@zephyr3d/scene 0.9.26 → 0.9.27

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Files changed (95) hide show
  1. package/dist/animation/animationset.js +92 -30
  2. package/dist/animation/animationset.js.map +1 -1
  3. package/dist/animation/joint_dynamics/convex_collider.js +320 -0
  4. package/dist/animation/joint_dynamics/convex_collider.js.map +1 -0
  5. package/dist/animation/skeleton.js +21 -1
  6. package/dist/animation/skeleton.js.map +1 -1
  7. package/dist/asset/model.js +6 -2
  8. package/dist/asset/model.js.map +1 -1
  9. package/dist/camera/camera.js +75 -23
  10. package/dist/camera/camera.js.map +1 -1
  11. package/dist/index.d.ts +4764 -3600
  12. package/dist/index.js +2 -1
  13. package/dist/index.js.map +1 -1
  14. package/dist/material/hairstrand.js +235 -235
  15. package/dist/material/hairstrand.js.map +1 -1
  16. package/dist/material/material.js +296 -296
  17. package/dist/material/material.js.map +1 -1
  18. package/dist/material/mixins/lit.js +33 -1
  19. package/dist/material/mixins/lit.js.map +1 -1
  20. package/dist/material/shader/helper.js +404 -3
  21. package/dist/material/shader/helper.js.map +1 -1
  22. package/dist/material/water.js +2057 -72
  23. package/dist/material/water.js.map +1 -1
  24. package/dist/posteffect/motionblur.js +663 -58
  25. package/dist/posteffect/motionblur.js.map +1 -1
  26. package/dist/posteffect/posteffect.js +12 -1
  27. package/dist/posteffect/posteffect.js.map +1 -1
  28. package/dist/posteffect/sao.js +46 -44
  29. package/dist/posteffect/sao.js.map +1 -1
  30. package/dist/posteffect/sss.js +30 -2
  31. package/dist/posteffect/sss.js.map +1 -1
  32. package/dist/render/abuffer_oit.js +37 -37
  33. package/dist/render/abuffer_oit.js.map +1 -1
  34. package/dist/render/clipmap.js +156 -5
  35. package/dist/render/clipmap.js.map +1 -1
  36. package/dist/render/cull_visitor.js +1 -0
  37. package/dist/render/cull_visitor.js.map +1 -1
  38. package/dist/render/dualdepthpeeling_oit.js +49 -49
  39. package/dist/render/dualdepthpeeling_oit.js.map +1 -1
  40. package/dist/render/fbm_wavegenerator.js +3 -3
  41. package/dist/render/fbm_wavegenerator.js.map +1 -1
  42. package/dist/render/fft_wavegenerator.js +57 -15
  43. package/dist/render/fft_wavegenerator.js.map +1 -1
  44. package/dist/render/gerstner_wavegenerator.js +127 -20
  45. package/dist/render/gerstner_wavegenerator.js.map +1 -1
  46. package/dist/render/hzb.js +80 -22
  47. package/dist/render/hzb.js.map +1 -1
  48. package/dist/render/lightpass.js +6 -3
  49. package/dist/render/lightpass.js.map +1 -1
  50. package/dist/render/oit.js +11 -11
  51. package/dist/render/oit.js.map +1 -1
  52. package/dist/render/render_queue.js +36 -0
  53. package/dist/render/render_queue.js.map +1 -1
  54. package/dist/render/renderer.js +4 -0
  55. package/dist/render/renderer.js.map +1 -1
  56. package/dist/render/rendergraph/blackboard.js +1 -0
  57. package/dist/render/rendergraph/blackboard.js.map +1 -1
  58. package/dist/render/rendergraph/forward_plus_builder.js +318 -9
  59. package/dist/render/rendergraph/forward_plus_builder.js.map +1 -1
  60. package/dist/render/rendergraph/frame_resource_requirements.js +1 -0
  61. package/dist/render/rendergraph/frame_resource_requirements.js.map +1 -1
  62. package/dist/render/rendergraph/history_resources.js +8 -1
  63. package/dist/render/rendergraph/history_resources.js.map +1 -1
  64. package/dist/render/underwater.js +624 -0
  65. package/dist/render/underwater.js.map +1 -0
  66. package/dist/render/water_caustics.js +1380 -0
  67. package/dist/render/water_caustics.js.map +1 -0
  68. package/dist/render/weightedblended_oit.js +33 -33
  69. package/dist/render/weightedblended_oit.js.map +1 -1
  70. package/dist/scene/water.js +540 -4
  71. package/dist/scene/water.js.map +1 -1
  72. package/dist/shaders/water.js +22 -19
  73. package/dist/shaders/water.js.map +1 -1
  74. package/dist/shaders/water_medium.js +56 -0
  75. package/dist/shaders/water_medium.js.map +1 -0
  76. package/dist/shadow/shadow_region.js +49 -49
  77. package/dist/shadow/shadow_region.js.map +1 -1
  78. package/dist/utility/serialization/manager.js +3 -1
  79. package/dist/utility/serialization/manager.js.map +1 -1
  80. package/dist/utility/serialization/scene/animation.js +31 -2
  81. package/dist/utility/serialization/scene/animation.js.map +1 -1
  82. package/dist/utility/serialization/scene/camera.js +53 -25
  83. package/dist/utility/serialization/scene/camera.js.map +1 -1
  84. package/dist/utility/serialization/scene/light.js.map +1 -1
  85. package/dist/utility/serialization/scene/water.js +1101 -21
  86. package/dist/utility/serialization/scene/water.js.map +1 -1
  87. package/dist/utility/shprojector.js +87 -87
  88. package/dist/utility/shprojector.js.map +1 -1
  89. package/package.json +1 -1
  90. package/dist/render/rendergraph/frame_graph_context.js +0 -41
  91. package/dist/render/rendergraph/frame_graph_context.js.map +0 -1
  92. package/dist/shaders/ssgi.js +0 -63
  93. package/dist/shaders/ssgi.js.map +0 -1
  94. package/dist/shaders/ssgi_reprojection.js +0 -118
  95. package/dist/shaders/ssgi_reprojection.js.map +0 -1
@@ -1 +1 @@
1
- {"version":3,"file":"skeleton.js","sources":["../../src/animation/skeleton.ts"],"sourcesContent":["import { DRef, randomUUID, DWeakRef } from '@zephyr3d/base';\r\nimport type { Nullable, TypedArray } from '@zephyr3d/base';\r\nimport { Quaternion } from '@zephyr3d/base';\r\nimport { Disposable, Matrix4x4, Vector3, nextPowerOf2 } from '@zephyr3d/base';\r\nimport type { Texture2D } from '@zephyr3d/device';\r\nimport type { SceneNode } from '../scene/scene_node';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { getDevice } from '../app/api';\r\nimport type { SkeletonModifier } from './skeleton_modifier';\r\n\r\n/**\r\n * Standardized humanoid joint names for consistent skeleton mapping across models and animations.\r\n *\r\n * These names align with common conventions used in 3D modeling and animation tools, facilitating interoperability and reuse of assets.\r\n *\r\n * @public\r\n */\r\nexport enum HumanoidBodyRig {\r\n Hips = 'Hips',\r\n Spine = 'Spine',\r\n Chest = 'Chest',\r\n UpperChest = 'UpperChest',\r\n Neck = 'Neck',\r\n Head = 'Head',\r\n\r\n LeftShoulder = 'LeftShoulder',\r\n LeftUpperArm = 'LeftUpperArm',\r\n LeftLowerArm = 'LeftLowerArm',\r\n LeftHand = 'LeftHand',\r\n\r\n RightShoulder = 'RightShoulder',\r\n RightUpperArm = 'RightUpperArm',\r\n RightLowerArm = 'RightLowerArm',\r\n RightHand = 'RightHand',\r\n\r\n LeftUpperLeg = 'LeftUpperLeg',\r\n LeftLowerLeg = 'LeftLowerLeg',\r\n LeftFoot = 'LeftFoot',\r\n LeftToes = 'LeftToes',\r\n\r\n RightUpperLeg = 'RightUpperLeg',\r\n RightLowerLeg = 'RightLowerLeg',\r\n RightFoot = 'RightFoot',\r\n RightToes = 'RightToes'\r\n}\r\n\r\n/**\r\n * Standardized humanoid hand joint names for consistent skeleton mapping across models and animations.\r\n *\r\n * These names align with common conventions used in 3D modeling and animation tools, facilitating interoperability and reuse of assets.\r\n *\r\n * @public\r\n */\r\nexport enum HumanoidHandRig {\r\n ThumbProximal = 'ThumbProximal',\r\n ThumbIntermediate = 'ThumbIntermediate',\r\n ThumbDistal = 'ThumbDistal',\r\n IndexProximal = 'IndexProximal',\r\n IndexIntermediate = 'IndexIntermediate',\r\n IndexDistal = 'IndexDistal',\r\n MiddleProximal = 'MiddleProximal',\r\n MiddleIntermediate = 'MiddleIntermediate',\r\n MiddleDistal = 'MiddleDistal',\r\n RingProximal = 'RingProximal',\r\n RingIntermediate = 'RingIntermediate',\r\n RingDistal = 'RingDistal',\r\n PinkyProximal = 'PinkyProximal',\r\n PinkyIntermediate = 'PinkyIntermediate',\r\n PinkyDistal = 'PinkyDistal'\r\n}\r\n\r\n/**\r\n * Skinned bounding box information for a submesh.\r\n *\r\n * Used to compute animated AABB for skinned meshes.\r\n *\r\n * @public\r\n */\r\nexport interface SkinnedBoundingBox {\r\n /**\r\n * Number of influences stored per representative vertex.\r\n */\r\n influenceCount?: number;\r\n /**\r\n * Representative vertices used to bound a skinned mesh (extreme points along axes).\r\n */\r\n boundingVertices: Vector3[];\r\n /**\r\n * Joint indices for each representative vertex, flattened.\r\n */\r\n boundingVertexBlendIndices: Float32Array;\r\n /**\r\n * Corresponding joint weights for each representative vertex, flattened.\r\n * Layout matches `boundingVertexBlendIndices`.\r\n */\r\n boundingVertexJointWeights: Float32Array;\r\n /**\r\n * Computed axis-aligned bounding box in model space for the current pose.\r\n */\r\n boundingBox: BoundingBox;\r\n}\r\n\r\nconst tmpV0 = new Vector3();\r\nconst tmpV1 = new Vector3();\r\n\r\n/**\r\n * Humanoid joint mapping\r\n * @public\r\n */\r\nexport type HumanoidJointMapping<T extends { name: string; parent: Nullable<T>; children: T[] }> = {\r\n body: Record<HumanoidBodyRig, T>;\r\n leftHand?: Record<HumanoidHandRig, T>;\r\n rightHand?: Record<HumanoidHandRig, T>;\r\n};\r\n\r\n/** @public */\r\nexport type SkeletonBindPose = { rotation: Quaternion; scale: Vector3; position: Vector3 };\r\n\r\n/** @public */\r\nexport type SkeletonRigOptions = {\r\n rootJoint?: Nullable<SceneNode>;\r\n rootBindPose?: SkeletonBindPose;\r\n humanoidJointMapping?: Nullable<HumanoidJointMapping<SceneNode>>;\r\n};\r\n\r\ntype HumanoidJointPattern = {\r\n all?: string[];\r\n any?: string[];\r\n none?: string[];\r\n};\r\n\r\ntype HumanoidJointProfile<T extends string> = Record<T, HumanoidJointPattern[]>;\r\n\r\nconst humanoidHelperJointTokens = new Set(['end', 'nub', 'socket']);\r\n\r\ntype HumanoidJointNodeInfo<T extends { name: string; children: T[] }> = {\r\n node: T;\r\n depth: number;\r\n tokens: string[];\r\n tokenSet: Set<string>;\r\n};\r\n\r\ntype HumanoidJointMatchCandidate<T extends { name: string; children: T[] }> = {\r\n node: T;\r\n score: number;\r\n};\r\n\r\n/**\r\n * Shared joint rig for skeletal animation.\r\n *\r\n * A rig owns the animated joint nodes, bind pose, humanoid mapping and procedural\r\n * modifiers. Multiple skin bindings may reference the same rig with different\r\n * inverse bind matrices.\r\n *\r\n * @public\r\n */\r\nexport class SkeletonRig extends Disposable {\r\n private static readonly _registry: Map<string, DWeakRef<SkeletonRig>> = new Map();\r\n protected _id: string;\r\n protected _joints: SceneNode[];\r\n protected _bindPoseByJoint: Map<SceneNode, SkeletonBindPose>;\r\n protected _bindPose: SkeletonBindPose[];\r\n protected _rootJoint: Nullable<SceneNode>;\r\n protected _rootBindPose: SkeletonBindPose;\r\n protected _playing: boolean;\r\n protected _modifiers: SkeletonModifier[];\r\n protected _humanoidJointMapping: Nullable<HumanoidJointMapping<SceneNode>>;\r\n protected _humanoidRootRotation: Quaternion;\r\n\r\n constructor(joints: SceneNode[], bindPose: SkeletonBindPose[], options?: SkeletonRigOptions) {\r\n super();\r\n this._id = randomUUID();\r\n this._joints = joints;\r\n this._bindPose = bindPose;\r\n this._bindPoseByJoint = new Map();\r\n for (let i = 0; i < joints.length; i++) {\r\n this._bindPoseByJoint.set(joints[i], bindPose[i]);\r\n }\r\n const skeletonRoot = this.findRootJoint(this._joints);\r\n this._rootJoint = options?.rootJoint ?? skeletonRoot;\r\n this._rootBindPose = options?.rootBindPose ?? this.getNodeBindPose(this._rootJoint);\r\n this._playing = false;\r\n this._modifiers = [];\r\n this.computeBindPose();\r\n this._humanoidJointMapping =\r\n options?.humanoidJointMapping !== undefined\r\n ? options.humanoidJointMapping\r\n : skeletonRoot\r\n ? Skeleton.tryExtractHumanoidJoints(skeletonRoot)\r\n : null;\r\n this._humanoidRootRotation = Quaternion.identity();\r\n const hips = this._humanoidJointMapping?.body[HumanoidBodyRig.Hips];\r\n if (hips) {\r\n let p = hips;\r\n while (this._joints.includes(p.parent!)) {\r\n Quaternion.multiply(p.parent!.rotation, this._humanoidRootRotation, this._humanoidRootRotation);\r\n p = p.parent!;\r\n }\r\n }\r\n SkeletonRig._registry.set(this._id, new DWeakRef(this));\r\n }\r\n\r\n static getRigKey(joints: SceneNode[], rootJoint?: Nullable<SceneNode>) {\r\n return [rootJoint?.persistentId ?? '', ...joints.map((joint) => joint.persistentId).sort()].join('|');\r\n }\r\n\r\n static findRigById(id: string) {\r\n const m = this._registry.get(id);\r\n if (m && !m.get()) {\r\n this._registry.delete(id);\r\n return null;\r\n }\r\n return m ? m.get() : null;\r\n }\r\n\r\n get persistentId() {\r\n return this._id;\r\n }\r\n\r\n set persistentId(val) {\r\n if (val !== this._id) {\r\n const m = SkeletonRig._registry.get(this._id);\r\n if (!m || m.get() !== this) {\r\n throw new Error('Registry skeleton rig mismatch');\r\n }\r\n SkeletonRig._registry.delete(this._id);\r\n this._id = val;\r\n SkeletonRig._registry.set(this._id, m);\r\n }\r\n }\r\n\r\n get joints() {\r\n return this._joints;\r\n }\r\n\r\n get bindPose() {\r\n return this._bindPose;\r\n }\r\n\r\n get rootJoint(): Nullable<SceneNode> {\r\n return this._rootJoint;\r\n }\r\n\r\n set rootJoint(joint: Nullable<SceneNode>) {\r\n this._rootJoint = joint;\r\n this._rootBindPose = this.getNodeBindPose(joint);\r\n }\r\n\r\n get rootBindPose(): SkeletonBindPose {\r\n return this._rootBindPose;\r\n }\r\n\r\n getBindPoseForJoint(joint: SceneNode) {\r\n return this._bindPoseByJoint.get(joint) ?? null;\r\n }\r\n\r\n get humanoidJointMapping(): Nullable<HumanoidJointMapping<SceneNode>> {\r\n return this._humanoidJointMapping;\r\n }\r\n\r\n get humanoidRootRotation(): Quaternion {\r\n return this._humanoidRootRotation;\r\n }\r\n\r\n get modifiers(): SkeletonModifier[] {\r\n return this._modifiers;\r\n }\r\n\r\n get playing() {\r\n return this._playing;\r\n }\r\n\r\n set playing(b: boolean) {\r\n this._playing = b;\r\n }\r\n\r\n getJointIndex(joint: SceneNode) {\r\n return this._joints.indexOf(joint);\r\n }\r\n\r\n getJointIndexByName(jointName: string) {\r\n return this._joints.findIndex((joint) => joint.name === jointName);\r\n }\r\n\r\n computeBindPose() {\r\n for (let i = 0; i < this._joints.length; i++) {\r\n const joint = this._joints[i];\r\n const bindpose = this._bindPose[i];\r\n joint.position.set(bindpose.position);\r\n joint.rotation.set(bindpose.rotation);\r\n joint.scale.set(bindpose.scale);\r\n }\r\n if (this._rootJoint && !this._bindPoseByJoint.has(this._rootJoint)) {\r\n this._rootJoint.position.set(this._rootBindPose.position);\r\n this._rootJoint.rotation.set(this._rootBindPose.rotation);\r\n this._rootJoint.scale.set(this._rootBindPose.scale);\r\n }\r\n }\r\n\r\n apply(deltaTime: number): void {\r\n for (const modifier of this._modifiers) {\r\n modifier.apply(this, deltaTime);\r\n }\r\n }\r\n\r\n reset() {\r\n this._playing = false;\r\n }\r\n\r\n protected onDispose() {\r\n super.onDispose();\r\n const m = SkeletonRig._registry.get(this._id);\r\n if (m?.get() === this) {\r\n SkeletonRig._registry.delete(this._id);\r\n m.dispose();\r\n }\r\n }\r\n\r\n private findRootJoint(joints: SceneNode[]) {\r\n let root: Nullable<SceneNode> = null;\r\n for (const joint of joints) {\r\n if (!root) {\r\n root = joint;\r\n }\r\n while (!root!.isParentOf(joint)) {\r\n root = root!.parent;\r\n }\r\n if (!root) {\r\n break;\r\n }\r\n }\r\n return root;\r\n }\r\n\r\n private getNodeBindPose(node: Nullable<SceneNode>): SkeletonBindPose {\r\n const bindPose = node ? this._bindPoseByJoint.get(node) : null;\r\n return bindPose\r\n ? {\r\n position: bindPose.position.clone(),\r\n rotation: bindPose.rotation.clone(),\r\n scale: bindPose.scale.clone()\r\n }\r\n : {\r\n position: node?.position.clone() ?? Vector3.zero(),\r\n rotation: node?.rotation.clone() ?? Quaternion.identity(),\r\n scale: node?.scale.clone() ?? Vector3.one()\r\n };\r\n }\r\n}\r\n\r\nfunction jointPattern(all: string[], none?: string[], any?: string[]): HumanoidJointPattern {\r\n return {\r\n all,\r\n any: any?.length ? any : undefined,\r\n none: none?.length ? none : undefined\r\n };\r\n}\r\n\r\nfunction sideJointPatterns(\r\n side: 'left' | 'right',\r\n patterns: Array<{ all: string[]; none?: string[]; any?: string[] }>\r\n): HumanoidJointPattern[] {\r\n const sideTokens = side === 'left' ? ['left', 'l'] : ['right', 'r'];\r\n return sideTokens.flatMap((sideToken) =>\r\n patterns.map((pattern) => ({\r\n all: [sideToken, ...pattern.all],\r\n any: pattern.any?.length ? [...pattern.any] : undefined,\r\n none: pattern.none?.length ? [...pattern.none] : undefined\r\n }))\r\n );\r\n}\r\n\r\n/**\r\n * Skin binding for skinned animation.\r\n *\r\n * Responsibilities:\r\n * - References a shared SkeletonRig.\r\n * - Maintains inverse bind and current skinning matrices for one skin.\r\n * - Provides a texture containing joint matrices for GPU skinning.\r\n * - Applies skinning state to associated meshes each frame.\r\n * - Computes animated axis-aligned bounding boxes using representative skinned vertices.\r\n *\r\n * Joint matrix texture layout:\r\n * - Texture format: `rgba32f`.\r\n * - Stored as a 2-layered ring buffer: current and previous joint transforms to support\r\n * temporal addressing if needed. Offsets are tracked in `_jointOffsets[0]` (current)\r\n * and `_jointOffsets[1]` (previous).\r\n *\r\n * Usage:\r\n * - Construct with a rig, bind data, meshes and submesh bounding info.\r\n * - Call `apply()` each frame to update joint texture, bind to meshes, and update bounds.\r\n * - Call `reset()` to clear skinning on meshes.\r\n *\r\n * @public\r\n */\r\nexport class SkinBinding extends Disposable {\r\n /** @internal Global weak registry keyed by persistentId for serialization/lookup. */\r\n private static readonly _registry: Map<string, DWeakRef<SkinBinding>> = new Map();\r\n /** @internal */\r\n protected _id: string;\r\n /** @internal */\r\n protected _rig: SkeletonRig;\r\n /** @internal */\r\n protected _joints: SceneNode[];\r\n /** @internal */\r\n protected _inverseBindMatrices: Matrix4x4[];\r\n /** @internal */\r\n protected _jointMatrices!: Matrix4x4[];\r\n /** @internal */\r\n protected _jointOffsets!: Float32Array<ArrayBuffer>;\r\n /** @internal */\r\n protected _jointMatrixArray!: Float32Array<ArrayBuffer>;\r\n /** @internal */\r\n protected _jointTexture: DRef<Texture2D>;\r\n /** @internal */\r\n protected _playing: boolean;\r\n /** @internal */\r\n protected _lastUpdateTime: number;\r\n /**\r\n * Create a skin binding instance.\r\n *\r\n * @param rig - Shared skeleton rig that owns animated joint transforms.\r\n * @param joints - Joint scene nodes (one per joint), ordered to match skin data.\r\n * @param inverseBindMatrices - Inverse bind matrices for each joint.\r\n * @param bindPoseMatrices - Bind pose matrices for each joint (model-space).\r\n */\r\n constructor(\r\n rig: SkeletonRig,\r\n inverseBindMatrices: Matrix4x4[],\r\n joints?: SceneNode[],\r\n bindPose?: SkeletonBindPose[]\r\n ) {\r\n super();\r\n this._id = randomUUID();\r\n this._rig = rig;\r\n this._joints = joints ?? rig.joints;\r\n this._inverseBindMatrices = inverseBindMatrices;\r\n this._jointTexture = new DRef();\r\n this._playing = false;\r\n this._lastUpdateTime = 0;\r\n if (bindPose && bindPose !== rig.bindPose) {\r\n // Legacy callers used Skeleton as both rig and binding. Keep the old bind\r\n // pose visible by replacing the rig pose only when explicitly supplied.\r\n this._rig = new SkeletonRig(rig.joints, bindPose, {\r\n rootJoint: rig.rootJoint,\r\n rootBindPose: rig.rootBindPose,\r\n humanoidJointMapping: rig.humanoidJointMapping\r\n });\r\n }\r\n this.updateJointMatrices();\r\n SkinBinding._registry.set(this._id, new DWeakRef(this));\r\n }\r\n /**\r\n * Lookup a skeleton from the global registry by persistent id.\r\n *\r\n * @param id - The persistent UUID to search for.\r\n * @returns The skeleton if alive, otherwise `null`.\r\n * @internal\r\n */\r\n static findSkinBindingById(id: string) {\r\n const m = this._registry.get(id);\r\n if (m && !m.get()) {\r\n this._registry.delete(id);\r\n return null;\r\n }\r\n return m ? m.get() : null;\r\n }\r\n static findSkeletonById(id: string) {\r\n return this.findSkinBindingById(id);\r\n }\r\n get rig() {\r\n return this._rig;\r\n }\r\n /** Gets joint nodes */\r\n get joints() {\r\n return this._joints;\r\n }\r\n /** Gets the humanoid joint mapping */\r\n get humanoidJointMapping(): Nullable<HumanoidJointMapping<SceneNode>> {\r\n return this._rig.humanoidJointMapping;\r\n }\r\n /** Root rotation of humanoid hips bone */\r\n get humanoidRootRotation(): Quaternion {\r\n return this._rig.humanoidRootRotation;\r\n }\r\n /** @internal */\r\n get inverseBindMatrices() {\r\n return this._inverseBindMatrices;\r\n }\r\n /** @internal */\r\n get bindPose() {\r\n return this._joints.map((joint) => this._rig.getBindPoseForJoint(joint)!);\r\n }\r\n get playing() {\r\n return this._playing;\r\n }\r\n set playing(b: boolean) {\r\n this._playing = b;\r\n }\r\n get persistentId() {\r\n return this._id;\r\n }\r\n set persistentId(val) {\r\n if (val !== this._id) {\r\n const m = SkinBinding._registry.get(this._id);\r\n if (!m || m.get() !== this) {\r\n throw new Error('Registry skin binding mismatch');\r\n }\r\n SkinBinding._registry.delete(this._id);\r\n this._id = val;\r\n SkinBinding._registry.set(this._id, m);\r\n }\r\n }\r\n /**\r\n * Texture containing joint matrices for GPU skinning.\r\n *\r\n * Each matrix is stored in 4 texels (one row per texel, RGBA = 4 floats).\r\n */\r\n get jointTexture() {\r\n return this._jointTexture.get()!;\r\n }\r\n /**\r\n * Get joint index by joint node\r\n * @param joint - joint node\r\n * @returns The index of the joint\r\n */\r\n getJointIndex(joint: SceneNode) {\r\n return this._joints.indexOf(joint);\r\n }\r\n /**\r\n * Get joint index by joint name\r\n * @param jointName - joint name\r\n * @returns The index of the joint\r\n */\r\n getJointIndexByName(jointName: string) {\r\n return this._joints.findIndex((joint) => joint.name === jointName);\r\n }\r\n /**\r\n * Update joint matrices from either provided transforms or the joints' world matrices.\r\n *\r\n * - Lazily creates the joint texture and its backing arrays on first call.\r\n * - Advances the ring buffer offset in `_jointOffsets` to write a new \"current\" set.\r\n * - For each joint:\r\n * - Optionally premultiplies by `worldMatrix` (to transform into model space).\r\n * - Computes skinning matrix: ( M_\\{skin\\} = M_\\{joint\\} \\\\times M_\\{inverseBind\\} ).\r\n *\r\n * Note: This method only writes into the CPU-side array; callers like `computeJoints()`\r\n * update the GPU texture.\r\n *\r\n * @param jointTransforms - Optional per-joint transforms to use instead of node world matrices.\r\n * @param worldMatrix - Optional world-to-model transform applied before inverse bind.\r\n * @internal\r\n */\r\n updateJointMatrices() {\r\n if (!this._jointTexture.get()) {\r\n this._createJointTexture();\r\n }\r\n if (this._jointOffsets[0] === 0) {\r\n this._jointOffsets[0] = 1;\r\n this._jointOffsets[1] = 1;\r\n } else {\r\n this._jointOffsets[1] = this._jointOffsets[0];\r\n this._jointOffsets[0] = this.joints.length - this._jointOffsets[0] + 2;\r\n }\r\n for (let i = 0; i < this.joints.length; i++) {\r\n Matrix4x4.multiply(\r\n this.joints[i].worldMatrix,\r\n this._inverseBindMatrices[i],\r\n this._jointMatrices[i + this._jointOffsets[0] - 1]\r\n );\r\n }\r\n }\r\n /**\r\n * Reset skeleton to bind pose\r\n *\r\n * @internal\r\n */\r\n computeBindPose() {\r\n this._rig.computeBindPose();\r\n }\r\n /**\r\n * Compute current joint matrices from the nodes and upload them to the joint texture.\r\n *\r\n * @internal\r\n */\r\n apply() {\r\n this.updateJointMatrices();\r\n const tex = this.jointTexture;\r\n this._syncJointMatrixArray();\r\n tex.update(this._jointMatrixArray, 0, 0, tex.width, tex.height);\r\n }\r\n /**\r\n * Apply all enabled modifiers.\r\n *\r\n * Modifiers are applied after the base animation/bind pose layer,\r\n * allowing procedural modifications like IK, spring physics, or manual overrides.\r\n *\r\n * @param deltaTime - Time elapsed since last frame (in seconds)\r\n * @internal\r\n */\r\n protected applyModifiers(deltaTime: number): void {\r\n this._rig.apply(deltaTime);\r\n }\r\n /**\r\n * Get all modifiers attached to this skeleton.\r\n *\r\n * @public\r\n */\r\n get modifiers(): SkeletonModifier[] {\r\n return this._rig.modifiers;\r\n }\r\n /**\r\n * Reset all meshes to an unskinned state and clear animated bounds.\r\n *\r\n * @internal\r\n */\r\n reset() {\r\n //this.updateJointMatrices(this._bindPoseMatrices);\r\n this._playing = false;\r\n }\r\n /**\r\n * Compute the animated bounding box for a single mesh using its representative vertices.\r\n *\r\n * For each representative vertex:\r\n * - Blends the vertex by up to 4 joint matrices using provided weights.\r\n * - Transforms to the mesh's local space using `invWorldMatrix`.\r\n * - Expands the bounding box.\r\n *\r\n * @param info - Precomputed bounding data (representative vertices, indices, weights).\r\n * @param invWorldMatrix - Mesh inverse world matrix to convert to model/local space.\r\n * @internal\r\n */\r\n computeBoundingBox(info: SkinnedBoundingBox, invWorldMatrix: Matrix4x4) {\r\n info.boundingBox.beginExtend();\r\n const influenceCount = Math.max(1, info.influenceCount ?? 4);\r\n for (let i = 0; i < info.boundingVertices.length; i++) {\r\n tmpV0.setXYZ(0, 0, 0);\r\n const base = i * influenceCount;\r\n for (let j = 0; j < influenceCount; j++) {\r\n const weight = Number(info.boundingVertexJointWeights[base + j]) || 0;\r\n if (weight <= 0) {\r\n continue;\r\n }\r\n const matrix =\r\n this._jointMatrices[\r\n (Number(info.boundingVertexBlendIndices[base + j]) || 0) + this._jointOffsets[0] - 1\r\n ];\r\n if (!matrix) {\r\n continue;\r\n }\r\n matrix.transformPointAffine(info.boundingVertices[i], tmpV1).scaleBy(weight);\r\n tmpV0.addBy(tmpV1);\r\n }\r\n invWorldMatrix.transformPointAffine(tmpV0, tmpV0);\r\n info.boundingBox.extend(tmpV0);\r\n }\r\n }\r\n /**\r\n * Dispose GPU resources and references held by the skeleton.\r\n *\r\n * - Disposes the joint texture.\r\n * - Clears matrix arrays and joint references.\r\n */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._jointTexture.dispose();\r\n const m = SkinBinding._registry.get(this._id);\r\n if (m?.get() === this) {\r\n SkinBinding._registry.delete(this._id);\r\n m.dispose();\r\n }\r\n }\r\n /**\r\n * Initialize joint texture and CPU-side matrix storage.\r\n *\r\n * Layout details:\r\n * - Texture size is the next power-of-two able to contain all matrices plus two offset texels.\r\n * - `_jointMatrixArray` holds:\r\n * - First 2 vec4s: ring buffer offsets `[current, previous, 0, 0]`.\r\n * - Followed by 2×N matrices (current and previous), each as 16 floats.\r\n * - `_jointMatrices` is a view into `_jointMatrixArray` providing Matrix4x4 objects per slot.\r\n *\r\n * @internal\r\n */\r\n private _createJointTexture() {\r\n const textureWidth = nextPowerOf2(Math.max(4, Math.ceil(Math.sqrt((this.joints.length * 2 + 1) * 4))));\r\n const device = getDevice();\r\n this._jointTexture.set(\r\n device.createTexture2D('rgba32f', textureWidth, textureWidth, {\r\n mipmapping: false,\r\n samplerOptions: {\r\n magFilter: 'nearest',\r\n minFilter: 'nearest'\r\n }\r\n })\r\n );\r\n this._jointMatrixArray = new Float32Array(textureWidth * textureWidth * 4);\r\n this._jointOffsets = this._jointMatrixArray.subarray(0, 2) as Float32Array<ArrayBuffer>;\r\n this._jointOffsets[0] = 0;\r\n this._jointOffsets[1] = 0;\r\n this._jointMatrices = Array.from({ length: this.joints.length * 2 }).map(() => new Matrix4x4());\r\n }\r\n private _syncJointMatrixArray() {\r\n for (let i = 0; i < this._jointMatrices.length; i++) {\r\n this._jointMatrixArray.set(this._jointMatrices[i], (i + 1) * 16);\r\n }\r\n }\r\n /**\r\n * Build representative skinned bounding data for a submesh.\r\n *\r\n * Strategy:\r\n * - For all vertices, compute their skinned position (using current ring buffer slot).\r\n * - Track the indices of the min/max extents along x, y, z (6 indices total).\r\n * - Store:\r\n * - The 6 representative positions in object space.\r\n * - Their 4 joint indices and weights (flattened).\r\n * - An empty BoundingBox to be filled during animation.\r\n *\r\n * @param meshData - Raw submesh attributes (positions, blend indices, weights).\r\n * @returns Skinned bounding box info used during per-frame updates.\r\n */\r\n getBoundingInfo(data: {\r\n positions: Float32Array;\r\n blendIndices: TypedArray;\r\n weights: TypedArray;\r\n influenceCount?: number;\r\n }) {\r\n const indices = [0, 0, 0, 0, 0, 0];\r\n let minx = Number.MAX_VALUE;\r\n let maxx = -Number.MAX_VALUE;\r\n let miny = Number.MAX_VALUE;\r\n let maxy = -Number.MAX_VALUE;\r\n let minz = Number.MAX_VALUE;\r\n let maxz = -Number.MAX_VALUE;\r\n const v = data.positions;\r\n const vert = new Vector3();\r\n const tmpV0 = new Vector3();\r\n const tmpV1 = new Vector3();\r\n const numVertices = Math.floor(v.length / 3);\r\n const influenceCount = Math.max(1, data.influenceCount ?? 4);\r\n for (let i = 0; i < numVertices; i++) {\r\n vert.setXYZ(v[i * 3], v[i * 3 + 1], v[i * 3 + 2]);\r\n tmpV0.setXYZ(0, 0, 0);\r\n const base = i * influenceCount;\r\n for (let j = 0; j < influenceCount; j++) {\r\n const weight = Number(data.weights[base + j]) || 0;\r\n if (weight <= 0) {\r\n continue;\r\n }\r\n const matrix =\r\n this._jointMatrices[(Number(data.blendIndices[base + j]) || 0) + this._jointOffsets[0] - 1];\r\n if (!matrix) {\r\n continue;\r\n }\r\n matrix.transformPointAffine(vert, tmpV1).scaleBy(weight);\r\n tmpV0.addBy(tmpV1);\r\n }\r\n if (tmpV0.x < minx) {\r\n minx = tmpV0.x;\r\n indices[0] = i;\r\n }\r\n if (tmpV0.x > maxx) {\r\n maxx = tmpV0.x;\r\n indices[1] = i;\r\n }\r\n if (tmpV0.y < miny) {\r\n miny = tmpV0.y;\r\n indices[2] = i;\r\n }\r\n if (tmpV0.y > maxy) {\r\n maxy = tmpV0.y;\r\n indices[3] = i;\r\n }\r\n if (tmpV0.z < minz) {\r\n minz = tmpV0.z;\r\n indices[4] = i;\r\n }\r\n if (tmpV0.z > maxz) {\r\n maxz = tmpV0.z;\r\n indices[5] = i;\r\n }\r\n }\r\n const info: SkinnedBoundingBox = {\r\n influenceCount,\r\n boundingVertexBlendIndices: new Float32Array(\r\n Array.from({ length: 6 * influenceCount }).map(\r\n (val, index) =>\r\n data.blendIndices[\r\n indices[Math.floor(index / influenceCount)] * influenceCount + (index % influenceCount)\r\n ]\r\n )\r\n ),\r\n boundingVertexJointWeights: new Float32Array(\r\n Array.from({ length: 6 * influenceCount }).map(\r\n (val, index) =>\r\n data.weights[\r\n indices[Math.floor(index / influenceCount)] * influenceCount + (index % influenceCount)\r\n ]\r\n )\r\n ),\r\n boundingVertices: Array.from({ length: 6 }).map(\r\n (val, index) =>\r\n new Vector3(\r\n data.positions[indices[index] * 3],\r\n data.positions[indices[index] * 3 + 1],\r\n data.positions[indices[index] * 3 + 2]\r\n )\r\n ),\r\n boundingBox: new BoundingBox()\r\n };\r\n return info;\r\n }\r\n /**\r\n * Skin all vertices into mesh-local space for the current skeleton pose.\r\n *\r\n * This is used by systems like cloth that need the animated mesh pose on CPU,\r\n * but render with GPU skinning disabled to avoid double deformation.\r\n *\r\n * @param positions - Bind-pose/object-space input positions, xyz packed.\r\n * @param blendIndices - 4 joint indices per vertex.\r\n * @param weights - 4 joint weights per vertex.\r\n * @param invWorldMatrix - Mesh inverse world matrix to convert skinned world positions back to mesh-local space.\r\n * @param out - Optional output array to reuse.\r\n * @returns The skinned mesh-local positions.\r\n * @internal\r\n */\r\n skinPositionsToLocal(\r\n positions: Float32Array<ArrayBuffer>,\r\n blendIndices: ArrayLike<number>,\r\n weights: ArrayLike<number>,\r\n invWorldMatrix: Matrix4x4,\r\n out?: Float32Array<ArrayBuffer>,\r\n influenceCount?: number\r\n ) {\r\n const result = out && out.length === positions.length ? out : new Float32Array(positions.length);\r\n const matrixOffset = this._jointOffsets[0] - 1;\r\n const effectiveInfluenceCount = Math.max(\r\n 1,\r\n influenceCount ??\r\n Math.max(1, Math.floor(weights.length / Math.max(1, Math.floor(positions.length / 3))))\r\n );\r\n for (let i = 0; i + 2 < positions.length; i += 3) {\r\n const vertexIndex = (i / 3) >> 0;\r\n const x = positions[i];\r\n const y = positions[i + 1];\r\n const z = positions[i + 2];\r\n let skinnedX = 0;\r\n let skinnedY = 0;\r\n let skinnedZ = 0;\r\n let weightSum = 0;\r\n const base = vertexIndex * effectiveInfluenceCount;\r\n for (let j = 0; j < effectiveInfluenceCount; j++) {\r\n const weight = Number(weights[base + j]) || 0;\r\n if (weight <= 0) {\r\n continue;\r\n }\r\n const jointIndex = (Number(blendIndices[base + j]) || 0) + matrixOffset;\r\n const matrix = this._jointMatrices[jointIndex];\r\n if (!matrix) {\r\n continue;\r\n }\r\n skinnedX += (matrix[0] * x + matrix[4] * y + matrix[8] * z + matrix[12]) * weight;\r\n skinnedY += (matrix[1] * x + matrix[5] * y + matrix[9] * z + matrix[13]) * weight;\r\n skinnedZ += (matrix[2] * x + matrix[6] * y + matrix[10] * z + matrix[14]) * weight;\r\n weightSum += weight;\r\n }\r\n if (weightSum <= 1e-6) {\r\n skinnedX = x;\r\n skinnedY = y;\r\n skinnedZ = z;\r\n }\r\n result[i] =\r\n invWorldMatrix[0] * skinnedX +\r\n invWorldMatrix[4] * skinnedY +\r\n invWorldMatrix[8] * skinnedZ +\r\n invWorldMatrix[12];\r\n result[i + 1] =\r\n invWorldMatrix[1] * skinnedX +\r\n invWorldMatrix[5] * skinnedY +\r\n invWorldMatrix[9] * skinnedZ +\r\n invWorldMatrix[13];\r\n result[i + 2] =\r\n invWorldMatrix[2] * skinnedX +\r\n invWorldMatrix[6] * skinnedY +\r\n invWorldMatrix[10] * skinnedZ +\r\n invWorldMatrix[14];\r\n }\r\n return result;\r\n }\r\n private static normalizeHumanoidJointName(name: string) {\r\n return name\r\n .slice(name.lastIndexOf(':') + 1)\r\n .replace(/([A-Z]+)([A-Z][a-z])/g, '$1 $2')\r\n .replace(/([a-z0-9])([A-Z])/g, '$1 $2')\r\n .replace(/([a-zA-Z])(\\d+)/g, '$1 $2')\r\n .replace(/(\\d+)([a-zA-Z])/g, '$1 $2')\r\n .replace(/[_:\\/\\\\.-]+/g, ' ')\r\n .replace(/[^a-zA-Z0-9]+/g, ' ')\r\n .toLowerCase()\r\n .replace(/\\bforearm\\b/g, 'fore arm')\r\n .replace(/\\bupperarm\\b/g, 'upper arm')\r\n .replace(/\\blowerarm\\b/g, 'lower arm')\r\n .replace(/\\bupleg\\b/g, 'up leg')\r\n .replace(/\\bupperleg\\b/g, 'upper leg')\r\n .replace(/\\blowerleg\\b/g, 'lower leg')\r\n .replace(/\\btoebase\\b/g, 'toe base')\r\n .replace(/\\bupperchest\\b/g, 'upper chest')\r\n .replace(/\\btoes\\b/g, 'toe')\r\n .replace(/\\blittle\\b/g, 'pinky')\r\n .replace(/\\bcollar\\b/g, 'clavicle')\r\n .replace(/\\s+/g, ' ')\r\n .trim();\r\n }\r\n private static getHumanoidJointNodeDepth<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n root: T,\r\n node: T\r\n ) {\r\n let depth = 0;\r\n let current: Nullable<T> = node;\r\n while (current && current !== root) {\r\n depth++;\r\n current = current.parent;\r\n }\r\n return depth;\r\n }\r\n private static collectHumanoidJointNodeInfos<\r\n T extends { name: string; parent: Nullable<T>; children: T[] }\r\n >(root: T): HumanoidJointNodeInfo<T>[] {\r\n const nodes: HumanoidJointNodeInfo<T>[] = [];\r\n this.iterateNode(root, (node) => {\r\n const normalizedName = this.normalizeHumanoidJointName(node.name || '');\r\n if (!normalizedName) {\r\n return false;\r\n }\r\n const tokens = normalizedName.split(' ').filter(Boolean);\r\n if (!tokens.length || tokens.some((token) => humanoidHelperJointTokens.has(token))) {\r\n return false;\r\n }\r\n nodes.push({\r\n node,\r\n depth: this.getHumanoidJointNodeDepth(root, node),\r\n tokens,\r\n tokenSet: new Set(tokens)\r\n });\r\n return false;\r\n });\r\n return nodes;\r\n }\r\n private static matchesHumanoidJointPattern<T extends { name: string; children: T[] }>(\r\n info: HumanoidJointNodeInfo<T>,\r\n pattern: HumanoidJointPattern\r\n ) {\r\n if (pattern.all?.some((token) => !info.tokenSet.has(token))) {\r\n return false;\r\n }\r\n if (pattern.any?.length && !pattern.any.some((token) => info.tokenSet.has(token))) {\r\n return false;\r\n }\r\n if (pattern.none?.some((token) => info.tokenSet.has(token))) {\r\n return false;\r\n }\r\n return true;\r\n }\r\n private static scoreHumanoidJointPattern<T extends { name: string; children: T[] }>(\r\n info: HumanoidJointNodeInfo<T>,\r\n pattern: HumanoidJointPattern,\r\n priority: number\r\n ) {\r\n const matchedTokens = new Set(pattern.all ?? []);\r\n for (const token of pattern.any ?? []) {\r\n if (info.tokenSet.has(token)) {\r\n matchedTokens.add(token);\r\n }\r\n }\r\n let extraTokenCount = 0;\r\n for (const token of info.tokens) {\r\n if (!matchedTokens.has(token)) {\r\n extraTokenCount++;\r\n }\r\n }\r\n return priority * 100000 + matchedTokens.size * 100 - extraTokenCount * 5 - info.depth;\r\n }\r\n private static collectHumanoidJointCandidates<T extends { name: string; children: T[] }>(\r\n nodes: HumanoidJointNodeInfo<T>[],\r\n patterns: HumanoidJointPattern[],\r\n used: Set<T>\r\n ): HumanoidJointMatchCandidate<T>[] {\r\n const candidates = new Map<T, number>();\r\n for (let index = 0; index < patterns.length; index++) {\r\n const pattern = patterns[index];\r\n const priority = patterns.length - index;\r\n for (const info of nodes) {\r\n if (used.has(info.node) || !this.matchesHumanoidJointPattern(info, pattern)) {\r\n continue;\r\n }\r\n const score = this.scoreHumanoidJointPattern(info, pattern, priority);\r\n const current = candidates.get(info.node);\r\n if (current === undefined || score > current) {\r\n candidates.set(info.node, score);\r\n }\r\n }\r\n }\r\n return Array.from(candidates, ([node, score]) => ({ node, score })).sort((a, b) => b.score - a.score);\r\n }\r\n private static findBestHumanoidJoint<T extends { name: string; children: T[] }>(\r\n nodes: HumanoidJointNodeInfo<T>[],\r\n patterns: HumanoidJointPattern[],\r\n used: Set<T>\r\n ) {\r\n return this.collectHumanoidJointCandidates(nodes, patterns, used)[0]?.node ?? null;\r\n }\r\n private static matchHumanoidJointProfile<T extends string, U extends { name: string; children: U[] }>(\r\n nodes: HumanoidJointNodeInfo<U>[],\r\n profile: HumanoidJointProfile<T>,\r\n used: Set<U>,\r\n optional?: Set<T>\r\n ): Partial<Record<T, U>> | null {\r\n const result = {} as Partial<Record<T, U>>;\r\n const reserved = new Set<U>();\r\n for (const joint of Object.keys(profile) as T[]) {\r\n const node = this.findBestHumanoidJoint(nodes, profile[joint], new Set<U>([...used, ...reserved]));\r\n if (!node) {\r\n if (optional?.has(joint)) {\r\n continue;\r\n }\r\n return null;\r\n }\r\n result[joint] = node;\r\n reserved.add(node);\r\n }\r\n for (const node of reserved) {\r\n used.add(node);\r\n }\r\n return result;\r\n }\r\n private static validateHumanoidBodyPartial<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n body: Partial<Record<HumanoidBodyRig, T>>\r\n ) {\r\n const validateAncestor = (ancestor: HumanoidBodyRig, descendant: HumanoidBodyRig) =>\r\n !body[ancestor] || !body[descendant] || this.isSameOrAncestor(body[ancestor]!, body[descendant]!);\r\n return (\r\n validateAncestor(HumanoidBodyRig.Hips, HumanoidBodyRig.Spine) &&\r\n validateAncestor(HumanoidBodyRig.Hips, HumanoidBodyRig.Neck) &&\r\n validateAncestor(HumanoidBodyRig.Hips, HumanoidBodyRig.LeftUpperLeg) &&\r\n validateAncestor(HumanoidBodyRig.Hips, HumanoidBodyRig.RightUpperLeg) &&\r\n validateAncestor(HumanoidBodyRig.Spine, HumanoidBodyRig.Chest) &&\r\n validateAncestor(HumanoidBodyRig.Spine, HumanoidBodyRig.UpperChest) &&\r\n validateAncestor(HumanoidBodyRig.Spine, HumanoidBodyRig.Neck) &&\r\n validateAncestor(HumanoidBodyRig.Spine, HumanoidBodyRig.Head) &&\r\n validateAncestor(HumanoidBodyRig.Spine, HumanoidBodyRig.LeftShoulder) &&\r\n validateAncestor(HumanoidBodyRig.Spine, HumanoidBodyRig.RightShoulder) &&\r\n validateAncestor(HumanoidBodyRig.Chest, HumanoidBodyRig.UpperChest) &&\r\n validateAncestor(HumanoidBodyRig.Chest, HumanoidBodyRig.Neck) &&\r\n validateAncestor(HumanoidBodyRig.Chest, HumanoidBodyRig.Head) &&\r\n validateAncestor(HumanoidBodyRig.Chest, HumanoidBodyRig.LeftShoulder) &&\r\n validateAncestor(HumanoidBodyRig.Chest, HumanoidBodyRig.RightShoulder) &&\r\n validateAncestor(HumanoidBodyRig.UpperChest, HumanoidBodyRig.Neck) &&\r\n validateAncestor(HumanoidBodyRig.UpperChest, HumanoidBodyRig.Head) &&\r\n validateAncestor(HumanoidBodyRig.UpperChest, HumanoidBodyRig.LeftShoulder) &&\r\n validateAncestor(HumanoidBodyRig.UpperChest, HumanoidBodyRig.RightShoulder) &&\r\n validateAncestor(HumanoidBodyRig.Neck, HumanoidBodyRig.Head) &&\r\n validateAncestor(HumanoidBodyRig.LeftShoulder, HumanoidBodyRig.LeftUpperArm) &&\r\n validateAncestor(HumanoidBodyRig.LeftUpperArm, HumanoidBodyRig.LeftLowerArm) &&\r\n validateAncestor(HumanoidBodyRig.LeftLowerArm, HumanoidBodyRig.LeftHand) &&\r\n validateAncestor(HumanoidBodyRig.RightShoulder, HumanoidBodyRig.RightUpperArm) &&\r\n validateAncestor(HumanoidBodyRig.RightUpperArm, HumanoidBodyRig.RightLowerArm) &&\r\n validateAncestor(HumanoidBodyRig.RightLowerArm, HumanoidBodyRig.RightHand) &&\r\n validateAncestor(HumanoidBodyRig.LeftUpperLeg, HumanoidBodyRig.LeftLowerLeg) &&\r\n validateAncestor(HumanoidBodyRig.LeftLowerLeg, HumanoidBodyRig.LeftFoot) &&\r\n validateAncestor(HumanoidBodyRig.LeftFoot, HumanoidBodyRig.LeftToes) &&\r\n validateAncestor(HumanoidBodyRig.RightUpperLeg, HumanoidBodyRig.RightLowerLeg) &&\r\n validateAncestor(HumanoidBodyRig.RightLowerLeg, HumanoidBodyRig.RightFoot) &&\r\n validateAncestor(HumanoidBodyRig.RightFoot, HumanoidBodyRig.RightToes)\r\n );\r\n }\r\n private static matchHumanoidBodyProfile<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n nodes: HumanoidJointNodeInfo<T>[],\r\n profile: HumanoidJointProfile<HumanoidBodyRig>,\r\n used: Set<T>,\r\n optional?: Set<HumanoidBodyRig>\r\n ): Partial<Record<HumanoidBodyRig, T>> | null {\r\n const joints = Object.keys(profile) as HumanoidBodyRig[];\r\n const candidates = new Map<HumanoidBodyRig, HumanoidJointMatchCandidate<T>[]>();\r\n for (const joint of joints) {\r\n candidates.set(joint, this.collectHumanoidJointCandidates(nodes, profile[joint], used));\r\n }\r\n const current = {} as Partial<Record<HumanoidBodyRig, T>>;\r\n const reserved = new Set<T>();\r\n let bestScore = Number.NEGATIVE_INFINITY;\r\n let bestResult: Partial<Record<HumanoidBodyRig, T>> | null = null;\r\n const search = (index: number, score: number) => {\r\n if (index >= joints.length) {\r\n if (score > bestScore) {\r\n bestScore = score;\r\n bestResult = { ...current };\r\n }\r\n return;\r\n }\r\n const joint = joints[index];\r\n let matched = false;\r\n for (const candidate of candidates.get(joint) ?? []) {\r\n if (reserved.has(candidate.node)) {\r\n continue;\r\n }\r\n current[joint] = candidate.node;\r\n reserved.add(candidate.node);\r\n if (this.validateHumanoidBodyPartial(current)) {\r\n matched = true;\r\n search(index + 1, score + candidate.score);\r\n }\r\n reserved.delete(candidate.node);\r\n delete current[joint];\r\n }\r\n if (optional?.has(joint)) {\r\n search(index + 1, score);\r\n } else if (!matched) {\r\n return;\r\n }\r\n };\r\n search(0, 0);\r\n if (!bestResult) {\r\n return null;\r\n }\r\n for (const node of Object.values(bestResult) as T[]) {\r\n used.add(node);\r\n }\r\n return bestResult;\r\n }\r\n private static getHumanoidIntermediateChain<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n ancestor: T,\r\n descendant: T\r\n ) {\r\n if (!this.isSameOrAncestor(ancestor, descendant)) {\r\n return null;\r\n }\r\n const chain: T[] = [];\r\n let current = descendant.parent;\r\n while (current && current !== ancestor) {\r\n chain.unshift(current);\r\n current = current.parent;\r\n }\r\n return chain;\r\n }\r\n private static completeHumanoidBody<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n body: Partial<Record<HumanoidBodyRig, T>>\r\n ): Record<HumanoidBodyRig, T> | null {\r\n const requiredJoints = [\r\n HumanoidBodyRig.Hips,\r\n HumanoidBodyRig.Spine,\r\n HumanoidBodyRig.Neck,\r\n HumanoidBodyRig.Head,\r\n HumanoidBodyRig.LeftShoulder,\r\n HumanoidBodyRig.LeftUpperArm,\r\n HumanoidBodyRig.LeftLowerArm,\r\n HumanoidBodyRig.LeftHand,\r\n HumanoidBodyRig.RightShoulder,\r\n HumanoidBodyRig.RightUpperArm,\r\n HumanoidBodyRig.RightLowerArm,\r\n HumanoidBodyRig.RightHand,\r\n HumanoidBodyRig.LeftUpperLeg,\r\n HumanoidBodyRig.LeftLowerLeg,\r\n HumanoidBodyRig.LeftFoot,\r\n HumanoidBodyRig.LeftToes,\r\n HumanoidBodyRig.RightUpperLeg,\r\n HumanoidBodyRig.RightLowerLeg,\r\n HumanoidBodyRig.RightFoot,\r\n HumanoidBodyRig.RightToes\r\n ];\r\n for (const joint of requiredJoints) {\r\n if (!body[joint]) {\r\n return null;\r\n }\r\n }\r\n const spine = body[HumanoidBodyRig.Spine]!;\r\n const neck = body[HumanoidBodyRig.Neck]!;\r\n let chest = body[HumanoidBodyRig.Chest];\r\n let upperChest = body[HumanoidBodyRig.UpperChest];\r\n if (!chest || !upperChest) {\r\n const spineChain = this.getHumanoidIntermediateChain(spine, neck);\r\n if (!spineChain || spineChain.length === 0) {\r\n chest ||= spine;\r\n upperChest ||= chest;\r\n } else if (spineChain.length === 1) {\r\n chest ||= spineChain[0];\r\n upperChest ||= chest;\r\n } else {\r\n chest ||= spineChain[0];\r\n upperChest ||= spineChain[spineChain.length - 1];\r\n }\r\n }\r\n if (!chest || !upperChest) {\r\n return null;\r\n }\r\n return {\r\n [HumanoidBodyRig.Hips]: body[HumanoidBodyRig.Hips]!,\r\n [HumanoidBodyRig.Spine]: spine,\r\n [HumanoidBodyRig.Chest]: chest,\r\n [HumanoidBodyRig.UpperChest]: upperChest,\r\n [HumanoidBodyRig.Neck]: neck,\r\n [HumanoidBodyRig.Head]: body[HumanoidBodyRig.Head]!,\r\n [HumanoidBodyRig.LeftShoulder]: body[HumanoidBodyRig.LeftShoulder]!,\r\n [HumanoidBodyRig.LeftUpperArm]: body[HumanoidBodyRig.LeftUpperArm]!,\r\n [HumanoidBodyRig.LeftLowerArm]: body[HumanoidBodyRig.LeftLowerArm]!,\r\n [HumanoidBodyRig.LeftHand]: body[HumanoidBodyRig.LeftHand]!,\r\n [HumanoidBodyRig.RightShoulder]: body[HumanoidBodyRig.RightShoulder]!,\r\n [HumanoidBodyRig.RightUpperArm]: body[HumanoidBodyRig.RightUpperArm]!,\r\n [HumanoidBodyRig.RightLowerArm]: body[HumanoidBodyRig.RightLowerArm]!,\r\n [HumanoidBodyRig.RightHand]: body[HumanoidBodyRig.RightHand]!,\r\n [HumanoidBodyRig.LeftUpperLeg]: body[HumanoidBodyRig.LeftUpperLeg]!,\r\n [HumanoidBodyRig.LeftLowerLeg]: body[HumanoidBodyRig.LeftLowerLeg]!,\r\n [HumanoidBodyRig.LeftFoot]: body[HumanoidBodyRig.LeftFoot]!,\r\n [HumanoidBodyRig.LeftToes]: body[HumanoidBodyRig.LeftToes]!,\r\n [HumanoidBodyRig.RightUpperLeg]: body[HumanoidBodyRig.RightUpperLeg]!,\r\n [HumanoidBodyRig.RightLowerLeg]: body[HumanoidBodyRig.RightLowerLeg]!,\r\n [HumanoidBodyRig.RightFoot]: body[HumanoidBodyRig.RightFoot]!,\r\n [HumanoidBodyRig.RightToes]: body[HumanoidBodyRig.RightToes]!\r\n };\r\n }\r\n private static completeHumanoidHand<T extends { name: string; children: T[] }>(\r\n hand: Partial<Record<HumanoidHandRig, T>>\r\n ): Record<HumanoidHandRig, T> | null {\r\n for (const joint of Object.values(HumanoidHandRig)) {\r\n if (!hand[joint]) {\r\n return null;\r\n }\r\n }\r\n return {\r\n [HumanoidHandRig.ThumbProximal]: hand[HumanoidHandRig.ThumbProximal]!,\r\n [HumanoidHandRig.ThumbIntermediate]: hand[HumanoidHandRig.ThumbIntermediate]!,\r\n [HumanoidHandRig.ThumbDistal]: hand[HumanoidHandRig.ThumbDistal]!,\r\n [HumanoidHandRig.IndexProximal]: hand[HumanoidHandRig.IndexProximal]!,\r\n [HumanoidHandRig.IndexIntermediate]: hand[HumanoidHandRig.IndexIntermediate]!,\r\n [HumanoidHandRig.IndexDistal]: hand[HumanoidHandRig.IndexDistal]!,\r\n [HumanoidHandRig.MiddleProximal]: hand[HumanoidHandRig.MiddleProximal]!,\r\n [HumanoidHandRig.MiddleIntermediate]: hand[HumanoidHandRig.MiddleIntermediate]!,\r\n [HumanoidHandRig.MiddleDistal]: hand[HumanoidHandRig.MiddleDistal]!,\r\n [HumanoidHandRig.RingProximal]: hand[HumanoidHandRig.RingProximal]!,\r\n [HumanoidHandRig.RingIntermediate]: hand[HumanoidHandRig.RingIntermediate]!,\r\n [HumanoidHandRig.RingDistal]: hand[HumanoidHandRig.RingDistal]!,\r\n [HumanoidHandRig.PinkyProximal]: hand[HumanoidHandRig.PinkyProximal]!,\r\n [HumanoidHandRig.PinkyIntermediate]: hand[HumanoidHandRig.PinkyIntermediate]!,\r\n [HumanoidHandRig.PinkyDistal]: hand[HumanoidHandRig.PinkyDistal]!\r\n };\r\n }\r\n private static tryExtractOptionalHumanoidHand<T extends { name: string; children: T[] }>(\r\n nodes: HumanoidJointNodeInfo<T>[],\r\n side: 'left' | 'right',\r\n used: Set<T>\r\n ): Record<HumanoidHandRig, T> | undefined {\r\n const handCandidates = this.matchHumanoidJointProfile(\r\n nodes,\r\n this.createCommonHumanoidHandProfile(side),\r\n used\r\n );\r\n if (!handCandidates) {\r\n return undefined;\r\n }\r\n return this.completeHumanoidHand(handCandidates) ?? undefined;\r\n }\r\n private static isSameOrAncestor<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n parent: T,\r\n child: T\r\n ) {\r\n return parent === child || this.isParentOf(parent, child);\r\n }\r\n private static validateHumanoidHandHierarchy<\r\n T extends { name: string; parent: Nullable<T>; children: T[] }\r\n >(hand: T, joints: Record<HumanoidHandRig, T>) {\r\n const chains: [HumanoidHandRig, HumanoidHandRig, HumanoidHandRig][] = [\r\n [HumanoidHandRig.ThumbProximal, HumanoidHandRig.ThumbIntermediate, HumanoidHandRig.ThumbDistal],\r\n [HumanoidHandRig.IndexProximal, HumanoidHandRig.IndexIntermediate, HumanoidHandRig.IndexDistal],\r\n [HumanoidHandRig.MiddleProximal, HumanoidHandRig.MiddleIntermediate, HumanoidHandRig.MiddleDistal],\r\n [HumanoidHandRig.RingProximal, HumanoidHandRig.RingIntermediate, HumanoidHandRig.RingDistal],\r\n [HumanoidHandRig.PinkyProximal, HumanoidHandRig.PinkyIntermediate, HumanoidHandRig.PinkyDistal]\r\n ];\r\n return chains.every(\r\n ([proximal, intermediate, distal]) =>\r\n this.isSameOrAncestor(hand, joints[proximal]) &&\r\n this.isSameOrAncestor(joints[proximal], joints[intermediate]) &&\r\n this.isSameOrAncestor(joints[intermediate], joints[distal])\r\n );\r\n }\r\n private static validateHumanoidJointExtraction<\r\n T extends { name: string; parent: Nullable<T>; children: T[] }\r\n >(result: HumanoidJointMapping<T>) {\r\n const body = result.body;\r\n return (\r\n this.isSameOrAncestor(body[HumanoidBodyRig.Hips], body[HumanoidBodyRig.Spine]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.Spine], body[HumanoidBodyRig.Chest]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.Chest], body[HumanoidBodyRig.UpperChest]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.UpperChest], body[HumanoidBodyRig.Neck]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.Neck], body[HumanoidBodyRig.Head]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.UpperChest], body[HumanoidBodyRig.LeftShoulder]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.LeftShoulder], body[HumanoidBodyRig.LeftUpperArm]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.LeftUpperArm], body[HumanoidBodyRig.LeftLowerArm]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.LeftLowerArm], body[HumanoidBodyRig.LeftHand]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.UpperChest], body[HumanoidBodyRig.RightShoulder]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.RightShoulder], body[HumanoidBodyRig.RightUpperArm]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.RightUpperArm], body[HumanoidBodyRig.RightLowerArm]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.RightLowerArm], body[HumanoidBodyRig.RightHand]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.Hips], body[HumanoidBodyRig.LeftUpperLeg]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.LeftUpperLeg], body[HumanoidBodyRig.LeftLowerLeg]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.LeftLowerLeg], body[HumanoidBodyRig.LeftFoot]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.LeftFoot], body[HumanoidBodyRig.LeftToes]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.Hips], body[HumanoidBodyRig.RightUpperLeg]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.RightUpperLeg], body[HumanoidBodyRig.RightLowerLeg]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.RightLowerLeg], body[HumanoidBodyRig.RightFoot]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.RightFoot], body[HumanoidBodyRig.RightToes]) &&\r\n (!result.leftHand ||\r\n this.validateHumanoidHandHierarchy(body[HumanoidBodyRig.LeftHand], result.leftHand)) &&\r\n (!result.rightHand ||\r\n this.validateHumanoidHandHierarchy(body[HumanoidBodyRig.RightHand], result.rightHand))\r\n );\r\n }\r\n private static createCommonHumanoidHandProfile(\r\n side: 'left' | 'right'\r\n ): HumanoidJointProfile<HumanoidHandRig> {\r\n return {\r\n [HumanoidHandRig.ThumbProximal]: sideJointPatterns(side, [\r\n { all: ['thumb', 'proximal'] },\r\n { all: ['thumb', '1'] },\r\n { all: ['finger', '0'] }\r\n ]),\r\n [HumanoidHandRig.ThumbIntermediate]: sideJointPatterns(side, [\r\n { all: ['thumb', 'intermediate'] },\r\n { all: ['thumb', '2'] },\r\n { all: ['finger', '01'] }\r\n ]),\r\n [HumanoidHandRig.ThumbDistal]: sideJointPatterns(side, [\r\n { all: ['thumb', 'distal'] },\r\n { all: ['thumb', '3'] },\r\n { all: ['finger', '02'] }\r\n ]),\r\n [HumanoidHandRig.IndexProximal]: sideJointPatterns(side, [\r\n { all: ['index', 'proximal'] },\r\n { all: ['index', '1'] },\r\n { all: ['finger', '1'] }\r\n ]),\r\n [HumanoidHandRig.IndexIntermediate]: sideJointPatterns(side, [\r\n { all: ['index', 'intermediate'] },\r\n { all: ['index', '2'] },\r\n { all: ['finger', '11'] }\r\n ]),\r\n [HumanoidHandRig.IndexDistal]: sideJointPatterns(side, [\r\n { all: ['index', 'distal'] },\r\n { all: ['index', '3'] },\r\n { all: ['finger', '12'] }\r\n ]),\r\n [HumanoidHandRig.MiddleProximal]: sideJointPatterns(side, [\r\n { all: ['middle', 'proximal'] },\r\n { all: ['middle', '1'] },\r\n { all: ['finger', '2'] }\r\n ]),\r\n [HumanoidHandRig.MiddleIntermediate]: sideJointPatterns(side, [\r\n { all: ['middle', 'intermediate'] },\r\n { all: ['middle', '2'] },\r\n { all: ['finger', '21'] }\r\n ]),\r\n [HumanoidHandRig.MiddleDistal]: sideJointPatterns(side, [\r\n { all: ['middle', 'distal'] },\r\n { all: ['middle', '3'] },\r\n { all: ['finger', '22'] }\r\n ]),\r\n [HumanoidHandRig.RingProximal]: sideJointPatterns(side, [\r\n { all: ['ring', 'proximal'] },\r\n { all: ['ring', '1'] },\r\n { all: ['finger', '3'] }\r\n ]),\r\n [HumanoidHandRig.RingIntermediate]: sideJointPatterns(side, [\r\n { all: ['ring', 'intermediate'] },\r\n { all: ['ring', '2'] },\r\n { all: ['finger', '31'] }\r\n ]),\r\n [HumanoidHandRig.RingDistal]: sideJointPatterns(side, [\r\n { all: ['ring', 'distal'] },\r\n { all: ['ring', '3'] },\r\n { all: ['finger', '32'] }\r\n ]),\r\n [HumanoidHandRig.PinkyProximal]: sideJointPatterns(side, [\r\n { all: ['pinky', 'proximal'] },\r\n { all: ['pinky', '1'] },\r\n { all: ['finger', '4'] }\r\n ]),\r\n [HumanoidHandRig.PinkyIntermediate]: sideJointPatterns(side, [\r\n { all: ['pinky', 'intermediate'] },\r\n { all: ['pinky', '2'] },\r\n { all: ['finger', '41'] }\r\n ]),\r\n [HumanoidHandRig.PinkyDistal]: sideJointPatterns(side, [\r\n { all: ['pinky', 'distal'] },\r\n { all: ['pinky', '3'] },\r\n { all: ['finger', '42'] }\r\n ])\r\n };\r\n }\r\n private static createStandardHumanoidBodyProfile(): HumanoidJointProfile<HumanoidBodyRig> {\r\n return {\r\n [HumanoidBodyRig.Hips]: [jointPattern(['hips']), jointPattern(['pelvis'])],\r\n [HumanoidBodyRig.Spine]: [jointPattern(['spine'], ['1', '2', '3', 'chest', 'upper'])],\r\n [HumanoidBodyRig.Chest]: [jointPattern(['chest'], ['upper']), jointPattern(['spine', '1'])],\r\n [HumanoidBodyRig.UpperChest]: [\r\n jointPattern(['upper', 'chest']),\r\n jointPattern(['spine', '2']),\r\n jointPattern(['spine', '3'])\r\n ],\r\n [HumanoidBodyRig.Neck]: [jointPattern(['neck'], ['1', '2'])],\r\n [HumanoidBodyRig.Head]: [jointPattern(['head'], ['top', 'end', 'nub'])],\r\n [HumanoidBodyRig.LeftShoulder]: sideJointPatterns('left', [\r\n { all: ['shoulder'] },\r\n { all: ['clavicle'] }\r\n ]),\r\n [HumanoidBodyRig.LeftUpperArm]: sideJointPatterns('left', [\r\n { all: ['upper', 'arm'], none: ['twist'] },\r\n { all: ['arm'], none: ['fore', 'lower', 'hand', 'twist', 'shoulder'] }\r\n ]),\r\n [HumanoidBodyRig.LeftLowerArm]: sideJointPatterns('left', [\r\n { all: ['lower', 'arm'], none: ['twist'] },\r\n { all: ['fore', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.LeftHand]: sideJointPatterns('left', [\r\n { all: ['hand'], none: ['thumb', 'index', 'middle', 'ring', 'pinky'] }\r\n ]),\r\n [HumanoidBodyRig.RightShoulder]: sideJointPatterns('right', [\r\n { all: ['shoulder'] },\r\n { all: ['clavicle'] }\r\n ]),\r\n [HumanoidBodyRig.RightUpperArm]: sideJointPatterns('right', [\r\n { all: ['upper', 'arm'], none: ['twist'] },\r\n { all: ['arm'], none: ['fore', 'lower', 'hand', 'twist', 'shoulder'] }\r\n ]),\r\n [HumanoidBodyRig.RightLowerArm]: sideJointPatterns('right', [\r\n { all: ['lower', 'arm'], none: ['twist'] },\r\n { all: ['fore', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.RightHand]: sideJointPatterns('right', [\r\n { all: ['hand'], none: ['thumb', 'index', 'middle', 'ring', 'pinky'] }\r\n ]),\r\n [HumanoidBodyRig.LeftUpperLeg]: sideJointPatterns('left', [\r\n { all: ['upper', 'leg'] },\r\n { all: ['up', 'leg'] },\r\n { all: ['thigh'] }\r\n ]),\r\n [HumanoidBodyRig.LeftLowerLeg]: sideJointPatterns('left', [\r\n { all: ['lower', 'leg'] },\r\n { all: ['leg'], none: ['upper', 'up', 'thigh', 'foot', 'toe'] },\r\n { all: ['calf'] },\r\n { all: ['shin'] }\r\n ]),\r\n [HumanoidBodyRig.LeftFoot]: sideJointPatterns('left', [{ all: ['foot'], none: ['toe'] }]),\r\n [HumanoidBodyRig.LeftToes]: sideJointPatterns('left', [\r\n { all: ['toe', 'base'] },\r\n { all: ['toe'], none: ['end'] }\r\n ]),\r\n [HumanoidBodyRig.RightUpperLeg]: sideJointPatterns('right', [\r\n { all: ['upper', 'leg'] },\r\n { all: ['up', 'leg'] },\r\n { all: ['thigh'] }\r\n ]),\r\n [HumanoidBodyRig.RightLowerLeg]: sideJointPatterns('right', [\r\n { all: ['lower', 'leg'] },\r\n { all: ['leg'], none: ['upper', 'up', 'thigh', 'foot', 'toe'] },\r\n { all: ['calf'] },\r\n { all: ['shin'] }\r\n ]),\r\n [HumanoidBodyRig.RightFoot]: sideJointPatterns('right', [{ all: ['foot'], none: ['toe'] }]),\r\n [HumanoidBodyRig.RightToes]: sideJointPatterns('right', [\r\n { all: ['toe', 'base'] },\r\n { all: ['toe'], none: ['end'] }\r\n ])\r\n };\r\n }\r\n private static createMixamoHumanoidBodyProfile(): HumanoidJointProfile<HumanoidBodyRig> {\r\n return {\r\n [HumanoidBodyRig.Hips]: [jointPattern(['hips'])],\r\n [HumanoidBodyRig.Spine]: [jointPattern(['spine'], ['1', '2', '3'])],\r\n [HumanoidBodyRig.Chest]: [jointPattern(['spine', '1']), jointPattern(['chest'], ['upper'])],\r\n [HumanoidBodyRig.UpperChest]: [\r\n jointPattern(['spine', '2']),\r\n jointPattern(['spine', '3']),\r\n jointPattern(['upper', 'chest'])\r\n ],\r\n [HumanoidBodyRig.Neck]: [jointPattern(['neck'], ['1', '2'])],\r\n [HumanoidBodyRig.Head]: [jointPattern(['head'], ['top', 'end', 'nub'])],\r\n [HumanoidBodyRig.LeftShoulder]: sideJointPatterns('left', [\r\n { all: ['shoulder'] },\r\n { all: ['clavicle'] }\r\n ]),\r\n [HumanoidBodyRig.LeftUpperArm]: sideJointPatterns('left', [\r\n { all: ['arm'], none: ['upper', 'fore', 'lower', 'hand', 'twist', 'shoulder'] },\r\n { all: ['upper', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.LeftLowerArm]: sideJointPatterns('left', [\r\n { all: ['fore', 'arm'], none: ['twist'] },\r\n { all: ['lower', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.LeftHand]: sideJointPatterns('left', [\r\n { all: ['hand'], none: ['thumb', 'index', 'middle', 'ring', 'pinky'] }\r\n ]),\r\n [HumanoidBodyRig.RightShoulder]: sideJointPatterns('right', [\r\n { all: ['shoulder'] },\r\n { all: ['clavicle'] }\r\n ]),\r\n [HumanoidBodyRig.RightUpperArm]: sideJointPatterns('right', [\r\n { all: ['arm'], none: ['upper', 'fore', 'lower', 'hand', 'twist', 'shoulder'] },\r\n { all: ['upper', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.RightLowerArm]: sideJointPatterns('right', [\r\n { all: ['fore', 'arm'], none: ['twist'] },\r\n { all: ['lower', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.RightHand]: sideJointPatterns('right', [\r\n { all: ['hand'], none: ['thumb', 'index', 'middle', 'ring', 'pinky'] }\r\n ]),\r\n [HumanoidBodyRig.LeftUpperLeg]: sideJointPatterns('left', [\r\n { all: ['up', 'leg'] },\r\n { all: ['upper', 'leg'] },\r\n { all: ['thigh'] }\r\n ]),\r\n [HumanoidBodyRig.LeftLowerLeg]: sideJointPatterns('left', [\r\n { all: ['leg'], none: ['upper', 'up', 'thigh', 'foot', 'toe'] },\r\n { all: ['lower', 'leg'] },\r\n { all: ['calf'] },\r\n { all: ['shin'] }\r\n ]),\r\n [HumanoidBodyRig.LeftFoot]: sideJointPatterns('left', [{ all: ['foot'], none: ['toe'] }]),\r\n [HumanoidBodyRig.LeftToes]: sideJointPatterns('left', [\r\n { all: ['toe', 'base'] },\r\n { all: ['toe'], none: ['end'] }\r\n ]),\r\n [HumanoidBodyRig.RightUpperLeg]: sideJointPatterns('right', [\r\n { all: ['up', 'leg'] },\r\n { all: ['upper', 'leg'] },\r\n { all: ['thigh'] }\r\n ]),\r\n [HumanoidBodyRig.RightLowerLeg]: sideJointPatterns('right', [\r\n { all: ['leg'], none: ['upper', 'up', 'thigh', 'foot', 'toe'] },\r\n { all: ['lower', 'leg'] },\r\n { all: ['calf'] },\r\n { all: ['shin'] }\r\n ]),\r\n [HumanoidBodyRig.RightFoot]: sideJointPatterns('right', [{ all: ['foot'], none: ['toe'] }]),\r\n [HumanoidBodyRig.RightToes]: sideJointPatterns('right', [\r\n { all: ['toe', 'base'] },\r\n { all: ['toe'], none: ['end'] }\r\n ])\r\n };\r\n }\r\n private static createBipedHumanoidBodyProfile(): HumanoidJointProfile<HumanoidBodyRig> {\r\n return {\r\n [HumanoidBodyRig.Hips]: [jointPattern(['pelvis']), jointPattern(['hips'])],\r\n [HumanoidBodyRig.Spine]: [jointPattern(['spine'], ['1', '2', '3'])],\r\n [HumanoidBodyRig.Chest]: [jointPattern(['spine', '1']), jointPattern(['chest'], ['upper'])],\r\n [HumanoidBodyRig.UpperChest]: [\r\n jointPattern(['spine', '2']),\r\n jointPattern(['spine', '3']),\r\n jointPattern(['upper', 'chest'])\r\n ],\r\n [HumanoidBodyRig.Neck]: [jointPattern(['neck'], ['1', '2'])],\r\n [HumanoidBodyRig.Head]: [jointPattern(['head'], ['top', 'end', 'nub'])],\r\n [HumanoidBodyRig.LeftShoulder]: sideJointPatterns('left', [\r\n { all: ['clavicle'] },\r\n { all: ['shoulder'] }\r\n ]),\r\n [HumanoidBodyRig.LeftUpperArm]: sideJointPatterns('left', [\r\n { all: ['upper', 'arm'], none: ['twist'] },\r\n { all: ['arm'], none: ['fore', 'lower', 'hand', 'twist', 'shoulder', 'clavicle'] }\r\n ]),\r\n [HumanoidBodyRig.LeftLowerArm]: sideJointPatterns('left', [\r\n { all: ['fore', 'arm'], none: ['twist'] },\r\n { all: ['lower', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.LeftHand]: sideJointPatterns('left', [\r\n { all: ['hand'], none: ['finger', 'thumb', 'index', 'middle', 'ring', 'pinky'] }\r\n ]),\r\n [HumanoidBodyRig.RightShoulder]: sideJointPatterns('right', [\r\n { all: ['clavicle'] },\r\n { all: ['shoulder'] }\r\n ]),\r\n [HumanoidBodyRig.RightUpperArm]: sideJointPatterns('right', [\r\n { all: ['upper', 'arm'], none: ['twist'] },\r\n { all: ['arm'], none: ['fore', 'lower', 'hand', 'twist', 'shoulder', 'clavicle'] }\r\n ]),\r\n [HumanoidBodyRig.RightLowerArm]: sideJointPatterns('right', [\r\n { all: ['fore', 'arm'], none: ['twist'] },\r\n { all: ['lower', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.RightHand]: sideJointPatterns('right', [\r\n { all: ['hand'], none: ['finger', 'thumb', 'index', 'middle', 'ring', 'pinky'] }\r\n ]),\r\n [HumanoidBodyRig.LeftUpperLeg]: sideJointPatterns('left', [\r\n { all: ['thigh'] },\r\n { all: ['upper', 'leg'] },\r\n { all: ['up', 'leg'] }\r\n ]),\r\n [HumanoidBodyRig.LeftLowerLeg]: sideJointPatterns('left', [\r\n { all: ['calf'] },\r\n { all: ['lower', 'leg'] },\r\n { all: ['leg'], none: ['upper', 'up', 'thigh', 'foot', 'toe'] }\r\n ]),\r\n [HumanoidBodyRig.LeftFoot]: sideJointPatterns('left', [{ all: ['foot'], none: ['toe'] }]),\r\n [HumanoidBodyRig.LeftToes]: sideJointPatterns('left', [\r\n { all: ['toe', '0'] },\r\n { all: ['toe'], none: ['end'] },\r\n { all: ['ball'] }\r\n ]),\r\n [HumanoidBodyRig.RightUpperLeg]: sideJointPatterns('right', [\r\n { all: ['thigh'] },\r\n { all: ['upper', 'leg'] },\r\n { all: ['up', 'leg'] }\r\n ]),\r\n [HumanoidBodyRig.RightLowerLeg]: sideJointPatterns('right', [\r\n { all: ['calf'] },\r\n { all: ['lower', 'leg'] },\r\n { all: ['leg'], none: ['upper', 'up', 'thigh', 'foot', 'toe'] }\r\n ]),\r\n [HumanoidBodyRig.RightFoot]: sideJointPatterns('right', [{ all: ['foot'], none: ['toe'] }]),\r\n [HumanoidBodyRig.RightToes]: sideJointPatterns('right', [\r\n { all: ['toe', '0'] },\r\n { all: ['toe'], none: ['end'] },\r\n { all: ['ball'] }\r\n ])\r\n };\r\n }\r\n private static isParentOf<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n parent: T,\r\n child: Nullable<T>\r\n ) {\r\n while (child && child !== parent) {\r\n child = child.parent!;\r\n }\r\n return child === parent;\r\n }\r\n\r\n private static iterateNode<T extends { name: string; children: T[] }>(\r\n root: T,\r\n callback: (node: T) => boolean\r\n ) {\r\n if (callback(root)) {\r\n return true;\r\n }\r\n for (const child of root.children) {\r\n if (this.iterateNode(child, callback)) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n private static tryExtractHumanoidJointsByBodyProfile<\r\n T extends { name: string; parent: Nullable<T>; children: T[] }\r\n >(root: T, bodyProfile: HumanoidJointProfile<HumanoidBodyRig>): HumanoidJointMapping<T> | null {\r\n const nodes = this.collectHumanoidJointNodeInfos(root);\r\n const used = new Set<T>();\r\n const bodyCandidates = this.matchHumanoidBodyProfile(\r\n nodes,\r\n bodyProfile,\r\n used,\r\n new Set<HumanoidBodyRig>([HumanoidBodyRig.Chest, HumanoidBodyRig.UpperChest])\r\n );\r\n if (!bodyCandidates) {\r\n return null;\r\n }\r\n const body = this.completeHumanoidBody(bodyCandidates);\r\n if (!body) {\r\n return null;\r\n }\r\n const leftHand = this.tryExtractOptionalHumanoidHand(nodes, 'left', used);\r\n const rightHand = this.tryExtractOptionalHumanoidHand(nodes, 'right', used);\r\n const result: HumanoidJointMapping<T> = {\r\n body,\r\n leftHand,\r\n rightHand\r\n };\r\n return this.validateHumanoidJointExtraction(result) ? result : null;\r\n }\r\n /**\r\n * Attempt to extract humanoid joint mappings from the skeleton's joints based on their names.\r\n *\r\n * This method looks for joints with names matching the standardized `HumanoidBodyRig` and `HumanoidHandRig` enums.\r\n * If a complete mapping is found, it returns an object containing the mapped joints for the body and hands.\r\n * If any required joint is missing, it returns `null`.\r\n *\r\n * This method tries to find the best match for humanoid rigs, designed to work with Mixamo, VRoid, Unity Humanoid,\r\n * Biped, and similar skeletons. It is not guaranteed to work with all models, and may require manual adjustments or\r\n * custom modifiers for non-standard rigs.\r\n *\r\n * @param root - The root scene node to search for humanoid joints.\r\n * @returns An object containing the mapped body and hand joints if a complete humanoid rig is detected, otherwise `null`.\r\n */\r\n static tryExtractHumanoidJoints<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n root: T\r\n ): HumanoidJointMapping<T> | null {\r\n return (\r\n this.tryExtractHumanoidJointsMixamo(root) ??\r\n this.tryExtractHumanoidJointsVRM(root) ??\r\n this.tryExtractHumanoidJointsUnityHumanoid(root) ??\r\n this.tryExtractHumanoidJointsBiped(root)\r\n );\r\n }\r\n static tryExtractHumanoidJointsMixamo<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n root: T\r\n ): HumanoidJointMapping<T> | null {\r\n return this.tryExtractHumanoidJointsByBodyProfile(root, this.createMixamoHumanoidBodyProfile());\r\n }\r\n static tryExtractHumanoidJointsVRM<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n root: T\r\n ): HumanoidJointMapping<T> | null {\r\n return this.tryExtractHumanoidJointsByBodyProfile(root, this.createStandardHumanoidBodyProfile());\r\n }\r\n static tryExtractHumanoidJointsUnityHumanoid<\r\n T extends { name: string; parent: Nullable<T>; children: T[] }\r\n >(root: T): HumanoidJointMapping<T> | null {\r\n return this.tryExtractHumanoidJointsByBodyProfile(root, this.createStandardHumanoidBodyProfile());\r\n }\r\n static tryExtractHumanoidJointsBiped<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n root: T\r\n ): HumanoidJointMapping<T> | null {\r\n return this.tryExtractHumanoidJointsByBodyProfile(root, this.createBipedHumanoidBodyProfile());\r\n }\r\n}\r\n\r\n/**\r\n * Legacy compatibility name for a skin binding.\r\n *\r\n * New code should use {@link SkeletonRig} for the shared animated rig and\r\n * {@link SkinBinding} for per-skin inverse bind matrices.\r\n *\r\n * @public\r\n */\r\nexport class Skeleton extends SkinBinding {\r\n constructor(joints: SceneNode[], inverseBindMatrices: Matrix4x4[], bindPose: SkeletonBindPose[]) {\r\n super(new SkeletonRig(joints, bindPose), inverseBindMatrices, joints);\r\n }\r\n\r\n static tryExtractHumanoidJoints = SkinBinding.tryExtractHumanoidJoints;\r\n static tryExtractHumanoidJointsMixamo = SkinBinding.tryExtractHumanoidJointsMixamo;\r\n static tryExtractHumanoidJointsVRM = SkinBinding.tryExtractHumanoidJointsVRM;\r\n static tryExtractHumanoidJointsUnityHumanoid = SkinBinding.tryExtractHumanoidJointsUnityHumanoid;\r\n static tryExtractHumanoidJointsBiped = SkinBinding.tryExtractHumanoidJointsBiped;\r\n static findSkeletonById(id: string) {\r\n return SkinBinding.findSkinBindingById(id);\r\n 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+ {"version":3,"file":"skeleton.js","sources":["../../src/animation/skeleton.ts"],"sourcesContent":["import { DRef, randomUUID, DWeakRef } from '@zephyr3d/base';\r\nimport type { Nullable, TypedArray } from '@zephyr3d/base';\r\nimport { Quaternion } from '@zephyr3d/base';\r\nimport { Disposable, Matrix4x4, Vector3, nextPowerOf2 } from '@zephyr3d/base';\r\nimport type { Texture2D } from '@zephyr3d/device';\r\nimport type { SceneNode } from '../scene/scene_node';\r\nimport { BoundingBox } from '../utility/bounding_volume';\r\nimport { getDevice } from '../app/api';\r\nimport type { SkeletonModifier } from './skeleton_modifier';\r\n\r\n/**\r\n * Standardized humanoid joint names for consistent skeleton mapping across models and animations.\r\n *\r\n * These names align with common conventions used in 3D modeling and animation tools, facilitating interoperability and reuse of assets.\r\n *\r\n * @public\r\n */\r\nexport enum HumanoidBodyRig {\r\n Hips = 'Hips',\r\n Spine = 'Spine',\r\n Chest = 'Chest',\r\n UpperChest = 'UpperChest',\r\n Neck = 'Neck',\r\n Head = 'Head',\r\n\r\n LeftShoulder = 'LeftShoulder',\r\n LeftUpperArm = 'LeftUpperArm',\r\n LeftLowerArm = 'LeftLowerArm',\r\n LeftHand = 'LeftHand',\r\n\r\n RightShoulder = 'RightShoulder',\r\n RightUpperArm = 'RightUpperArm',\r\n RightLowerArm = 'RightLowerArm',\r\n RightHand = 'RightHand',\r\n\r\n LeftUpperLeg = 'LeftUpperLeg',\r\n LeftLowerLeg = 'LeftLowerLeg',\r\n LeftFoot = 'LeftFoot',\r\n LeftToes = 'LeftToes',\r\n\r\n RightUpperLeg = 'RightUpperLeg',\r\n RightLowerLeg = 'RightLowerLeg',\r\n RightFoot = 'RightFoot',\r\n RightToes = 'RightToes'\r\n}\r\n\r\n/**\r\n * Standardized humanoid hand joint names for consistent skeleton mapping across models and animations.\r\n *\r\n * These names align with common conventions used in 3D modeling and animation tools, facilitating interoperability and reuse of assets.\r\n *\r\n * @public\r\n */\r\nexport enum HumanoidHandRig {\r\n ThumbProximal = 'ThumbProximal',\r\n ThumbIntermediate = 'ThumbIntermediate',\r\n ThumbDistal = 'ThumbDistal',\r\n IndexProximal = 'IndexProximal',\r\n IndexIntermediate = 'IndexIntermediate',\r\n IndexDistal = 'IndexDistal',\r\n MiddleProximal = 'MiddleProximal',\r\n MiddleIntermediate = 'MiddleIntermediate',\r\n MiddleDistal = 'MiddleDistal',\r\n RingProximal = 'RingProximal',\r\n RingIntermediate = 'RingIntermediate',\r\n RingDistal = 'RingDistal',\r\n PinkyProximal = 'PinkyProximal',\r\n PinkyIntermediate = 'PinkyIntermediate',\r\n PinkyDistal = 'PinkyDistal'\r\n}\r\n\r\n/**\r\n * Skinned bounding box information for a submesh.\r\n *\r\n * Used to compute animated AABB for skinned meshes.\r\n *\r\n * @public\r\n */\r\nexport interface SkinnedBoundingBox {\r\n /**\r\n * Number of influences stored per representative vertex.\r\n */\r\n influenceCount?: number;\r\n /**\r\n * Representative vertices used to bound a skinned mesh (extreme points along axes).\r\n */\r\n boundingVertices: Vector3[];\r\n /**\r\n * Joint indices for each representative vertex, flattened.\r\n */\r\n boundingVertexBlendIndices: Float32Array;\r\n /**\r\n * Corresponding joint weights for each representative vertex, flattened.\r\n * Layout matches `boundingVertexBlendIndices`.\r\n */\r\n boundingVertexJointWeights: Float32Array;\r\n /**\r\n * Computed axis-aligned bounding box in model space for the current pose.\r\n */\r\n boundingBox: BoundingBox;\r\n}\r\n\r\nconst tmpV0 = new Vector3();\r\nconst tmpV1 = new Vector3();\r\n\r\n/**\r\n * Humanoid joint mapping\r\n * @public\r\n */\r\nexport type HumanoidJointMapping<T extends { name: string; parent: Nullable<T>; children: T[] }> = {\r\n body: Record<HumanoidBodyRig, T>;\r\n leftHand?: Record<HumanoidHandRig, T>;\r\n rightHand?: Record<HumanoidHandRig, T>;\r\n};\r\n\r\n/** @public */\r\nexport type SkeletonBindPose = { rotation: Quaternion; scale: Vector3; position: Vector3 };\r\n\r\n/** @public */\r\nexport type SkeletonRigOptions = {\r\n rootJoint?: Nullable<SceneNode>;\r\n rootBindPose?: SkeletonBindPose;\r\n humanoidJointMapping?: Nullable<HumanoidJointMapping<SceneNode>>;\r\n /**\r\n * Optional humanoid retarget reference pose, ordered like `joints`.\r\n * When omitted, the rig bind pose is used as the retarget reference.\r\n */\r\n retargetPose?: Nullable<SkeletonBindPose[]>;\r\n};\r\n\r\ntype HumanoidJointPattern = {\r\n all?: string[];\r\n any?: string[];\r\n none?: string[];\r\n};\r\n\r\ntype HumanoidJointProfile<T extends string> = Record<T, HumanoidJointPattern[]>;\r\n\r\nconst humanoidHelperJointTokens = new Set(['end', 'nub', 'socket']);\r\n\r\ntype HumanoidJointNodeInfo<T extends { name: string; children: T[] }> = {\r\n node: T;\r\n depth: number;\r\n tokens: string[];\r\n tokenSet: Set<string>;\r\n};\r\n\r\ntype HumanoidJointMatchCandidate<T extends { name: string; children: T[] }> = {\r\n node: T;\r\n score: number;\r\n};\r\n\r\n/**\r\n * Shared joint rig for skeletal animation.\r\n *\r\n * A rig owns the animated joint nodes, bind pose, humanoid mapping and procedural\r\n * modifiers. Multiple skin bindings may reference the same rig with different\r\n * inverse bind matrices.\r\n *\r\n * @public\r\n */\r\nexport class SkeletonRig extends Disposable {\r\n private static readonly _registry: Map<string, DWeakRef<SkeletonRig>> = new Map();\r\n protected _id: string;\r\n protected _joints: SceneNode[];\r\n protected _bindPoseByJoint: Map<SceneNode, SkeletonBindPose>;\r\n protected _bindPose: SkeletonBindPose[];\r\n protected _retargetPoseByJoint: Nullable<Map<SceneNode, SkeletonBindPose>>;\r\n protected _retargetPose: Nullable<SkeletonBindPose[]>;\r\n protected _rootJoint: Nullable<SceneNode>;\r\n protected _rootBindPose: SkeletonBindPose;\r\n protected _playing: boolean;\r\n protected _modifiers: SkeletonModifier[];\r\n protected _humanoidJointMapping: Nullable<HumanoidJointMapping<SceneNode>>;\r\n protected _humanoidRootRotation: Quaternion;\r\n\r\n constructor(joints: SceneNode[], bindPose: SkeletonBindPose[], options?: SkeletonRigOptions) {\r\n super();\r\n this._id = randomUUID();\r\n this._joints = joints;\r\n this._bindPose = bindPose;\r\n this._bindPoseByJoint = new Map();\r\n for (let i = 0; i < joints.length; i++) {\r\n this._bindPoseByJoint.set(joints[i], bindPose[i]);\r\n }\r\n if (options?.retargetPose && options.retargetPose.length !== joints.length) {\r\n throw new Error('SkeletonRig(): retarget pose must contain one transform per joint');\r\n }\r\n this._retargetPose = options?.retargetPose ?? null;\r\n this._retargetPoseByJoint = this._retargetPose\r\n ? new Map(joints.map((joint, index) => [joint, this._retargetPose![index]]))\r\n : null;\r\n const skeletonRoot = this.findRootJoint(this._joints);\r\n this._rootJoint = options?.rootJoint ?? skeletonRoot;\r\n this._rootBindPose = options?.rootBindPose ?? this.getNodeBindPose(this._rootJoint);\r\n this._playing = false;\r\n this._modifiers = [];\r\n this.computeBindPose();\r\n this._humanoidJointMapping =\r\n options?.humanoidJointMapping !== undefined\r\n ? options.humanoidJointMapping\r\n : skeletonRoot\r\n ? Skeleton.tryExtractHumanoidJoints(skeletonRoot)\r\n : null;\r\n this._humanoidRootRotation = Quaternion.identity();\r\n const hips = this._humanoidJointMapping?.body[HumanoidBodyRig.Hips];\r\n if (hips) {\r\n let p = hips;\r\n while (this._joints.includes(p.parent!)) {\r\n Quaternion.multiply(p.parent!.rotation, this._humanoidRootRotation, this._humanoidRootRotation);\r\n p = p.parent!;\r\n }\r\n }\r\n SkeletonRig._registry.set(this._id, new DWeakRef(this));\r\n }\r\n\r\n static getRigKey(joints: SceneNode[], rootJoint?: Nullable<SceneNode>) {\r\n return [rootJoint?.persistentId ?? '', ...joints.map((joint) => joint.persistentId).sort()].join('|');\r\n }\r\n\r\n static findRigById(id: string) {\r\n const m = this._registry.get(id);\r\n if (m && !m.get()) {\r\n this._registry.delete(id);\r\n return null;\r\n }\r\n return m ? m.get() : null;\r\n }\r\n\r\n get persistentId() {\r\n return this._id;\r\n }\r\n\r\n set persistentId(val) {\r\n if (val !== this._id) {\r\n const m = SkeletonRig._registry.get(this._id);\r\n if (!m || m.get() !== this) {\r\n throw new Error('Registry skeleton rig mismatch');\r\n }\r\n SkeletonRig._registry.delete(this._id);\r\n this._id = val;\r\n SkeletonRig._registry.set(this._id, m);\r\n }\r\n }\r\n\r\n get joints() {\r\n return this._joints;\r\n }\r\n\r\n get bindPose() {\r\n return this._bindPose;\r\n }\r\n\r\n /** Effective humanoid retarget reference pose. */\r\n get retargetPose() {\r\n return this._retargetPose ?? this._bindPose;\r\n }\r\n\r\n /** Whether this rig has a reference pose that is distinct from its bind pose. */\r\n get hasRetargetPose() {\r\n return !!this._retargetPose;\r\n }\r\n\r\n get rootJoint(): Nullable<SceneNode> {\r\n return this._rootJoint;\r\n }\r\n\r\n set rootJoint(joint: Nullable<SceneNode>) {\r\n this._rootJoint = joint;\r\n this._rootBindPose = this.getNodeBindPose(joint);\r\n }\r\n\r\n get rootBindPose(): SkeletonBindPose {\r\n return this._rootBindPose;\r\n }\r\n\r\n getBindPoseForJoint(joint: SceneNode) {\r\n return this._bindPoseByJoint.get(joint) ?? null;\r\n }\r\n\r\n getRetargetPoseForJoint(joint: SceneNode) {\r\n return this._retargetPoseByJoint?.get(joint) ?? this.getBindPoseForJoint(joint);\r\n }\r\n\r\n get humanoidJointMapping(): Nullable<HumanoidJointMapping<SceneNode>> {\r\n return this._humanoidJointMapping;\r\n }\r\n\r\n get humanoidRootRotation(): Quaternion {\r\n return this._humanoidRootRotation;\r\n }\r\n\r\n get modifiers(): SkeletonModifier[] {\r\n return this._modifiers;\r\n }\r\n\r\n get playing() {\r\n return this._playing;\r\n }\r\n\r\n set playing(b: boolean) {\r\n this._playing = b;\r\n }\r\n\r\n getJointIndex(joint: SceneNode) {\r\n return this._joints.indexOf(joint);\r\n }\r\n\r\n getJointIndexByName(jointName: string) {\r\n return this._joints.findIndex((joint) => joint.name === jointName);\r\n }\r\n\r\n computeBindPose() {\r\n for (let i = 0; i < this._joints.length; i++) {\r\n const joint = this._joints[i];\r\n const bindpose = this._bindPose[i];\r\n joint.position.set(bindpose.position);\r\n joint.rotation.set(bindpose.rotation);\r\n joint.scale.set(bindpose.scale);\r\n }\r\n if (this._rootJoint && !this._bindPoseByJoint.has(this._rootJoint)) {\r\n this._rootJoint.position.set(this._rootBindPose.position);\r\n this._rootJoint.rotation.set(this._rootBindPose.rotation);\r\n this._rootJoint.scale.set(this._rootBindPose.scale);\r\n }\r\n }\r\n\r\n apply(deltaTime: number): void {\r\n for (const modifier of this._modifiers) {\r\n modifier.apply(this, deltaTime);\r\n }\r\n }\r\n\r\n reset() {\r\n this._playing = false;\r\n }\r\n\r\n protected onDispose() {\r\n super.onDispose();\r\n const m = SkeletonRig._registry.get(this._id);\r\n if (m?.get() === this) {\r\n SkeletonRig._registry.delete(this._id);\r\n m.dispose();\r\n }\r\n }\r\n\r\n private findRootJoint(joints: SceneNode[]) {\r\n let root: Nullable<SceneNode> = null;\r\n for (const joint of joints) {\r\n if (!root) {\r\n root = joint;\r\n }\r\n while (!root!.isParentOf(joint)) {\r\n root = root!.parent;\r\n }\r\n if (!root) {\r\n break;\r\n }\r\n }\r\n return root;\r\n }\r\n\r\n private getNodeBindPose(node: Nullable<SceneNode>): SkeletonBindPose {\r\n const bindPose = node ? this._bindPoseByJoint.get(node) : null;\r\n return bindPose\r\n ? {\r\n position: bindPose.position.clone(),\r\n rotation: bindPose.rotation.clone(),\r\n scale: bindPose.scale.clone()\r\n }\r\n : {\r\n position: node?.position.clone() ?? Vector3.zero(),\r\n rotation: node?.rotation.clone() ?? Quaternion.identity(),\r\n scale: node?.scale.clone() ?? Vector3.one()\r\n };\r\n }\r\n}\r\n\r\nfunction jointPattern(all: string[], none?: string[], any?: string[]): HumanoidJointPattern {\r\n return {\r\n all,\r\n any: any?.length ? any : undefined,\r\n none: none?.length ? none : undefined\r\n };\r\n}\r\n\r\nfunction sideJointPatterns(\r\n side: 'left' | 'right',\r\n patterns: Array<{ all: string[]; none?: string[]; any?: string[] }>\r\n): HumanoidJointPattern[] {\r\n const sideTokens = side === 'left' ? ['left', 'l'] : ['right', 'r'];\r\n return sideTokens.flatMap((sideToken) =>\r\n patterns.map((pattern) => ({\r\n all: [sideToken, ...pattern.all],\r\n any: pattern.any?.length ? [...pattern.any] : undefined,\r\n none: pattern.none?.length ? [...pattern.none] : undefined\r\n }))\r\n );\r\n}\r\n\r\n/**\r\n * Skin binding for skinned animation.\r\n *\r\n * Responsibilities:\r\n * - References a shared SkeletonRig.\r\n * - Maintains inverse bind and current skinning matrices for one skin.\r\n * - Provides a texture containing joint matrices for GPU skinning.\r\n * - Applies skinning state to associated meshes each frame.\r\n * - Computes animated axis-aligned bounding boxes using representative skinned vertices.\r\n *\r\n * Joint matrix texture layout:\r\n * - Texture format: `rgba32f`.\r\n * - Stored as a 2-layered ring buffer: current and previous joint transforms to support\r\n * temporal addressing if needed. Offsets are tracked in `_jointOffsets[0]` (current)\r\n * and `_jointOffsets[1]` (previous).\r\n *\r\n * Usage:\r\n * - Construct with a rig, bind data, meshes and submesh bounding info.\r\n * - Call `apply()` each frame to update joint texture, bind to meshes, and update bounds.\r\n * - Call `reset()` to clear skinning on meshes.\r\n *\r\n * @public\r\n */\r\nexport class SkinBinding extends Disposable {\r\n /** @internal Global weak registry keyed by persistentId for serialization/lookup. */\r\n private static readonly _registry: Map<string, DWeakRef<SkinBinding>> = new Map();\r\n /** @internal */\r\n protected _id: string;\r\n /** @internal */\r\n protected _rig: SkeletonRig;\r\n /** @internal */\r\n protected _joints: SceneNode[];\r\n /** @internal */\r\n protected _inverseBindMatrices: Matrix4x4[];\r\n /** @internal */\r\n protected _jointMatrices!: Matrix4x4[];\r\n /** @internal */\r\n protected _jointOffsets!: Float32Array<ArrayBuffer>;\r\n /** @internal */\r\n protected _jointMatrixArray!: Float32Array<ArrayBuffer>;\r\n /** @internal */\r\n protected _jointTexture: DRef<Texture2D>;\r\n /** @internal */\r\n protected _playing: boolean;\r\n /** @internal */\r\n protected _lastUpdateTime: number;\r\n /**\r\n * Create a skin binding instance.\r\n *\r\n * @param rig - Shared skeleton rig that owns animated joint transforms.\r\n * @param joints - Joint scene nodes (one per joint), ordered to match skin data.\r\n * @param inverseBindMatrices - Inverse bind matrices for each joint.\r\n * @param bindPoseMatrices - Bind pose matrices for each joint (model-space).\r\n */\r\n constructor(\r\n rig: SkeletonRig,\r\n inverseBindMatrices: Matrix4x4[],\r\n joints?: SceneNode[],\r\n bindPose?: SkeletonBindPose[]\r\n ) {\r\n super();\r\n this._id = randomUUID();\r\n this._rig = rig;\r\n this._joints = joints ?? rig.joints;\r\n this._inverseBindMatrices = inverseBindMatrices;\r\n this._jointTexture = new DRef();\r\n this._playing = false;\r\n this._lastUpdateTime = 0;\r\n if (bindPose && bindPose !== rig.bindPose) {\r\n // Legacy callers used Skeleton as both rig and binding. Keep the old bind\r\n // pose visible by replacing the rig pose only when explicitly supplied.\r\n this._rig = new SkeletonRig(rig.joints, bindPose, {\r\n rootJoint: rig.rootJoint,\r\n rootBindPose: rig.rootBindPose,\r\n humanoidJointMapping: rig.humanoidJointMapping,\r\n retargetPose: rig.hasRetargetPose ? rig.retargetPose : null\r\n });\r\n }\r\n this.updateJointMatrices();\r\n SkinBinding._registry.set(this._id, new DWeakRef(this));\r\n }\r\n /**\r\n * Lookup a skeleton from the global registry by persistent id.\r\n *\r\n * @param id - The persistent UUID to search for.\r\n * @returns The skeleton if alive, otherwise `null`.\r\n * @internal\r\n */\r\n static findSkinBindingById(id: string) {\r\n const m = this._registry.get(id);\r\n if (m && !m.get()) {\r\n this._registry.delete(id);\r\n return null;\r\n }\r\n return m ? m.get() : null;\r\n }\r\n static findSkeletonById(id: string) {\r\n return this.findSkinBindingById(id);\r\n }\r\n get rig() {\r\n return this._rig;\r\n }\r\n /** Gets joint nodes */\r\n get joints() {\r\n return this._joints;\r\n }\r\n /** Gets the humanoid joint mapping */\r\n get humanoidJointMapping(): Nullable<HumanoidJointMapping<SceneNode>> {\r\n return this._rig.humanoidJointMapping;\r\n }\r\n /** Root rotation of humanoid hips bone */\r\n get humanoidRootRotation(): Quaternion {\r\n return this._rig.humanoidRootRotation;\r\n }\r\n /** @internal */\r\n get inverseBindMatrices() {\r\n return this._inverseBindMatrices;\r\n }\r\n /** @internal */\r\n get bindPose() {\r\n return this._joints.map((joint) => this._rig.getBindPoseForJoint(joint)!);\r\n }\r\n get playing() {\r\n return this._playing;\r\n }\r\n set playing(b: boolean) {\r\n this._playing = b;\r\n }\r\n get persistentId() {\r\n return this._id;\r\n }\r\n set persistentId(val) {\r\n if (val !== this._id) {\r\n const m = SkinBinding._registry.get(this._id);\r\n if (!m || m.get() !== this) {\r\n throw new Error('Registry skin binding mismatch');\r\n }\r\n SkinBinding._registry.delete(this._id);\r\n this._id = val;\r\n SkinBinding._registry.set(this._id, m);\r\n }\r\n }\r\n /**\r\n * Texture containing joint matrices for GPU skinning.\r\n *\r\n * Each matrix is stored in 4 texels (one row per texel, RGBA = 4 floats).\r\n */\r\n get jointTexture() {\r\n return this._jointTexture.get()!;\r\n }\r\n /**\r\n * Get joint index by joint node\r\n * @param joint - joint node\r\n * @returns The index of the joint\r\n */\r\n getJointIndex(joint: SceneNode) {\r\n return this._joints.indexOf(joint);\r\n }\r\n /**\r\n * Get joint index by joint name\r\n * @param jointName - joint name\r\n * @returns The index of the joint\r\n */\r\n getJointIndexByName(jointName: string) {\r\n return this._joints.findIndex((joint) => joint.name === jointName);\r\n }\r\n /**\r\n * Update joint matrices from either provided transforms or the joints' world matrices.\r\n *\r\n * - Lazily creates the joint texture and its backing arrays on first call.\r\n * - Advances the ring buffer offset in `_jointOffsets` to write a new \"current\" set.\r\n * - For each joint:\r\n * - Optionally premultiplies by `worldMatrix` (to transform into model space).\r\n * - Computes skinning matrix: ( M_\\{skin\\} = M_\\{joint\\} \\\\times M_\\{inverseBind\\} ).\r\n *\r\n * Note: This method only writes into the CPU-side array; callers like `computeJoints()`\r\n * update the GPU texture.\r\n *\r\n * @param jointTransforms - Optional per-joint transforms to use instead of node world matrices.\r\n * @param worldMatrix - Optional world-to-model transform applied before inverse bind.\r\n * @internal\r\n */\r\n updateJointMatrices() {\r\n if (!this._jointTexture.get()) {\r\n this._createJointTexture();\r\n }\r\n if (this._jointOffsets[0] === 0) {\r\n this._jointOffsets[0] = 1;\r\n this._jointOffsets[1] = 1;\r\n } else {\r\n this._jointOffsets[1] = this._jointOffsets[0];\r\n this._jointOffsets[0] = this.joints.length - this._jointOffsets[0] + 2;\r\n }\r\n for (let i = 0; i < this.joints.length; i++) {\r\n Matrix4x4.multiply(\r\n this.joints[i].worldMatrix,\r\n this._inverseBindMatrices[i],\r\n this._jointMatrices[i + this._jointOffsets[0] - 1]\r\n );\r\n }\r\n }\r\n /**\r\n * Reset skeleton to bind pose\r\n *\r\n * @internal\r\n */\r\n computeBindPose() {\r\n this._rig.computeBindPose();\r\n }\r\n /**\r\n * Compute current joint matrices from the nodes and upload them to the joint texture.\r\n *\r\n * @internal\r\n */\r\n apply() {\r\n this.updateJointMatrices();\r\n const tex = this.jointTexture;\r\n this._syncJointMatrixArray();\r\n tex.update(this._jointMatrixArray, 0, 0, tex.width, tex.height);\r\n }\r\n /**\r\n * Apply all enabled modifiers.\r\n *\r\n * Modifiers are applied after the base animation/bind pose layer,\r\n * allowing procedural modifications like IK, spring physics, or manual overrides.\r\n *\r\n * @param deltaTime - Time elapsed since last frame (in seconds)\r\n * @internal\r\n */\r\n protected applyModifiers(deltaTime: number): void {\r\n this._rig.apply(deltaTime);\r\n }\r\n /**\r\n * Get all modifiers attached to this skeleton.\r\n *\r\n * @public\r\n */\r\n get modifiers(): SkeletonModifier[] {\r\n return this._rig.modifiers;\r\n }\r\n /**\r\n * Reset all meshes to an unskinned state and clear animated bounds.\r\n *\r\n * @internal\r\n */\r\n reset() {\r\n //this.updateJointMatrices(this._bindPoseMatrices);\r\n this._playing = false;\r\n }\r\n /**\r\n * Compute the animated bounding box for a single mesh using its representative vertices.\r\n *\r\n * For each representative vertex:\r\n * - Blends the vertex by up to 4 joint matrices using provided weights.\r\n * - Transforms to the mesh's local space using `invWorldMatrix`.\r\n * - Expands the bounding box.\r\n *\r\n * @param info - Precomputed bounding data (representative vertices, indices, weights).\r\n * @param invWorldMatrix - Mesh inverse world matrix to convert to model/local space.\r\n * @internal\r\n */\r\n computeBoundingBox(info: SkinnedBoundingBox, invWorldMatrix: Matrix4x4) {\r\n info.boundingBox.beginExtend();\r\n const influenceCount = Math.max(1, info.influenceCount ?? 4);\r\n for (let i = 0; i < info.boundingVertices.length; i++) {\r\n tmpV0.setXYZ(0, 0, 0);\r\n const base = i * influenceCount;\r\n for (let j = 0; j < influenceCount; j++) {\r\n const weight = Number(info.boundingVertexJointWeights[base + j]) || 0;\r\n if (weight <= 0) {\r\n continue;\r\n }\r\n const matrix =\r\n this._jointMatrices[\r\n (Number(info.boundingVertexBlendIndices[base + j]) || 0) + this._jointOffsets[0] - 1\r\n ];\r\n if (!matrix) {\r\n continue;\r\n }\r\n matrix.transformPointAffine(info.boundingVertices[i], tmpV1).scaleBy(weight);\r\n tmpV0.addBy(tmpV1);\r\n }\r\n invWorldMatrix.transformPointAffine(tmpV0, tmpV0);\r\n info.boundingBox.extend(tmpV0);\r\n }\r\n }\r\n /**\r\n * Dispose GPU resources and references held by the skeleton.\r\n *\r\n * - Disposes the joint texture.\r\n * - Clears matrix arrays and joint references.\r\n */\r\n protected onDispose() {\r\n super.onDispose();\r\n this._jointTexture.dispose();\r\n const m = SkinBinding._registry.get(this._id);\r\n if (m?.get() === this) {\r\n SkinBinding._registry.delete(this._id);\r\n m.dispose();\r\n }\r\n }\r\n /**\r\n * Initialize joint texture and CPU-side matrix storage.\r\n *\r\n * Layout details:\r\n * - Texture size is the next power-of-two able to contain all matrices plus two offset texels.\r\n * - `_jointMatrixArray` holds:\r\n * - First 2 vec4s: ring buffer offsets `[current, previous, 0, 0]`.\r\n * - Followed by 2×N matrices (current and previous), each as 16 floats.\r\n * - `_jointMatrices` is a view into `_jointMatrixArray` providing Matrix4x4 objects per slot.\r\n *\r\n * @internal\r\n */\r\n private _createJointTexture() {\r\n const textureWidth = nextPowerOf2(Math.max(4, Math.ceil(Math.sqrt((this.joints.length * 2 + 1) * 4))));\r\n const device = getDevice();\r\n this._jointTexture.set(\r\n device.createTexture2D('rgba32f', textureWidth, textureWidth, {\r\n mipmapping: false,\r\n samplerOptions: {\r\n magFilter: 'nearest',\r\n minFilter: 'nearest'\r\n }\r\n })\r\n );\r\n this._jointMatrixArray = new Float32Array(textureWidth * textureWidth * 4);\r\n this._jointOffsets = this._jointMatrixArray.subarray(0, 2) as Float32Array<ArrayBuffer>;\r\n this._jointOffsets[0] = 0;\r\n this._jointOffsets[1] = 0;\r\n this._jointMatrices = Array.from({ length: this.joints.length * 2 }).map(() => new Matrix4x4());\r\n }\r\n private _syncJointMatrixArray() {\r\n for (let i = 0; i < this._jointMatrices.length; i++) {\r\n this._jointMatrixArray.set(this._jointMatrices[i], (i + 1) * 16);\r\n }\r\n }\r\n /**\r\n * Build representative skinned bounding data for a submesh.\r\n *\r\n * Strategy:\r\n * - For all vertices, compute their skinned position (using current ring buffer slot).\r\n * - Track the indices of the min/max extents along x, y, z (6 indices total).\r\n * - Store:\r\n * - The 6 representative positions in object space.\r\n * - Their 4 joint indices and weights (flattened).\r\n * - An empty BoundingBox to be filled during animation.\r\n *\r\n * @param meshData - Raw submesh attributes (positions, blend indices, weights).\r\n * @returns Skinned bounding box info used during per-frame updates.\r\n */\r\n getBoundingInfo(data: {\r\n positions: Float32Array;\r\n blendIndices: TypedArray;\r\n weights: TypedArray;\r\n influenceCount?: number;\r\n }) {\r\n const indices = [0, 0, 0, 0, 0, 0];\r\n let minx = Number.MAX_VALUE;\r\n let maxx = -Number.MAX_VALUE;\r\n let miny = Number.MAX_VALUE;\r\n let maxy = -Number.MAX_VALUE;\r\n let minz = Number.MAX_VALUE;\r\n let maxz = -Number.MAX_VALUE;\r\n const v = data.positions;\r\n const vert = new Vector3();\r\n const tmpV0 = new Vector3();\r\n const tmpV1 = new Vector3();\r\n const numVertices = Math.floor(v.length / 3);\r\n const influenceCount = Math.max(1, data.influenceCount ?? 4);\r\n for (let i = 0; i < numVertices; i++) {\r\n vert.setXYZ(v[i * 3], v[i * 3 + 1], v[i * 3 + 2]);\r\n tmpV0.setXYZ(0, 0, 0);\r\n const base = i * influenceCount;\r\n for (let j = 0; j < influenceCount; j++) {\r\n const weight = Number(data.weights[base + j]) || 0;\r\n if (weight <= 0) {\r\n continue;\r\n }\r\n const matrix =\r\n this._jointMatrices[(Number(data.blendIndices[base + j]) || 0) + this._jointOffsets[0] - 1];\r\n if (!matrix) {\r\n continue;\r\n }\r\n matrix.transformPointAffine(vert, tmpV1).scaleBy(weight);\r\n tmpV0.addBy(tmpV1);\r\n }\r\n if (tmpV0.x < minx) {\r\n minx = tmpV0.x;\r\n indices[0] = i;\r\n }\r\n if (tmpV0.x > maxx) {\r\n maxx = tmpV0.x;\r\n indices[1] = i;\r\n }\r\n if (tmpV0.y < miny) {\r\n miny = tmpV0.y;\r\n indices[2] = i;\r\n }\r\n if (tmpV0.y > maxy) {\r\n maxy = tmpV0.y;\r\n indices[3] = i;\r\n }\r\n if (tmpV0.z < minz) {\r\n minz = tmpV0.z;\r\n indices[4] = i;\r\n }\r\n if (tmpV0.z > maxz) {\r\n maxz = tmpV0.z;\r\n indices[5] = i;\r\n }\r\n }\r\n const info: SkinnedBoundingBox = {\r\n influenceCount,\r\n boundingVertexBlendIndices: new Float32Array(\r\n Array.from({ length: 6 * influenceCount }).map(\r\n (val, index) =>\r\n data.blendIndices[\r\n indices[Math.floor(index / influenceCount)] * influenceCount + (index % influenceCount)\r\n ]\r\n )\r\n ),\r\n boundingVertexJointWeights: new Float32Array(\r\n Array.from({ length: 6 * influenceCount }).map(\r\n (val, index) =>\r\n data.weights[\r\n indices[Math.floor(index / influenceCount)] * influenceCount + (index % influenceCount)\r\n ]\r\n )\r\n ),\r\n boundingVertices: Array.from({ length: 6 }).map(\r\n (val, index) =>\r\n new Vector3(\r\n data.positions[indices[index] * 3],\r\n data.positions[indices[index] * 3 + 1],\r\n data.positions[indices[index] * 3 + 2]\r\n )\r\n ),\r\n boundingBox: new BoundingBox()\r\n };\r\n return info;\r\n }\r\n /**\r\n * Skin all vertices into mesh-local space for the current skeleton pose.\r\n *\r\n * This is used by systems like cloth that need the animated mesh pose on CPU,\r\n * but render with GPU skinning disabled to avoid double deformation.\r\n *\r\n * @param positions - Bind-pose/object-space input positions, xyz packed.\r\n * @param blendIndices - 4 joint indices per vertex.\r\n * @param weights - 4 joint weights per vertex.\r\n * @param invWorldMatrix - Mesh inverse world matrix to convert skinned world positions back to mesh-local space.\r\n * @param out - Optional output array to reuse.\r\n * @returns The skinned mesh-local positions.\r\n * @internal\r\n */\r\n skinPositionsToLocal(\r\n positions: Float32Array<ArrayBuffer>,\r\n blendIndices: ArrayLike<number>,\r\n weights: ArrayLike<number>,\r\n invWorldMatrix: Matrix4x4,\r\n out?: Float32Array<ArrayBuffer>,\r\n influenceCount?: number\r\n ) {\r\n const result = out && out.length === positions.length ? out : new Float32Array(positions.length);\r\n const matrixOffset = this._jointOffsets[0] - 1;\r\n const effectiveInfluenceCount = Math.max(\r\n 1,\r\n influenceCount ??\r\n Math.max(1, Math.floor(weights.length / Math.max(1, Math.floor(positions.length / 3))))\r\n );\r\n for (let i = 0; i + 2 < positions.length; i += 3) {\r\n const vertexIndex = (i / 3) >> 0;\r\n const x = positions[i];\r\n const y = positions[i + 1];\r\n const z = positions[i + 2];\r\n let skinnedX = 0;\r\n let skinnedY = 0;\r\n let skinnedZ = 0;\r\n let weightSum = 0;\r\n const base = vertexIndex * effectiveInfluenceCount;\r\n for (let j = 0; j < effectiveInfluenceCount; j++) {\r\n const weight = Number(weights[base + j]) || 0;\r\n if (weight <= 0) {\r\n continue;\r\n }\r\n const jointIndex = (Number(blendIndices[base + j]) || 0) + matrixOffset;\r\n const matrix = this._jointMatrices[jointIndex];\r\n if (!matrix) {\r\n continue;\r\n }\r\n skinnedX += (matrix[0] * x + matrix[4] * y + matrix[8] * z + matrix[12]) * weight;\r\n skinnedY += (matrix[1] * x + matrix[5] * y + matrix[9] * z + matrix[13]) * weight;\r\n skinnedZ += (matrix[2] * x + matrix[6] * y + matrix[10] * z + matrix[14]) * weight;\r\n weightSum += weight;\r\n }\r\n if (weightSum <= 1e-6) {\r\n skinnedX = x;\r\n skinnedY = y;\r\n skinnedZ = z;\r\n }\r\n result[i] =\r\n invWorldMatrix[0] * skinnedX +\r\n invWorldMatrix[4] * skinnedY +\r\n invWorldMatrix[8] * skinnedZ +\r\n invWorldMatrix[12];\r\n result[i + 1] =\r\n invWorldMatrix[1] * skinnedX +\r\n invWorldMatrix[5] * skinnedY +\r\n invWorldMatrix[9] * skinnedZ +\r\n invWorldMatrix[13];\r\n result[i + 2] =\r\n invWorldMatrix[2] * skinnedX +\r\n invWorldMatrix[6] * skinnedY +\r\n invWorldMatrix[10] * skinnedZ +\r\n invWorldMatrix[14];\r\n }\r\n return result;\r\n }\r\n private static normalizeHumanoidJointName(name: string) {\r\n return name\r\n .slice(name.lastIndexOf(':') + 1)\r\n .replace(/([A-Z]+)([A-Z][a-z])/g, '$1 $2')\r\n .replace(/([a-z0-9])([A-Z])/g, '$1 $2')\r\n .replace(/([a-zA-Z])(\\d+)/g, '$1 $2')\r\n .replace(/(\\d+)([a-zA-Z])/g, '$1 $2')\r\n .replace(/[_:\\/\\\\.-]+/g, ' ')\r\n .replace(/[^a-zA-Z0-9]+/g, ' ')\r\n .toLowerCase()\r\n .replace(/\\bforearm\\b/g, 'fore arm')\r\n .replace(/\\bupperarm\\b/g, 'upper arm')\r\n .replace(/\\blowerarm\\b/g, 'lower arm')\r\n .replace(/\\bupleg\\b/g, 'up leg')\r\n .replace(/\\bupperleg\\b/g, 'upper leg')\r\n .replace(/\\blowerleg\\b/g, 'lower leg')\r\n .replace(/\\btoebase\\b/g, 'toe base')\r\n .replace(/\\bupperchest\\b/g, 'upper chest')\r\n .replace(/\\btoes\\b/g, 'toe')\r\n .replace(/\\blittle\\b/g, 'pinky')\r\n .replace(/\\bcollar\\b/g, 'clavicle')\r\n .replace(/\\s+/g, ' ')\r\n .trim();\r\n }\r\n private static getHumanoidJointNodeDepth<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n root: T,\r\n node: T\r\n ) {\r\n let depth = 0;\r\n let current: Nullable<T> = node;\r\n while (current && current !== root) {\r\n depth++;\r\n current = current.parent;\r\n }\r\n return depth;\r\n }\r\n private static collectHumanoidJointNodeInfos<\r\n T extends { name: string; parent: Nullable<T>; children: T[] }\r\n >(root: T): HumanoidJointNodeInfo<T>[] {\r\n const nodes: HumanoidJointNodeInfo<T>[] = [];\r\n this.iterateNode(root, (node) => {\r\n const normalizedName = this.normalizeHumanoidJointName(node.name || '');\r\n if (!normalizedName) {\r\n return false;\r\n }\r\n const tokens = normalizedName.split(' ').filter(Boolean);\r\n if (!tokens.length || tokens.some((token) => humanoidHelperJointTokens.has(token))) {\r\n return false;\r\n }\r\n nodes.push({\r\n node,\r\n depth: this.getHumanoidJointNodeDepth(root, node),\r\n tokens,\r\n tokenSet: new Set(tokens)\r\n });\r\n return false;\r\n });\r\n return nodes;\r\n }\r\n private static matchesHumanoidJointPattern<T extends { name: string; children: T[] }>(\r\n info: HumanoidJointNodeInfo<T>,\r\n pattern: HumanoidJointPattern\r\n ) {\r\n if (pattern.all?.some((token) => !info.tokenSet.has(token))) {\r\n return false;\r\n }\r\n if (pattern.any?.length && !pattern.any.some((token) => info.tokenSet.has(token))) {\r\n return false;\r\n }\r\n if (pattern.none?.some((token) => info.tokenSet.has(token))) {\r\n return false;\r\n }\r\n return true;\r\n }\r\n private static scoreHumanoidJointPattern<T extends { name: string; children: T[] }>(\r\n info: HumanoidJointNodeInfo<T>,\r\n pattern: HumanoidJointPattern,\r\n priority: number\r\n ) {\r\n const matchedTokens = new Set(pattern.all ?? []);\r\n for (const token of pattern.any ?? []) {\r\n if (info.tokenSet.has(token)) {\r\n matchedTokens.add(token);\r\n }\r\n }\r\n let extraTokenCount = 0;\r\n for (const token of info.tokens) {\r\n if (!matchedTokens.has(token)) {\r\n extraTokenCount++;\r\n }\r\n }\r\n return priority * 100000 + matchedTokens.size * 100 - extraTokenCount * 5 - info.depth;\r\n }\r\n private static collectHumanoidJointCandidates<T extends { name: string; children: T[] }>(\r\n nodes: HumanoidJointNodeInfo<T>[],\r\n patterns: HumanoidJointPattern[],\r\n used: Set<T>\r\n ): HumanoidJointMatchCandidate<T>[] {\r\n const candidates = new Map<T, number>();\r\n for (let index = 0; index < patterns.length; index++) {\r\n const pattern = patterns[index];\r\n const priority = patterns.length - index;\r\n for (const info of nodes) {\r\n if (used.has(info.node) || !this.matchesHumanoidJointPattern(info, pattern)) {\r\n continue;\r\n }\r\n const score = this.scoreHumanoidJointPattern(info, pattern, priority);\r\n const current = candidates.get(info.node);\r\n if (current === undefined || score > current) {\r\n candidates.set(info.node, score);\r\n }\r\n }\r\n }\r\n return Array.from(candidates, ([node, score]) => ({ node, score })).sort((a, b) => b.score - a.score);\r\n }\r\n private static findBestHumanoidJoint<T extends { name: string; children: T[] }>(\r\n nodes: HumanoidJointNodeInfo<T>[],\r\n patterns: HumanoidJointPattern[],\r\n used: Set<T>\r\n ) {\r\n return this.collectHumanoidJointCandidates(nodes, patterns, used)[0]?.node ?? null;\r\n }\r\n private static matchHumanoidJointProfile<T extends string, U extends { name: string; children: U[] }>(\r\n nodes: HumanoidJointNodeInfo<U>[],\r\n profile: HumanoidJointProfile<T>,\r\n used: Set<U>,\r\n optional?: Set<T>\r\n ): Partial<Record<T, U>> | null {\r\n const result = {} as Partial<Record<T, U>>;\r\n const reserved = new Set<U>();\r\n for (const joint of Object.keys(profile) as T[]) {\r\n const node = this.findBestHumanoidJoint(nodes, profile[joint], new Set<U>([...used, ...reserved]));\r\n if (!node) {\r\n if (optional?.has(joint)) {\r\n continue;\r\n }\r\n return null;\r\n }\r\n result[joint] = node;\r\n reserved.add(node);\r\n }\r\n for (const node of reserved) {\r\n used.add(node);\r\n }\r\n return result;\r\n }\r\n private static validateHumanoidBodyPartial<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n body: Partial<Record<HumanoidBodyRig, T>>\r\n ) {\r\n const validateAncestor = (ancestor: HumanoidBodyRig, descendant: HumanoidBodyRig) =>\r\n !body[ancestor] || !body[descendant] || this.isSameOrAncestor(body[ancestor]!, body[descendant]!);\r\n return (\r\n validateAncestor(HumanoidBodyRig.Hips, HumanoidBodyRig.Spine) &&\r\n validateAncestor(HumanoidBodyRig.Hips, HumanoidBodyRig.Neck) &&\r\n validateAncestor(HumanoidBodyRig.Hips, HumanoidBodyRig.LeftUpperLeg) &&\r\n validateAncestor(HumanoidBodyRig.Hips, HumanoidBodyRig.RightUpperLeg) &&\r\n validateAncestor(HumanoidBodyRig.Spine, HumanoidBodyRig.Chest) &&\r\n validateAncestor(HumanoidBodyRig.Spine, HumanoidBodyRig.UpperChest) &&\r\n validateAncestor(HumanoidBodyRig.Spine, HumanoidBodyRig.Neck) &&\r\n validateAncestor(HumanoidBodyRig.Spine, HumanoidBodyRig.Head) &&\r\n validateAncestor(HumanoidBodyRig.Spine, HumanoidBodyRig.LeftShoulder) &&\r\n validateAncestor(HumanoidBodyRig.Spine, HumanoidBodyRig.RightShoulder) &&\r\n validateAncestor(HumanoidBodyRig.Chest, HumanoidBodyRig.UpperChest) &&\r\n validateAncestor(HumanoidBodyRig.Chest, HumanoidBodyRig.Neck) &&\r\n validateAncestor(HumanoidBodyRig.Chest, HumanoidBodyRig.Head) &&\r\n validateAncestor(HumanoidBodyRig.Chest, HumanoidBodyRig.LeftShoulder) &&\r\n validateAncestor(HumanoidBodyRig.Chest, HumanoidBodyRig.RightShoulder) &&\r\n validateAncestor(HumanoidBodyRig.UpperChest, HumanoidBodyRig.Neck) &&\r\n validateAncestor(HumanoidBodyRig.UpperChest, HumanoidBodyRig.Head) &&\r\n validateAncestor(HumanoidBodyRig.UpperChest, HumanoidBodyRig.LeftShoulder) &&\r\n validateAncestor(HumanoidBodyRig.UpperChest, HumanoidBodyRig.RightShoulder) &&\r\n validateAncestor(HumanoidBodyRig.Neck, HumanoidBodyRig.Head) &&\r\n validateAncestor(HumanoidBodyRig.LeftShoulder, HumanoidBodyRig.LeftUpperArm) &&\r\n validateAncestor(HumanoidBodyRig.LeftUpperArm, HumanoidBodyRig.LeftLowerArm) &&\r\n validateAncestor(HumanoidBodyRig.LeftLowerArm, HumanoidBodyRig.LeftHand) &&\r\n validateAncestor(HumanoidBodyRig.RightShoulder, HumanoidBodyRig.RightUpperArm) &&\r\n validateAncestor(HumanoidBodyRig.RightUpperArm, HumanoidBodyRig.RightLowerArm) &&\r\n validateAncestor(HumanoidBodyRig.RightLowerArm, HumanoidBodyRig.RightHand) &&\r\n validateAncestor(HumanoidBodyRig.LeftUpperLeg, HumanoidBodyRig.LeftLowerLeg) &&\r\n validateAncestor(HumanoidBodyRig.LeftLowerLeg, HumanoidBodyRig.LeftFoot) &&\r\n validateAncestor(HumanoidBodyRig.LeftFoot, HumanoidBodyRig.LeftToes) &&\r\n validateAncestor(HumanoidBodyRig.RightUpperLeg, HumanoidBodyRig.RightLowerLeg) &&\r\n validateAncestor(HumanoidBodyRig.RightLowerLeg, HumanoidBodyRig.RightFoot) &&\r\n validateAncestor(HumanoidBodyRig.RightFoot, HumanoidBodyRig.RightToes)\r\n );\r\n }\r\n private static matchHumanoidBodyProfile<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n nodes: HumanoidJointNodeInfo<T>[],\r\n profile: HumanoidJointProfile<HumanoidBodyRig>,\r\n used: Set<T>,\r\n optional?: Set<HumanoidBodyRig>\r\n ): Partial<Record<HumanoidBodyRig, T>> | null {\r\n const joints = Object.keys(profile) as HumanoidBodyRig[];\r\n const candidates = new Map<HumanoidBodyRig, HumanoidJointMatchCandidate<T>[]>();\r\n for (const joint of joints) {\r\n candidates.set(joint, this.collectHumanoidJointCandidates(nodes, profile[joint], used));\r\n }\r\n const current = {} as Partial<Record<HumanoidBodyRig, T>>;\r\n const reserved = new Set<T>();\r\n let bestScore = Number.NEGATIVE_INFINITY;\r\n let bestResult: Partial<Record<HumanoidBodyRig, T>> | null = null;\r\n const search = (index: number, score: number) => {\r\n if (index >= joints.length) {\r\n if (score > bestScore) {\r\n bestScore = score;\r\n bestResult = { ...current };\r\n }\r\n return;\r\n }\r\n const joint = joints[index];\r\n let matched = false;\r\n for (const candidate of candidates.get(joint) ?? []) {\r\n if (reserved.has(candidate.node)) {\r\n continue;\r\n }\r\n current[joint] = candidate.node;\r\n reserved.add(candidate.node);\r\n if (this.validateHumanoidBodyPartial(current)) {\r\n matched = true;\r\n search(index + 1, score + candidate.score);\r\n }\r\n reserved.delete(candidate.node);\r\n delete current[joint];\r\n }\r\n if (optional?.has(joint)) {\r\n search(index + 1, score);\r\n } else if (!matched) {\r\n return;\r\n }\r\n };\r\n search(0, 0);\r\n if (!bestResult) {\r\n return null;\r\n }\r\n for (const node of Object.values(bestResult) as T[]) {\r\n used.add(node);\r\n }\r\n return bestResult;\r\n }\r\n private static getHumanoidIntermediateChain<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n ancestor: T,\r\n descendant: T\r\n ) {\r\n if (!this.isSameOrAncestor(ancestor, descendant)) {\r\n return null;\r\n }\r\n const chain: T[] = [];\r\n let current = descendant.parent;\r\n while (current && current !== ancestor) {\r\n chain.unshift(current);\r\n current = current.parent;\r\n }\r\n return chain;\r\n }\r\n private static completeHumanoidBody<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n body: Partial<Record<HumanoidBodyRig, T>>\r\n ): Record<HumanoidBodyRig, T> | null {\r\n const requiredJoints = [\r\n HumanoidBodyRig.Hips,\r\n HumanoidBodyRig.Spine,\r\n HumanoidBodyRig.Neck,\r\n HumanoidBodyRig.Head,\r\n HumanoidBodyRig.LeftShoulder,\r\n HumanoidBodyRig.LeftUpperArm,\r\n HumanoidBodyRig.LeftLowerArm,\r\n HumanoidBodyRig.LeftHand,\r\n HumanoidBodyRig.RightShoulder,\r\n HumanoidBodyRig.RightUpperArm,\r\n HumanoidBodyRig.RightLowerArm,\r\n HumanoidBodyRig.RightHand,\r\n HumanoidBodyRig.LeftUpperLeg,\r\n HumanoidBodyRig.LeftLowerLeg,\r\n HumanoidBodyRig.LeftFoot,\r\n HumanoidBodyRig.LeftToes,\r\n HumanoidBodyRig.RightUpperLeg,\r\n HumanoidBodyRig.RightLowerLeg,\r\n HumanoidBodyRig.RightFoot,\r\n HumanoidBodyRig.RightToes\r\n ];\r\n for (const joint of requiredJoints) {\r\n if (!body[joint]) {\r\n return null;\r\n }\r\n }\r\n const spine = body[HumanoidBodyRig.Spine]!;\r\n const neck = body[HumanoidBodyRig.Neck]!;\r\n let chest = body[HumanoidBodyRig.Chest];\r\n let upperChest = body[HumanoidBodyRig.UpperChest];\r\n if (!chest || !upperChest) {\r\n const spineChain = this.getHumanoidIntermediateChain(spine, neck);\r\n if (!spineChain || spineChain.length === 0) {\r\n chest ||= spine;\r\n upperChest ||= chest;\r\n } else if (spineChain.length === 1) {\r\n chest ||= spineChain[0];\r\n upperChest ||= chest;\r\n } else {\r\n chest ||= spineChain[0];\r\n upperChest ||= spineChain[spineChain.length - 1];\r\n }\r\n }\r\n if (!chest || !upperChest) {\r\n return null;\r\n }\r\n return {\r\n [HumanoidBodyRig.Hips]: body[HumanoidBodyRig.Hips]!,\r\n [HumanoidBodyRig.Spine]: spine,\r\n [HumanoidBodyRig.Chest]: chest,\r\n [HumanoidBodyRig.UpperChest]: upperChest,\r\n [HumanoidBodyRig.Neck]: neck,\r\n [HumanoidBodyRig.Head]: body[HumanoidBodyRig.Head]!,\r\n [HumanoidBodyRig.LeftShoulder]: body[HumanoidBodyRig.LeftShoulder]!,\r\n [HumanoidBodyRig.LeftUpperArm]: body[HumanoidBodyRig.LeftUpperArm]!,\r\n [HumanoidBodyRig.LeftLowerArm]: body[HumanoidBodyRig.LeftLowerArm]!,\r\n [HumanoidBodyRig.LeftHand]: body[HumanoidBodyRig.LeftHand]!,\r\n [HumanoidBodyRig.RightShoulder]: body[HumanoidBodyRig.RightShoulder]!,\r\n [HumanoidBodyRig.RightUpperArm]: body[HumanoidBodyRig.RightUpperArm]!,\r\n [HumanoidBodyRig.RightLowerArm]: body[HumanoidBodyRig.RightLowerArm]!,\r\n [HumanoidBodyRig.RightHand]: body[HumanoidBodyRig.RightHand]!,\r\n [HumanoidBodyRig.LeftUpperLeg]: body[HumanoidBodyRig.LeftUpperLeg]!,\r\n [HumanoidBodyRig.LeftLowerLeg]: body[HumanoidBodyRig.LeftLowerLeg]!,\r\n [HumanoidBodyRig.LeftFoot]: body[HumanoidBodyRig.LeftFoot]!,\r\n [HumanoidBodyRig.LeftToes]: body[HumanoidBodyRig.LeftToes]!,\r\n [HumanoidBodyRig.RightUpperLeg]: body[HumanoidBodyRig.RightUpperLeg]!,\r\n [HumanoidBodyRig.RightLowerLeg]: body[HumanoidBodyRig.RightLowerLeg]!,\r\n [HumanoidBodyRig.RightFoot]: body[HumanoidBodyRig.RightFoot]!,\r\n [HumanoidBodyRig.RightToes]: body[HumanoidBodyRig.RightToes]!\r\n };\r\n }\r\n private static completeHumanoidHand<T extends { name: string; children: T[] }>(\r\n hand: Partial<Record<HumanoidHandRig, T>>\r\n ): Record<HumanoidHandRig, T> | null {\r\n for (const joint of Object.values(HumanoidHandRig)) {\r\n if (!hand[joint]) {\r\n return null;\r\n }\r\n }\r\n return {\r\n [HumanoidHandRig.ThumbProximal]: hand[HumanoidHandRig.ThumbProximal]!,\r\n [HumanoidHandRig.ThumbIntermediate]: hand[HumanoidHandRig.ThumbIntermediate]!,\r\n [HumanoidHandRig.ThumbDistal]: hand[HumanoidHandRig.ThumbDistal]!,\r\n [HumanoidHandRig.IndexProximal]: hand[HumanoidHandRig.IndexProximal]!,\r\n [HumanoidHandRig.IndexIntermediate]: hand[HumanoidHandRig.IndexIntermediate]!,\r\n [HumanoidHandRig.IndexDistal]: hand[HumanoidHandRig.IndexDistal]!,\r\n [HumanoidHandRig.MiddleProximal]: hand[HumanoidHandRig.MiddleProximal]!,\r\n [HumanoidHandRig.MiddleIntermediate]: hand[HumanoidHandRig.MiddleIntermediate]!,\r\n [HumanoidHandRig.MiddleDistal]: hand[HumanoidHandRig.MiddleDistal]!,\r\n [HumanoidHandRig.RingProximal]: hand[HumanoidHandRig.RingProximal]!,\r\n [HumanoidHandRig.RingIntermediate]: hand[HumanoidHandRig.RingIntermediate]!,\r\n [HumanoidHandRig.RingDistal]: hand[HumanoidHandRig.RingDistal]!,\r\n [HumanoidHandRig.PinkyProximal]: hand[HumanoidHandRig.PinkyProximal]!,\r\n [HumanoidHandRig.PinkyIntermediate]: hand[HumanoidHandRig.PinkyIntermediate]!,\r\n [HumanoidHandRig.PinkyDistal]: hand[HumanoidHandRig.PinkyDistal]!\r\n };\r\n }\r\n private static tryExtractOptionalHumanoidHand<T extends { name: string; children: T[] }>(\r\n nodes: HumanoidJointNodeInfo<T>[],\r\n side: 'left' | 'right',\r\n used: Set<T>\r\n ): Record<HumanoidHandRig, T> | undefined {\r\n const handCandidates = this.matchHumanoidJointProfile(\r\n nodes,\r\n this.createCommonHumanoidHandProfile(side),\r\n used\r\n );\r\n if (!handCandidates) {\r\n return undefined;\r\n }\r\n return this.completeHumanoidHand(handCandidates) ?? undefined;\r\n }\r\n private static isSameOrAncestor<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n parent: T,\r\n child: T\r\n ) {\r\n return parent === child || this.isParentOf(parent, child);\r\n }\r\n private static validateHumanoidHandHierarchy<\r\n T extends { name: string; parent: Nullable<T>; children: T[] }\r\n >(hand: T, joints: Record<HumanoidHandRig, T>) {\r\n const chains: [HumanoidHandRig, HumanoidHandRig, HumanoidHandRig][] = [\r\n [HumanoidHandRig.ThumbProximal, HumanoidHandRig.ThumbIntermediate, HumanoidHandRig.ThumbDistal],\r\n [HumanoidHandRig.IndexProximal, HumanoidHandRig.IndexIntermediate, HumanoidHandRig.IndexDistal],\r\n [HumanoidHandRig.MiddleProximal, HumanoidHandRig.MiddleIntermediate, HumanoidHandRig.MiddleDistal],\r\n [HumanoidHandRig.RingProximal, HumanoidHandRig.RingIntermediate, HumanoidHandRig.RingDistal],\r\n [HumanoidHandRig.PinkyProximal, HumanoidHandRig.PinkyIntermediate, HumanoidHandRig.PinkyDistal]\r\n ];\r\n return chains.every(\r\n ([proximal, intermediate, distal]) =>\r\n this.isSameOrAncestor(hand, joints[proximal]) &&\r\n this.isSameOrAncestor(joints[proximal], joints[intermediate]) &&\r\n this.isSameOrAncestor(joints[intermediate], joints[distal])\r\n );\r\n }\r\n private static validateHumanoidJointExtraction<\r\n T extends { name: string; parent: Nullable<T>; children: T[] }\r\n >(result: HumanoidJointMapping<T>) {\r\n const body = result.body;\r\n return (\r\n this.isSameOrAncestor(body[HumanoidBodyRig.Hips], body[HumanoidBodyRig.Spine]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.Spine], body[HumanoidBodyRig.Chest]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.Chest], body[HumanoidBodyRig.UpperChest]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.UpperChest], body[HumanoidBodyRig.Neck]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.Neck], body[HumanoidBodyRig.Head]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.UpperChest], body[HumanoidBodyRig.LeftShoulder]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.LeftShoulder], body[HumanoidBodyRig.LeftUpperArm]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.LeftUpperArm], body[HumanoidBodyRig.LeftLowerArm]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.LeftLowerArm], body[HumanoidBodyRig.LeftHand]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.UpperChest], body[HumanoidBodyRig.RightShoulder]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.RightShoulder], body[HumanoidBodyRig.RightUpperArm]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.RightUpperArm], body[HumanoidBodyRig.RightLowerArm]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.RightLowerArm], body[HumanoidBodyRig.RightHand]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.Hips], body[HumanoidBodyRig.LeftUpperLeg]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.LeftUpperLeg], body[HumanoidBodyRig.LeftLowerLeg]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.LeftLowerLeg], body[HumanoidBodyRig.LeftFoot]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.LeftFoot], body[HumanoidBodyRig.LeftToes]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.Hips], body[HumanoidBodyRig.RightUpperLeg]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.RightUpperLeg], body[HumanoidBodyRig.RightLowerLeg]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.RightLowerLeg], body[HumanoidBodyRig.RightFoot]) &&\r\n this.isSameOrAncestor(body[HumanoidBodyRig.RightFoot], body[HumanoidBodyRig.RightToes]) &&\r\n (!result.leftHand ||\r\n this.validateHumanoidHandHierarchy(body[HumanoidBodyRig.LeftHand], result.leftHand)) &&\r\n (!result.rightHand ||\r\n this.validateHumanoidHandHierarchy(body[HumanoidBodyRig.RightHand], result.rightHand))\r\n );\r\n }\r\n private static createCommonHumanoidHandProfile(\r\n side: 'left' | 'right'\r\n ): HumanoidJointProfile<HumanoidHandRig> {\r\n return {\r\n [HumanoidHandRig.ThumbProximal]: sideJointPatterns(side, [\r\n { all: ['thumb', 'proximal'] },\r\n { all: ['thumb', '1'] },\r\n { all: ['finger', '0'] }\r\n ]),\r\n [HumanoidHandRig.ThumbIntermediate]: sideJointPatterns(side, [\r\n { all: ['thumb', 'intermediate'] },\r\n { all: ['thumb', '2'] },\r\n { all: ['finger', '01'] }\r\n ]),\r\n [HumanoidHandRig.ThumbDistal]: sideJointPatterns(side, [\r\n { all: ['thumb', 'distal'] },\r\n { all: ['thumb', '3'] },\r\n { all: ['finger', '02'] }\r\n ]),\r\n [HumanoidHandRig.IndexProximal]: sideJointPatterns(side, [\r\n { all: ['index', 'proximal'] },\r\n { all: ['index', '1'] },\r\n { all: ['finger', '1'] }\r\n ]),\r\n [HumanoidHandRig.IndexIntermediate]: sideJointPatterns(side, [\r\n { all: ['index', 'intermediate'] },\r\n { all: ['index', '2'] },\r\n { all: ['finger', '11'] }\r\n ]),\r\n [HumanoidHandRig.IndexDistal]: sideJointPatterns(side, [\r\n { all: ['index', 'distal'] },\r\n { all: ['index', '3'] },\r\n { all: ['finger', '12'] }\r\n ]),\r\n [HumanoidHandRig.MiddleProximal]: sideJointPatterns(side, [\r\n { all: ['middle', 'proximal'] },\r\n { all: ['middle', '1'] },\r\n { all: ['finger', '2'] }\r\n ]),\r\n [HumanoidHandRig.MiddleIntermediate]: sideJointPatterns(side, [\r\n { all: ['middle', 'intermediate'] },\r\n { all: ['middle', '2'] },\r\n { all: ['finger', '21'] }\r\n ]),\r\n [HumanoidHandRig.MiddleDistal]: sideJointPatterns(side, [\r\n { all: ['middle', 'distal'] },\r\n { all: ['middle', '3'] },\r\n { all: ['finger', '22'] }\r\n ]),\r\n [HumanoidHandRig.RingProximal]: sideJointPatterns(side, [\r\n { all: ['ring', 'proximal'] },\r\n { all: ['ring', '1'] },\r\n { all: ['finger', '3'] }\r\n ]),\r\n [HumanoidHandRig.RingIntermediate]: sideJointPatterns(side, [\r\n { all: ['ring', 'intermediate'] },\r\n { all: ['ring', '2'] },\r\n { all: ['finger', '31'] }\r\n ]),\r\n [HumanoidHandRig.RingDistal]: sideJointPatterns(side, [\r\n { all: ['ring', 'distal'] },\r\n { all: ['ring', '3'] },\r\n { all: ['finger', '32'] }\r\n ]),\r\n [HumanoidHandRig.PinkyProximal]: sideJointPatterns(side, [\r\n { all: ['pinky', 'proximal'] },\r\n { all: ['pinky', '1'] },\r\n { all: ['finger', '4'] }\r\n ]),\r\n [HumanoidHandRig.PinkyIntermediate]: sideJointPatterns(side, [\r\n { all: ['pinky', 'intermediate'] },\r\n { all: ['pinky', '2'] },\r\n { all: ['finger', '41'] }\r\n ]),\r\n [HumanoidHandRig.PinkyDistal]: sideJointPatterns(side, [\r\n { all: ['pinky', 'distal'] },\r\n { all: ['pinky', '3'] },\r\n { all: ['finger', '42'] }\r\n ])\r\n };\r\n }\r\n private static createStandardHumanoidBodyProfile(): HumanoidJointProfile<HumanoidBodyRig> {\r\n return {\r\n [HumanoidBodyRig.Hips]: [jointPattern(['hips']), jointPattern(['pelvis'])],\r\n [HumanoidBodyRig.Spine]: [jointPattern(['spine'], ['1', '2', '3', 'chest', 'upper'])],\r\n [HumanoidBodyRig.Chest]: [jointPattern(['chest'], ['upper']), jointPattern(['spine', '1'])],\r\n [HumanoidBodyRig.UpperChest]: [\r\n jointPattern(['upper', 'chest']),\r\n jointPattern(['spine', '2']),\r\n jointPattern(['spine', '3'])\r\n ],\r\n [HumanoidBodyRig.Neck]: [jointPattern(['neck'], ['1', '2'])],\r\n [HumanoidBodyRig.Head]: [jointPattern(['head'], ['top', 'end', 'nub'])],\r\n [HumanoidBodyRig.LeftShoulder]: sideJointPatterns('left', [\r\n { all: ['shoulder'] },\r\n { all: ['clavicle'] }\r\n ]),\r\n [HumanoidBodyRig.LeftUpperArm]: sideJointPatterns('left', [\r\n { all: ['upper', 'arm'], none: ['twist'] },\r\n { all: ['arm'], none: ['fore', 'lower', 'hand', 'twist', 'shoulder'] }\r\n ]),\r\n [HumanoidBodyRig.LeftLowerArm]: sideJointPatterns('left', [\r\n { all: ['lower', 'arm'], none: ['twist'] },\r\n { all: ['fore', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.LeftHand]: sideJointPatterns('left', [\r\n { all: ['hand'], none: ['thumb', 'index', 'middle', 'ring', 'pinky'] }\r\n ]),\r\n [HumanoidBodyRig.RightShoulder]: sideJointPatterns('right', [\r\n { all: ['shoulder'] },\r\n { all: ['clavicle'] }\r\n ]),\r\n [HumanoidBodyRig.RightUpperArm]: sideJointPatterns('right', [\r\n { all: ['upper', 'arm'], none: ['twist'] },\r\n { all: ['arm'], none: ['fore', 'lower', 'hand', 'twist', 'shoulder'] }\r\n ]),\r\n [HumanoidBodyRig.RightLowerArm]: sideJointPatterns('right', [\r\n { all: ['lower', 'arm'], none: ['twist'] },\r\n { all: ['fore', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.RightHand]: sideJointPatterns('right', [\r\n { all: ['hand'], none: ['thumb', 'index', 'middle', 'ring', 'pinky'] }\r\n ]),\r\n [HumanoidBodyRig.LeftUpperLeg]: sideJointPatterns('left', [\r\n { all: ['upper', 'leg'] },\r\n { all: ['up', 'leg'] },\r\n { all: ['thigh'] }\r\n ]),\r\n [HumanoidBodyRig.LeftLowerLeg]: sideJointPatterns('left', [\r\n { all: ['lower', 'leg'] },\r\n { all: ['leg'], none: ['upper', 'up', 'thigh', 'foot', 'toe'] },\r\n { all: ['calf'] },\r\n { all: ['shin'] }\r\n ]),\r\n [HumanoidBodyRig.LeftFoot]: sideJointPatterns('left', [{ all: ['foot'], none: ['toe'] }]),\r\n [HumanoidBodyRig.LeftToes]: sideJointPatterns('left', [\r\n { all: ['toe', 'base'] },\r\n { all: ['toe'], none: ['end'] }\r\n ]),\r\n [HumanoidBodyRig.RightUpperLeg]: sideJointPatterns('right', [\r\n { all: ['upper', 'leg'] },\r\n { all: ['up', 'leg'] },\r\n { all: ['thigh'] }\r\n ]),\r\n [HumanoidBodyRig.RightLowerLeg]: sideJointPatterns('right', [\r\n { all: ['lower', 'leg'] },\r\n { all: ['leg'], none: ['upper', 'up', 'thigh', 'foot', 'toe'] },\r\n { all: ['calf'] },\r\n { all: ['shin'] }\r\n ]),\r\n [HumanoidBodyRig.RightFoot]: sideJointPatterns('right', [{ all: ['foot'], none: ['toe'] }]),\r\n [HumanoidBodyRig.RightToes]: sideJointPatterns('right', [\r\n { all: ['toe', 'base'] },\r\n { all: ['toe'], none: ['end'] }\r\n ])\r\n };\r\n }\r\n private static createMixamoHumanoidBodyProfile(): HumanoidJointProfile<HumanoidBodyRig> {\r\n return {\r\n [HumanoidBodyRig.Hips]: [jointPattern(['hips'])],\r\n [HumanoidBodyRig.Spine]: [jointPattern(['spine'], ['1', '2', '3'])],\r\n [HumanoidBodyRig.Chest]: [jointPattern(['spine', '1']), jointPattern(['chest'], ['upper'])],\r\n [HumanoidBodyRig.UpperChest]: [\r\n jointPattern(['spine', '2']),\r\n jointPattern(['spine', '3']),\r\n jointPattern(['upper', 'chest'])\r\n ],\r\n [HumanoidBodyRig.Neck]: [jointPattern(['neck'], ['1', '2'])],\r\n [HumanoidBodyRig.Head]: [jointPattern(['head'], ['top', 'end', 'nub'])],\r\n [HumanoidBodyRig.LeftShoulder]: sideJointPatterns('left', [\r\n { all: ['shoulder'] },\r\n { all: ['clavicle'] }\r\n ]),\r\n [HumanoidBodyRig.LeftUpperArm]: sideJointPatterns('left', [\r\n { all: ['arm'], none: ['upper', 'fore', 'lower', 'hand', 'twist', 'shoulder'] },\r\n { all: ['upper', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.LeftLowerArm]: sideJointPatterns('left', [\r\n { all: ['fore', 'arm'], none: ['twist'] },\r\n { all: ['lower', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.LeftHand]: sideJointPatterns('left', [\r\n { all: ['hand'], none: ['thumb', 'index', 'middle', 'ring', 'pinky'] }\r\n ]),\r\n [HumanoidBodyRig.RightShoulder]: sideJointPatterns('right', [\r\n { all: ['shoulder'] },\r\n { all: ['clavicle'] }\r\n ]),\r\n [HumanoidBodyRig.RightUpperArm]: sideJointPatterns('right', [\r\n { all: ['arm'], none: ['upper', 'fore', 'lower', 'hand', 'twist', 'shoulder'] },\r\n { all: ['upper', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.RightLowerArm]: sideJointPatterns('right', [\r\n { all: ['fore', 'arm'], none: ['twist'] },\r\n { all: ['lower', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.RightHand]: sideJointPatterns('right', [\r\n { all: ['hand'], none: ['thumb', 'index', 'middle', 'ring', 'pinky'] }\r\n ]),\r\n [HumanoidBodyRig.LeftUpperLeg]: sideJointPatterns('left', [\r\n { all: ['up', 'leg'] },\r\n { all: ['upper', 'leg'] },\r\n { all: ['thigh'] }\r\n ]),\r\n [HumanoidBodyRig.LeftLowerLeg]: sideJointPatterns('left', [\r\n { all: ['leg'], none: ['upper', 'up', 'thigh', 'foot', 'toe'] },\r\n { all: ['lower', 'leg'] },\r\n { all: ['calf'] },\r\n { all: ['shin'] }\r\n ]),\r\n [HumanoidBodyRig.LeftFoot]: sideJointPatterns('left', [{ all: ['foot'], none: ['toe'] }]),\r\n [HumanoidBodyRig.LeftToes]: sideJointPatterns('left', [\r\n { all: ['toe', 'base'] },\r\n { all: ['toe'], none: ['end'] }\r\n ]),\r\n [HumanoidBodyRig.RightUpperLeg]: sideJointPatterns('right', [\r\n { all: ['up', 'leg'] },\r\n { all: ['upper', 'leg'] },\r\n { all: ['thigh'] }\r\n ]),\r\n [HumanoidBodyRig.RightLowerLeg]: sideJointPatterns('right', [\r\n { all: ['leg'], none: ['upper', 'up', 'thigh', 'foot', 'toe'] },\r\n { all: ['lower', 'leg'] },\r\n { all: ['calf'] },\r\n { all: ['shin'] }\r\n ]),\r\n [HumanoidBodyRig.RightFoot]: sideJointPatterns('right', [{ all: ['foot'], none: ['toe'] }]),\r\n [HumanoidBodyRig.RightToes]: sideJointPatterns('right', [\r\n { all: ['toe', 'base'] },\r\n { all: ['toe'], none: ['end'] }\r\n ])\r\n };\r\n }\r\n private static createBipedHumanoidBodyProfile(): HumanoidJointProfile<HumanoidBodyRig> {\r\n return {\r\n [HumanoidBodyRig.Hips]: [jointPattern(['pelvis']), jointPattern(['hips'])],\r\n [HumanoidBodyRig.Spine]: [jointPattern(['spine'], ['1', '2', '3'])],\r\n [HumanoidBodyRig.Chest]: [jointPattern(['spine', '1']), jointPattern(['chest'], ['upper'])],\r\n [HumanoidBodyRig.UpperChest]: [\r\n jointPattern(['spine', '2']),\r\n jointPattern(['spine', '3']),\r\n jointPattern(['upper', 'chest'])\r\n ],\r\n [HumanoidBodyRig.Neck]: [jointPattern(['neck'], ['1', '2'])],\r\n [HumanoidBodyRig.Head]: [jointPattern(['head'], ['top', 'end', 'nub'])],\r\n [HumanoidBodyRig.LeftShoulder]: sideJointPatterns('left', [\r\n { all: ['clavicle'] },\r\n { all: ['shoulder'] }\r\n ]),\r\n [HumanoidBodyRig.LeftUpperArm]: sideJointPatterns('left', [\r\n { all: ['upper', 'arm'], none: ['twist'] },\r\n { all: ['arm'], none: ['fore', 'lower', 'hand', 'twist', 'shoulder', 'clavicle'] }\r\n ]),\r\n [HumanoidBodyRig.LeftLowerArm]: sideJointPatterns('left', [\r\n { all: ['fore', 'arm'], none: ['twist'] },\r\n { all: ['lower', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.LeftHand]: sideJointPatterns('left', [\r\n { all: ['hand'], none: ['finger', 'thumb', 'index', 'middle', 'ring', 'pinky'] }\r\n ]),\r\n [HumanoidBodyRig.RightShoulder]: sideJointPatterns('right', [\r\n { all: ['clavicle'] },\r\n { all: ['shoulder'] }\r\n ]),\r\n [HumanoidBodyRig.RightUpperArm]: sideJointPatterns('right', [\r\n { all: ['upper', 'arm'], none: ['twist'] },\r\n { all: ['arm'], none: ['fore', 'lower', 'hand', 'twist', 'shoulder', 'clavicle'] }\r\n ]),\r\n [HumanoidBodyRig.RightLowerArm]: sideJointPatterns('right', [\r\n { all: ['fore', 'arm'], none: ['twist'] },\r\n { all: ['lower', 'arm'], none: ['twist'] }\r\n ]),\r\n [HumanoidBodyRig.RightHand]: sideJointPatterns('right', [\r\n { all: ['hand'], none: ['finger', 'thumb', 'index', 'middle', 'ring', 'pinky'] }\r\n ]),\r\n [HumanoidBodyRig.LeftUpperLeg]: sideJointPatterns('left', [\r\n { all: ['thigh'] },\r\n { all: ['upper', 'leg'] },\r\n { all: ['up', 'leg'] }\r\n ]),\r\n [HumanoidBodyRig.LeftLowerLeg]: sideJointPatterns('left', [\r\n { all: ['calf'] },\r\n { all: ['lower', 'leg'] },\r\n { all: ['leg'], none: ['upper', 'up', 'thigh', 'foot', 'toe'] }\r\n ]),\r\n [HumanoidBodyRig.LeftFoot]: sideJointPatterns('left', [{ all: ['foot'], none: ['toe'] }]),\r\n [HumanoidBodyRig.LeftToes]: sideJointPatterns('left', [\r\n { all: ['toe', '0'] },\r\n { all: ['toe'], none: ['end'] },\r\n { all: ['ball'] }\r\n ]),\r\n [HumanoidBodyRig.RightUpperLeg]: sideJointPatterns('right', [\r\n { all: ['thigh'] },\r\n { all: ['upper', 'leg'] },\r\n { all: ['up', 'leg'] }\r\n ]),\r\n [HumanoidBodyRig.RightLowerLeg]: sideJointPatterns('right', [\r\n { all: ['calf'] },\r\n { all: ['lower', 'leg'] },\r\n { all: ['leg'], none: ['upper', 'up', 'thigh', 'foot', 'toe'] }\r\n ]),\r\n [HumanoidBodyRig.RightFoot]: sideJointPatterns('right', [{ all: ['foot'], none: ['toe'] }]),\r\n [HumanoidBodyRig.RightToes]: sideJointPatterns('right', [\r\n { all: ['toe', '0'] },\r\n { all: ['toe'], none: ['end'] },\r\n { all: ['ball'] }\r\n ])\r\n };\r\n }\r\n private static isParentOf<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n parent: T,\r\n child: Nullable<T>\r\n ) {\r\n while (child && child !== parent) {\r\n child = child.parent!;\r\n }\r\n return child === parent;\r\n }\r\n\r\n private static iterateNode<T extends { name: string; children: T[] }>(\r\n root: T,\r\n callback: (node: T) => boolean\r\n ) {\r\n if (callback(root)) {\r\n return true;\r\n }\r\n for (const child of root.children) {\r\n if (this.iterateNode(child, callback)) {\r\n return true;\r\n }\r\n }\r\n return false;\r\n }\r\n private static tryExtractHumanoidJointsByBodyProfile<\r\n T extends { name: string; parent: Nullable<T>; children: T[] }\r\n >(root: T, bodyProfile: HumanoidJointProfile<HumanoidBodyRig>): HumanoidJointMapping<T> | null {\r\n const nodes = this.collectHumanoidJointNodeInfos(root);\r\n const used = new Set<T>();\r\n const bodyCandidates = this.matchHumanoidBodyProfile(\r\n nodes,\r\n bodyProfile,\r\n used,\r\n new Set<HumanoidBodyRig>([HumanoidBodyRig.Chest, HumanoidBodyRig.UpperChest])\r\n );\r\n if (!bodyCandidates) {\r\n return null;\r\n }\r\n const body = this.completeHumanoidBody(bodyCandidates);\r\n if (!body) {\r\n return null;\r\n }\r\n const leftHand = this.tryExtractOptionalHumanoidHand(nodes, 'left', used);\r\n const rightHand = this.tryExtractOptionalHumanoidHand(nodes, 'right', used);\r\n const result: HumanoidJointMapping<T> = {\r\n body,\r\n leftHand,\r\n rightHand\r\n };\r\n return this.validateHumanoidJointExtraction(result) ? result : null;\r\n }\r\n /**\r\n * Attempt to extract humanoid joint mappings from the skeleton's joints based on their names.\r\n *\r\n * This method looks for joints with names matching the standardized `HumanoidBodyRig` and `HumanoidHandRig` enums.\r\n * If a complete mapping is found, it returns an object containing the mapped joints for the body and hands.\r\n * If any required joint is missing, it returns `null`.\r\n *\r\n * This method tries to find the best match for humanoid rigs, designed to work with Mixamo, VRoid, Unity Humanoid,\r\n * Biped, and similar skeletons. It is not guaranteed to work with all models, and may require manual adjustments or\r\n * custom modifiers for non-standard rigs.\r\n *\r\n * @param root - The root scene node to search for humanoid joints.\r\n * @returns An object containing the mapped body and hand joints if a complete humanoid rig is detected, otherwise `null`.\r\n */\r\n static tryExtractHumanoidJoints<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n root: T\r\n ): HumanoidJointMapping<T> | null {\r\n return (\r\n this.tryExtractHumanoidJointsMixamo(root) ??\r\n this.tryExtractHumanoidJointsVRM(root) ??\r\n this.tryExtractHumanoidJointsUnityHumanoid(root) ??\r\n this.tryExtractHumanoidJointsBiped(root)\r\n );\r\n }\r\n static tryExtractHumanoidJointsMixamo<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n root: T\r\n ): HumanoidJointMapping<T> | null {\r\n return this.tryExtractHumanoidJointsByBodyProfile(root, this.createMixamoHumanoidBodyProfile());\r\n }\r\n static tryExtractHumanoidJointsVRM<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n root: T\r\n ): HumanoidJointMapping<T> | null {\r\n return this.tryExtractHumanoidJointsByBodyProfile(root, this.createStandardHumanoidBodyProfile());\r\n }\r\n static tryExtractHumanoidJointsUnityHumanoid<\r\n T extends { name: string; parent: Nullable<T>; children: T[] }\r\n >(root: T): HumanoidJointMapping<T> | null {\r\n return this.tryExtractHumanoidJointsByBodyProfile(root, this.createStandardHumanoidBodyProfile());\r\n }\r\n static tryExtractHumanoidJointsBiped<T extends { name: string; parent: Nullable<T>; children: T[] }>(\r\n root: T\r\n ): HumanoidJointMapping<T> | null {\r\n return this.tryExtractHumanoidJointsByBodyProfile(root, this.createBipedHumanoidBodyProfile());\r\n }\r\n}\r\n\r\n/**\r\n * Legacy compatibility name for a skin binding.\r\n *\r\n * New code should use {@link SkeletonRig} for the shared animated rig and\r\n * {@link SkinBinding} for per-skin inverse bind 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