\n return null;\r\n }\r\n const mappedJoints = targetJoints as SceneNode[];\r\n const inverseBindMatrices = this.createInverseBindMatrices(use.binding, mappedJoints, fitMode);\r\n const binding = new SkinBinding(this._rig, inverseBindMatrices, mappedJoints);\r\n this._root.animationSet.skeletons.push(new DRef(binding));\r\n newBindings.push(binding);\r\n for (const mesh of use.meshes) {\r\n mesh.skinBindingName = binding.persistentId;\r\n equippedMeshes.push(mesh);\r\n }\r\n }\r\n\r\n this.stripSourceSkinBindings(\r\n root,\r\n meshUses.map((use) => use.binding)\r\n );\r\n root.parent = this._root;\r\n\r\n const hiddenBodyRegions = this.getHiddenBodyRegions(slot, options);\r\n this.retainBodyRegions(hiddenBodyRegions);\r\n const instance = new AvatarOutfitInstance(\r\n this,\r\n slot,\r\n root,\r\n equippedMeshes,\r\n newBindings,\r\n hiddenBodyRegions\r\n );\r\n const items = this._equipped.get(slot) ?? [];\r\n items.push(instance);\r\n this._equipped.set(slot, items);\r\n return instance;\r\n }\r\n\r\n unequip(slotOrInstance: AvatarSlotId | AvatarOutfitInstance): void {\r\n if (typeof slotOrInstance === 'string') {\r\n for (const instance of this.getEquipped(slotOrInstance)) {\r\n instance.dispose();\r\n }\r\n } else {\r\n slotOrInstance.dispose();\r\n }\r\n }\r\n\r\n clear(): void {\r\n for (const instance of this.getEquipped()) {\r\n instance.dispose();\r\n }\r\n }\r\n\r\n validateOutfit(source: SceneNode, options?: AvatarEquipOptions): AvatarOutfitValidation {\r\n const errors: string[] = [];\r\n const warnings: string[] = [];\r\n const meshUses = this.collectSkinnedMeshes(source);\r\n const bindMode =\r\n options?.bindMode ?? (meshUses[0] ? this.chooseBindMode(meshUses[0].binding.rig) : 'name');\r\n let mappedJoints = 0;\r\n const missingJoints: string[] = [];\r\n if (meshUses.length === 0) {\r\n errors.push('No skinned meshes found');\r\n }\r\n for (const use of meshUses) {\r\n for (const joint of use.binding.joints) {\r\n if (this.resolveTargetJoint(joint, use.binding.rig, bindMode, options?.jointMap)) {\r\n mappedJoints++;\r\n } else {\r\n missingJoints.push(joint.name);\r\n }\r\n }\r\n }\r\n if (missingJoints.length > 0) {\r\n errors.push(`Missing mapped joints: ${missingJoints.join(', ')}`);\r\n }\r\n const unknownRegions = this.getHiddenBodyRegions(options?.slot ?? 'default', options).filter(\r\n (region) => !this._bodyRegions.has(region)\r\n );\r\n if (unknownRegions.length > 0) {\r\n warnings.push(`Unknown body regions: ${unknownRegions.join(', ')}`);\r\n }\r\n return {\r\n ok: errors.length === 0,\r\n meshes: meshUses.reduce((sum, use) => sum + use.meshes.length, 0),\r\n skinBindings: meshUses.length,\r\n mappedJoints,\r\n missingJoints,\r\n errors,\r\n warnings\r\n };\r\n }\r\n\r\n /** @internal */\r\n _releaseInstance(instance: AvatarOutfitInstance): void {\r\n const items = this._equipped.get(instance.slot);\r\n if (!items || !items.includes(instance)) {\r\n return;\r\n }\r\n const index = items.indexOf(instance);\r\n items.splice(index, 1);\r\n if (items.length === 0) {\r\n this._equipped.delete(instance.slot);\r\n }\r\n for (const meshRef of instance.meshes) {\r\n const mesh = meshRef.get()!;\r\n if (instance.skinBindings.some((binding) => binding.persistentId === mesh.skinBindingName)) {\r\n mesh.skinBindingName = '';\r\n }\r\n }\r\n for (const binding of instance.skinBindings) {\r\n this.removeSkinBinding(binding);\r\n }\r\n this.releaseBodyRegions(instance.hiddenBodyRegions);\r\n instance.root.get()?.remove();\r\n instance.root.dispose();\r\n }\r\n\r\n protected onDispose() {\r\n this.clear();\r\n }\r\n\r\n private resolveTargetRig(root: SceneNode, rig: SkeletonRig | string | undefined): SkeletonRig {\r\n if (rig instanceof SkeletonRig) {\r\n return rig;\r\n }\r\n if (typeof rig === 'string') {\r\n const found = root.findSkeletonRigById(rig);\r\n if (!found) {\r\n throw new Error(`AvatarWardrobe: rig '${rig}' was not found under avatar root`);\r\n }\r\n return found;\r\n }\r\n const animationSet = root.animationSet;\r\n const registeredRig = animationSet.rigs\r\n .map((ref) => ref.get())\r\n .find((item): item is SkeletonRig => !!item);\r\n if (registeredRig) {\r\n return registeredRig;\r\n }\r\n const bindingRig = animationSet.skeletons\r\n .map((ref) => ref.get()?.rig)\r\n .find((item): item is SkeletonRig => !!item);\r\n if (bindingRig) {\r\n return bindingRig;\r\n }\r\n throw new Error('AvatarWardrobe: avatar root does not have a skeleton rig');\r\n }\r\n\r\n private ensureRigRegistered(): void {\r\n if (!this._root.animationSet.rigs.some((ref) => ref.get() === this._rig)) {\r\n this._root.animationSet.rigs.push(new DRef(this._rig));\r\n }\r\n }\r\n\r\n private enforceSlotRules(slot: AvatarSlotId): void {\r\n const slotOptions = this._slots.get(slot);\r\n if (!slotOptions?.allowMultiple) {\r\n this.unequip(slot);\r\n }\r\n for (const other of slotOptions?.exclusiveWith ?? []) {\r\n this.unequip(other);\r\n }\r\n for (const [otherSlot, options] of this._slots) {\r\n if (otherSlot !== slot && options.exclusiveWith?.includes(slot)) {\r\n this.unequip(otherSlot);\r\n }\r\n }\r\n }\r\n\r\n private async resolveSource(\r\n source: AvatarOutfitSource,\r\n options?: AvatarEquipOptions\r\n ): Promise<Nullable<SceneNode>> {\r\n if (source instanceof SceneNode) {\r\n return source;\r\n }\r\n const resourceManager = getEngine().resourceManager;\r\n if (typeof source === 'string') {\r\n const scene = this._root.scene!;\r\n const root =\r\n guessMimeType(source) === mimeTypeOf('.zprefab')\r\n ? await resourceManager.instantiatePrefab(scene.rootNode, source)\r\n : await resourceManager.fetchModel(source, scene, {\r\n loadAnimations: false,\r\n loadMeshes: true,\r\n loadSkeletons: true,\r\n loadJointDynamics: false,\r\n ...this._modelFetchOptions,\r\n ...(options?.modelFetchOptions ?? {})\r\n });\r\n if (!root) {\r\n console.error(`AvatarWardrobe.equip(): failed to load outfit '${source}'`);\r\n return null;\r\n }\r\n return root;\r\n }\r\n if (source instanceof SharedModel) {\r\n const scene = this._root.scene!;\r\n const root = await source.createSceneNode(\r\n resourceManager,\r\n scene,\r\n false,\r\n true,\r\n true,\r\n false,\r\n false,\r\n resourceManager.VFS\r\n );\r\n return root;\r\n }\r\n return null;\r\n }\r\n\r\n private collectSkinnedMeshes(root: SceneNode): MeshBindingUse[] {\r\n const bindings = root.animationSet.skeletons\r\n .map((ref) => ref.get())\r\n .filter((item): item is SkinBinding => !!item);\r\n if (bindings.length === 0) {\r\n return [];\r\n }\r\n const meshUses = new Map<SkinBinding, Mesh[]>();\r\n root.iterate((node) => {\r\n if (!node.isMesh()) {\r\n return false;\r\n }\r\n const mesh = node as Mesh;\r\n const binding =\r\n bindings.find((item) => item.persistentId === mesh.skinBindingName) ??\r\n (bindings.length === 1 && mesh.skinBindingName ? bindings[0] : null);\r\n if (binding) {\r\n const meshes = meshUses.get(binding) ?? [];\r\n meshes.push(mesh);\r\n meshUses.set(binding, meshes);\r\n }\r\n return false;\r\n });\r\n return [...meshUses.entries()].map(([binding, meshes]) => ({ binding, meshes }));\r\n }\r\n\r\n private chooseBindMode(sourceRig: SkeletonRig): AvatarBindMode {\r\n return sourceRig.humanoidJointMapping && this._rig.humanoidJointMapping ? 'humanoid' : 'name';\r\n }\r\n\r\n private resolveTargetJoint(\r\n sourceJoint: SceneNode,\r\n sourceRig: SkeletonRig,\r\n bindMode: AvatarBindMode,\r\n jointMap?: AvatarJointMap\r\n ): Nullable<SceneNode> {\r\n if (bindMode === 'custom') {\r\n if (typeof jointMap === 'function') {\r\n const mapped = jointMap(sourceJoint, this._rig, sourceRig);\r\n return mapped && this._rig.joints.includes(mapped) ? mapped : null;\r\n }\r\n if (jointMap) {\r\n return this.findTargetJointByName(jointMap[sourceJoint.name]);\r\n }\r\n return null;\r\n }\r\n if (bindMode === 'humanoid') {\r\n const mapped = this.resolveHumanoidTargetJoint(sourceJoint, sourceRig);\r\n if (mapped) {\r\n return mapped;\r\n }\r\n }\r\n return this.findTargetJointByName(sourceJoint.name);\r\n }\r\n\r\n private resolveHumanoidTargetJoint(sourceJoint: SceneNode, sourceRig: SkeletonRig): Nullable<SceneNode> {\r\n const src = sourceRig.humanoidJointMapping;\r\n const dst = this._rig.humanoidJointMapping;\r\n if (!src || !dst) {\r\n return null;\r\n }\r\n return (\r\n this.findHumanoidMappedJoint(sourceJoint, src.body, dst.body) ??\r\n (src.leftHand && dst.leftHand\r\n ? this.findHumanoidMappedJoint(sourceJoint, src.leftHand, dst.leftHand)\r\n : null) ??\r\n (src.rightHand && dst.rightHand\r\n ? this.findHumanoidMappedJoint(sourceJoint, src.rightHand, dst.rightHand)\r\n : null)\r\n );\r\n }\r\n\r\n private findHumanoidMappedJoint<T extends string>(\r\n sourceJoint: SceneNode,\r\n sourceMap: Record<T, SceneNode>,\r\n targetMap: Record<T, SceneNode>\r\n ): Nullable<SceneNode> {\r\n for (const key of Object.keys(sourceMap) as T[]) {\r\n if (sourceMap[key] === sourceJoint) {\r\n const target = targetMap[key];\r\n return target && this._rig.joints.includes(target) ? target : null;\r\n }\r\n }\r\n return null;\r\n }\r\n\r\n private findTargetJointByName(name: string | undefined): Nullable<SceneNode> {\r\n return name ? (this._rig.joints.find((joint) => joint.name === name) ?? null) : null;\r\n }\r\n\r\n private createInverseBindMatrices(\r\n sourceBinding: SkinBinding,\r\n targetJoints: SceneNode[],\r\n fitMode: AvatarFitMode\r\n ): Matrix4x4[] {\r\n if (fitMode === 'reuseInverseBind') {\r\n return sourceBinding.inverseBindMatrices.map((matrix) => new Matrix4x4(matrix));\r\n }\r\n const sourceBindWorld = this.computeBindWorldMatrices(sourceBinding.rig);\r\n const targetBindWorld = this.computeBindWorldMatrices(this._rig);\r\n return sourceBinding.inverseBindMatrices.map((sourceInverseBind, index) => {\r\n const sourceJointBind =\r\n sourceBindWorld.get(sourceBinding.joints[index]) ?? sourceBinding.joints[index].worldMatrix;\r\n const targetJointBind = targetBindWorld.get(targetJoints[index]) ?? targetJoints[index].worldMatrix;\r\n const sourceFinalBind = Matrix4x4.multiply(sourceJointBind, sourceInverseBind);\r\n return Matrix4x4.multiply(Matrix4x4.invertAffine(targetJointBind), sourceFinalBind);\r\n });\r\n }\r\n\r\n private computeBindWorldMatrices(rig: SkeletonRig): Map<SceneNode, Matrix4x4> {\r\n const cache = new Map<SceneNode, Matrix4x4>();\r\n const jointSet = new Set(rig.joints);\r\n const compute = (node: SceneNode): Matrix4x4 => {\r\n const cached = cache.get(node);\r\n if (cached) {\r\n return cached;\r\n }\r\n const bindPose = this.getRigNodeBindPose(rig, node);\r\n const local = Matrix4x4.compose(bindPose.scale, bindPose.rotation, bindPose.position);\r\n const parent = node.parent;\r\n const world =\r\n parent && (jointSet.has(parent) || parent === rig.rootJoint)\r\n ? Matrix4x4.multiply(compute(parent), local)\r\n : parent\r\n ? Matrix4x4.multiply(parent.worldMatrix, local)\r\n : local;\r\n cache.set(node, world);\r\n return world;\r\n };\r\n for (const joint of rig.joints) {\r\n compute(joint);\r\n }\r\n if (rig.rootJoint) {\r\n compute(rig.rootJoint);\r\n }\r\n return cache;\r\n }\r\n\r\n private getRigNodeBindPose(rig: SkeletonRig, node: SceneNode): SkeletonBindPose {\r\n return (\r\n rig.getBindPoseForJoint(node) ??\r\n (node === rig.rootJoint\r\n ? rig.rootBindPose\r\n : {\r\n position: node.position,\r\n rotation: node.rotation,\r\n scale: node.scale\r\n })\r\n );\r\n }\r\n\r\n private stripSourceSkinBindings(sourceRoot: SceneNode, sourceBindings: SkinBinding[]): void {\r\n const sourceBindingSet = new Set(sourceBindings);\r\n const sourceRigSet = new Set(sourceBindings.map((binding) => binding.rig));\r\n this.removeRefs(sourceRoot.animationSet.skeletons, (binding) => sourceBindingSet.has(binding));\r\n this.removeRefs(sourceRoot.animationSet.rigs, (rig) => rig !== this._rig && sourceRigSet.has(rig));\r\n }\r\n\r\n private removeSkinBinding(binding: SkinBinding): void {\r\n this.removeRefs(this._root.animationSet.skeletons, (item) => item === binding);\r\n }\r\n\r\n private removeRefs<T extends Disposable>(refs: DRef<T>[], predicate: (item: T) => boolean): void {\r\n for (let i = refs.length - 1; i >= 0; i--) {\r\n const item = refs[i].get();\r\n if (item && predicate(item)) {\r\n refs[i].dispose();\r\n refs.splice(i, 1);\r\n }\r\n }\r\n }\r\n\r\n private getHiddenBodyRegions(slot: AvatarSlotId, options?: AvatarEquipOptions): string[] {\r\n return [\r\n ...new Set([...(this._slots.get(slot)?.hideBodyRegions ?? []), ...(options?.hideBodyRegions ?? [])])\r\n ];\r\n }\r\n\r\n private retainBodyRegions(regions: string[]): void {\r\n for (const node of this.collectBodyRegionNodes(regions)) {\r\n const count = this._hiddenBodyNodeCounts.get(node) ?? 0;\r\n if (count === 0) {\r\n this._bodyNodeOriginalState.set(node, node.showState);\r\n node.showState = 'hidden';\r\n }\r\n this._hiddenBodyNodeCounts.set(node, count + 1);\r\n }\r\n }\r\n\r\n private releaseBodyRegions(regions: string[]): void {\r\n for (const node of this.collectBodyRegionNodes(regions)) {\r\n const count = this._hiddenBodyNodeCounts.get(node) ?? 0;\r\n if (count <= 1) {\r\n this._hiddenBodyNodeCounts.delete(node);\r\n node.showState = this._bodyNodeOriginalState.get(node) ?? 'inherit';\r\n this._bodyNodeOriginalState.delete(node);\r\n } else {\r\n this._hiddenBodyNodeCounts.set(node, count - 1);\r\n }\r\n }\r\n }\r\n\r\n private collectBodyRegionNodes(regions: string[]): SceneNode[] {\r\n const nodes: SceneNode[] = [];\r\n const seen = new Set<SceneNode>();\r\n for (const region of regions) {\r\n for (const node of this._bodyRegions.get(region) ?? []) {\r\n if (!seen.has(node)) {\r\n seen.add(node);\r\n nodes.push(node);\r\n }\r\n }\r\n }\r\n return nodes;\r\n }\r\n\r\n private uniqueNodes(nodes: AvatarBodyRegionTarget[]): SceneNode[] {\r\n return [...new Set(nodes.filter((node): node is SceneNode => !!node))];\r\n 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