@zephyr3d/scene 0.9.5 → 0.9.6

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (420) hide show
  1. package/dist/index.d.ts +1 -0
  2. package/dist/material/msdf_text.js +3 -3
  3. package/dist/material/msdf_text.js.map +1 -1
  4. package/dist/text/font/cff_font.js +890 -0
  5. package/dist/text/font/cff_font.js.map +1 -0
  6. package/dist/text/font/font_asset.js +17 -3
  7. package/dist/text/font/font_asset.js.map +1 -1
  8. package/package.json +1 -1
  9. package/dist/animation/ik/ik_chain_builder.js +0 -68
  10. package/dist/animation/ik/ik_chain_builder.js.map +0 -1
  11. package/dist/animation/ik/ik_pole_constraint.js +0 -123
  12. package/dist/animation/ik/ik_pole_constraint.js.map +0 -1
  13. package/dist/animation/ik/ik_track.js +0 -96
  14. package/dist/animation/ik/ik_track.js.map +0 -1
  15. package/dist/animation/ik_postprocessor.js +0 -71
  16. package/dist/animation/ik_postprocessor.js.map +0 -1
  17. package/dist/animation/joint_dynamics/math.js +0 -16
  18. package/dist/animation/joint_dynamics/math.js.map +0 -1
  19. package/dist/animation/manual_transform_processor.js +0 -156
  20. package/dist/animation/manual_transform_processor.js.map +0 -1
  21. package/dist/animation/skeleton_postprocessor.js +0 -50
  22. package/dist/animation/skeleton_postprocessor.js.map +0 -1
  23. package/dist/animation/spring2/collision.js +0 -469
  24. package/dist/animation/spring2/collision.js.map +0 -1
  25. package/dist/animation/spring2/constraints.js +0 -329
  26. package/dist/animation/spring2/constraints.js.map +0 -1
  27. package/dist/animation/spring2/controller.js +0 -434
  28. package/dist/animation/spring2/controller.js.map +0 -1
  29. package/dist/animation/spring2/math.js +0 -16
  30. package/dist/animation/spring2/math.js.map +0 -1
  31. package/dist/animation/spring2/solver.js +0 -624
  32. package/dist/animation/spring2/solver.js.map +0 -1
  33. package/dist/animation/spring2/spring_system.js +0 -118
  34. package/dist/animation/spring2/spring_system.js.map +0 -1
  35. package/dist/animation/spring2/types.js +0 -19
  36. package/dist/animation/spring2/types.js.map +0 -1
  37. package/dist/animation/spring_postprocessor.js +0 -54
  38. package/dist/animation/spring_postprocessor.js.map +0 -1
  39. package/dist/asset/loaders/gltf/gltf_loader.js +0 -1276
  40. package/dist/asset/loaders/gltf/gltf_loader.js.map +0 -1
  41. package/dist/asset/loaders/gltf/helpers.js +0 -331
  42. package/dist/asset/loaders/gltf/helpers.js.map +0 -1
  43. package/dist/material/sprite3d.js +0 -301
  44. package/dist/material/sprite3d.js.map +0 -1
  45. package/dist/material/sprite3d_std.js +0 -116
  46. package/dist/material/sprite3d_std.js.map +0 -1
  47. package/dist/material/sprite3dblueprint.js +0 -235
  48. package/dist/material/sprite3dblueprint.js.map +0 -1
  49. package/dist/material/sprite_sdf.js +0 -106
  50. package/dist/material/sprite_sdf.js.map +0 -1
  51. package/dist/material/terrainmaterial.js +0 -368
  52. package/dist/material/terrainmaterial.js.map +0 -1
  53. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js +0 -38
  54. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimemgr.js.map +0 -1
  55. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js +0 -10
  56. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/runtimescript.js.map +0 -1
  57. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js +0 -127
  58. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptingsystem.js.map +0 -1
  59. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js +0 -263
  60. package/dist/node_modules/@zephyr3d/runtime/dist/runtime/scriptregistry.js.map +0 -1
  61. package/dist/render/deferredlightpass.js +0 -510
  62. package/dist/render/deferredlightpass.js.map +0 -1
  63. package/dist/render/deferredshadowlightpass.js +0 -428
  64. package/dist/render/deferredshadowlightpass.js.map +0 -1
  65. package/dist/render/gbufferpass.js +0 -50
  66. package/dist/render/gbufferpass.js.map +0 -1
  67. package/dist/scene/sdftextsprite.js +0 -322
  68. package/dist/scene/sdftextsprite.js.map +0 -1
  69. package/dist/scene/sprite3d.js +0 -18
  70. package/dist/scene/sprite3d.js.map +0 -1
  71. package/dist/scene/terrain/grass.js +0 -280
  72. package/dist/scene/terrain/grass.js.map +0 -1
  73. package/dist/scene/terrain/heightfield.js +0 -475
  74. package/dist/scene/terrain/heightfield.js.map +0 -1
  75. package/dist/scene/terrain/patch.js +0 -532
  76. package/dist/scene/terrain/patch.js.map +0 -1
  77. package/dist/scene/terrain/quadtree.js +0 -461
  78. package/dist/scene/terrain/quadtree.js.map +0 -1
  79. package/dist/scene/terrain/terrain.js +0 -231
  80. package/dist/scene/terrain/terrain.js.map +0 -1
  81. package/dist/src/animation/animation.js +0 -127
  82. package/dist/src/animation/animation.js.map +0 -1
  83. package/dist/src/animation/animationset.js +0 -255
  84. package/dist/src/animation/animationset.js.map +0 -1
  85. package/dist/src/animation/animationtrack.js +0 -34
  86. package/dist/src/animation/animationtrack.js.map +0 -1
  87. package/dist/src/animation/eulerrotationtrack.js +0 -52
  88. package/dist/src/animation/eulerrotationtrack.js.map +0 -1
  89. package/dist/src/animation/morphtarget.js +0 -93
  90. package/dist/src/animation/morphtarget.js.map +0 -1
  91. package/dist/src/animation/morphtrack.js +0 -70
  92. package/dist/src/animation/morphtrack.js.map +0 -1
  93. package/dist/src/animation/proptrack.js +0 -161
  94. package/dist/src/animation/proptrack.js.map +0 -1
  95. package/dist/src/animation/rotationtrack.js +0 -51
  96. package/dist/src/animation/rotationtrack.js.map +0 -1
  97. package/dist/src/animation/scaletrack.js +0 -50
  98. package/dist/src/animation/scaletrack.js.map +0 -1
  99. package/dist/src/animation/skeleton.js +0 -204
  100. package/dist/src/animation/skeleton.js.map +0 -1
  101. package/dist/src/animation/translationtrack.js +0 -50
  102. package/dist/src/animation/translationtrack.js.map +0 -1
  103. package/dist/src/app/app.js +0 -129
  104. package/dist/src/app/app.js.map +0 -1
  105. package/dist/src/app/inputmgr.js +0 -267
  106. package/dist/src/app/inputmgr.js.map +0 -1
  107. package/dist/src/asset/assetmanager.js +0 -404
  108. package/dist/src/asset/assetmanager.js.map +0 -1
  109. package/dist/src/asset/builtin.js +0 -337
  110. package/dist/src/asset/builtin.js.map +0 -1
  111. package/dist/src/asset/loaders/dds/dds.js +0 -470
  112. package/dist/src/asset/loaders/dds/dds.js.map +0 -1
  113. package/dist/src/asset/loaders/dds/dds_loader.js +0 -28
  114. package/dist/src/asset/loaders/dds/dds_loader.js.map +0 -1
  115. package/dist/src/asset/loaders/gltf/gltf_loader.js +0 -1265
  116. package/dist/src/asset/loaders/gltf/gltf_loader.js.map +0 -1
  117. package/dist/src/asset/loaders/gltf/helpers.js +0 -327
  118. package/dist/src/asset/loaders/gltf/helpers.js.map +0 -1
  119. package/dist/src/asset/loaders/hdr/hdr.js +0 -180
  120. package/dist/src/asset/loaders/hdr/hdr.js.map +0 -1
  121. package/dist/src/asset/loaders/image/tga_Loader.js +0 -116
  122. package/dist/src/asset/loaders/image/tga_Loader.js.map +0 -1
  123. package/dist/src/asset/loaders/image/webimage_loader.js +0 -63
  124. package/dist/src/asset/loaders/image/webimage_loader.js.map +0 -1
  125. package/dist/src/asset/loaders/loader.js +0 -45
  126. package/dist/src/asset/loaders/loader.js.map +0 -1
  127. package/dist/src/asset/model.js +0 -414
  128. package/dist/src/asset/model.js.map +0 -1
  129. package/dist/src/blitter/bilateralblur.js +0 -221
  130. package/dist/src/blitter/bilateralblur.js.map +0 -1
  131. package/dist/src/blitter/blitter.js +0 -390
  132. package/dist/src/blitter/blitter.js.map +0 -1
  133. package/dist/src/blitter/box.js +0 -118
  134. package/dist/src/blitter/box.js.map +0 -1
  135. package/dist/src/blitter/copy.js +0 -22
  136. package/dist/src/blitter/copy.js.map +0 -1
  137. package/dist/src/blitter/gaussianblur.js +0 -228
  138. package/dist/src/blitter/gaussianblur.js.map +0 -1
  139. package/dist/src/camera/base.js +0 -92
  140. package/dist/src/camera/base.js.map +0 -1
  141. package/dist/src/camera/camera.js +0 -1005
  142. package/dist/src/camera/camera.js.map +0 -1
  143. package/dist/src/camera/fps.js +0 -238
  144. package/dist/src/camera/fps.js.map +0 -1
  145. package/dist/src/camera/orbit.js +0 -245
  146. package/dist/src/camera/orbit.js.map +0 -1
  147. package/dist/src/camera/orthocamera.js +0 -167
  148. package/dist/src/camera/orthocamera.js.map +0 -1
  149. package/dist/src/camera/perspectivecamera.js +0 -141
  150. package/dist/src/camera/perspectivecamera.js.map +0 -1
  151. package/dist/src/index.js +0 -120
  152. package/dist/src/index.js.map +0 -1
  153. package/dist/src/material/blinn.js +0 -81
  154. package/dist/src/material/blinn.js.map +0 -1
  155. package/dist/src/material/grassmaterial.js +0 -113
  156. package/dist/src/material/grassmaterial.js.map +0 -1
  157. package/dist/src/material/lambert.js +0 -92
  158. package/dist/src/material/lambert.js.map +0 -1
  159. package/dist/src/material/material.js +0 -301
  160. package/dist/src/material/material.js.map +0 -1
  161. package/dist/src/material/meshmaterial.js +0 -704
  162. package/dist/src/material/meshmaterial.js.map +0 -1
  163. package/dist/src/material/mixins/albedocolor.js +0 -76
  164. package/dist/src/material/mixins/albedocolor.js.map +0 -1
  165. package/dist/src/material/mixins/foliage.js +0 -47
  166. package/dist/src/material/mixins/foliage.js.map +0 -1
  167. package/dist/src/material/mixins/lightmodel/blinnphong.js +0 -112
  168. package/dist/src/material/mixins/lightmodel/blinnphong.js.map +0 -1
  169. package/dist/src/material/mixins/lightmodel/lambert.js +0 -58
  170. package/dist/src/material/mixins/lightmodel/lambert.js.map +0 -1
  171. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js +0 -178
  172. package/dist/src/material/mixins/lightmodel/pbrmetallicroughness.js.map +0 -1
  173. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js +0 -139
  174. package/dist/src/material/mixins/lightmodel/pbrspecularglossness.js.map +0 -1
  175. package/dist/src/material/mixins/lit.js +0 -476
  176. package/dist/src/material/mixins/lit.js.map +0 -1
  177. package/dist/src/material/mixins/pbr/common.js +0 -918
  178. package/dist/src/material/mixins/pbr/common.js.map +0 -1
  179. package/dist/src/material/mixins/texture.js +0 -172
  180. package/dist/src/material/mixins/texture.js.map +0 -1
  181. package/dist/src/material/mixins/vertexcolor.js +0 -56
  182. package/dist/src/material/mixins/vertexcolor.js.map +0 -1
  183. package/dist/src/material/particle.js +0 -178
  184. package/dist/src/material/particle.js.map +0 -1
  185. package/dist/src/material/pbrmr.js +0 -97
  186. package/dist/src/material/pbrmr.js.map +0 -1
  187. package/dist/src/material/pbrsg.js +0 -97
  188. package/dist/src/material/pbrsg.js.map +0 -1
  189. package/dist/src/material/shader/helper.js +0 -1209
  190. package/dist/src/material/shader/helper.js.map +0 -1
  191. package/dist/src/material/terrain-cm.js +0 -606
  192. package/dist/src/material/terrain-cm.js.map +0 -1
  193. package/dist/src/material/terrainmaterial.js +0 -375
  194. package/dist/src/material/terrainmaterial.js.map +0 -1
  195. package/dist/src/material/unlit.js +0 -41
  196. package/dist/src/material/unlit.js.map +0 -1
  197. package/dist/src/material/water.js +0 -417
  198. package/dist/src/material/water.js.map +0 -1
  199. package/dist/src/posteffect/bloom.js +0 -361
  200. package/dist/src/posteffect/bloom.js.map +0 -1
  201. package/dist/src/posteffect/compositor.js +0 -226
  202. package/dist/src/posteffect/compositor.js.map +0 -1
  203. package/dist/src/posteffect/fxaa.js +0 -273
  204. package/dist/src/posteffect/fxaa.js.map +0 -1
  205. package/dist/src/posteffect/grayscale.js +0 -69
  206. package/dist/src/posteffect/grayscale.js.map +0 -1
  207. package/dist/src/posteffect/motionblur.js +0 -96
  208. package/dist/src/posteffect/motionblur.js.map +0 -1
  209. package/dist/src/posteffect/posteffect.js +0 -126
  210. package/dist/src/posteffect/posteffect.js.map +0 -1
  211. package/dist/src/posteffect/sao.js +0 -324
  212. package/dist/src/posteffect/sao.js.map +0 -1
  213. package/dist/src/posteffect/ssr.js +0 -489
  214. package/dist/src/posteffect/ssr.js.map +0 -1
  215. package/dist/src/posteffect/taa.js +0 -172
  216. package/dist/src/posteffect/taa.js.map +0 -1
  217. package/dist/src/posteffect/tonemap.js +0 -94
  218. package/dist/src/posteffect/tonemap.js.map +0 -1
  219. package/dist/src/render/abuffer_oit.js +0 -361
  220. package/dist/src/render/abuffer_oit.js.map +0 -1
  221. package/dist/src/render/clipmap.js +0 -851
  222. package/dist/src/render/clipmap.js.map +0 -1
  223. package/dist/src/render/cluster_light.js +0 -333
  224. package/dist/src/render/cluster_light.js.map +0 -1
  225. package/dist/src/render/cull_visitor.js +0 -187
  226. package/dist/src/render/cull_visitor.js.map +0 -1
  227. package/dist/src/render/depthpass.js +0 -68
  228. package/dist/src/render/depthpass.js.map +0 -1
  229. package/dist/src/render/drawable_mixin.js +0 -227
  230. package/dist/src/render/drawable_mixin.js.map +0 -1
  231. package/dist/src/render/envlight.js +0 -463
  232. package/dist/src/render/envlight.js.map +0 -1
  233. package/dist/src/render/fbm_wavegenerator.js +0 -251
  234. package/dist/src/render/fbm_wavegenerator.js.map +0 -1
  235. package/dist/src/render/fft_wavegenerator.js +0 -1006
  236. package/dist/src/render/fft_wavegenerator.js.map +0 -1
  237. package/dist/src/render/fullscreenquad.js +0 -38
  238. package/dist/src/render/fullscreenquad.js.map +0 -1
  239. package/dist/src/render/gerstner_wavegenerator.js +0 -314
  240. package/dist/src/render/gerstner_wavegenerator.js.map +0 -1
  241. package/dist/src/render/globalbindgroup_allocator.js +0 -60
  242. package/dist/src/render/globalbindgroup_allocator.js.map +0 -1
  243. package/dist/src/render/hzb.js +0 -273
  244. package/dist/src/render/hzb.js.map +0 -1
  245. package/dist/src/render/lightpass.js +0 -172
  246. package/dist/src/render/lightpass.js.map +0 -1
  247. package/dist/src/render/objectcolorpass.js +0 -51
  248. package/dist/src/render/objectcolorpass.js.map +0 -1
  249. package/dist/src/render/primitive.js +0 -364
  250. package/dist/src/render/primitive.js.map +0 -1
  251. package/dist/src/render/render_queue.js +0 -467
  252. package/dist/src/render/render_queue.js.map +0 -1
  253. package/dist/src/render/renderbundle_wrapper.js +0 -152
  254. package/dist/src/render/renderbundle_wrapper.js.map +0 -1
  255. package/dist/src/render/renderer.js +0 -455
  256. package/dist/src/render/renderer.js.map +0 -1
  257. package/dist/src/render/renderpass.js +0 -200
  258. package/dist/src/render/renderpass.js.map +0 -1
  259. package/dist/src/render/shadowmap_pass.js +0 -56
  260. package/dist/src/render/shadowmap_pass.js.map +0 -1
  261. package/dist/src/render/sky.js +0 -1103
  262. package/dist/src/render/sky.js.map +0 -1
  263. package/dist/src/render/weightedblended_oit.js +0 -168
  264. package/dist/src/render/weightedblended_oit.js.map +0 -1
  265. package/dist/src/scene/batchgroup.js +0 -162
  266. package/dist/src/scene/batchgroup.js.map +0 -1
  267. package/dist/src/scene/environment.js +0 -209
  268. package/dist/src/scene/environment.js.map +0 -1
  269. package/dist/src/scene/graph_node.js +0 -72
  270. package/dist/src/scene/graph_node.js.map +0 -1
  271. package/dist/src/scene/light.js +0 -416
  272. package/dist/src/scene/light.js.map +0 -1
  273. package/dist/src/scene/mesh.js +0 -341
  274. package/dist/src/scene/mesh.js.map +0 -1
  275. package/dist/src/scene/octree.js +0 -649
  276. package/dist/src/scene/octree.js.map +0 -1
  277. package/dist/src/scene/particlesys.js +0 -738
  278. package/dist/src/scene/particlesys.js.map +0 -1
  279. package/dist/src/scene/raycast_visitor.js +0 -103
  280. package/dist/src/scene/raycast_visitor.js.map +0 -1
  281. package/dist/src/scene/scene.js +0 -284
  282. package/dist/src/scene/scene.js.map +0 -1
  283. package/dist/src/scene/scene_node.js +0 -732
  284. package/dist/src/scene/scene_node.js.map +0 -1
  285. package/dist/src/scene/terrain/grass.js +0 -278
  286. package/dist/src/scene/terrain/grass.js.map +0 -1
  287. package/dist/src/scene/terrain/heightfield.js +0 -475
  288. package/dist/src/scene/terrain/heightfield.js.map +0 -1
  289. package/dist/src/scene/terrain/patch.js +0 -530
  290. package/dist/src/scene/terrain/patch.js.map +0 -1
  291. package/dist/src/scene/terrain/quadtree.js +0 -461
  292. package/dist/src/scene/terrain/quadtree.js.map +0 -1
  293. package/dist/src/scene/terrain/terrain.js +0 -246
  294. package/dist/src/scene/terrain/terrain.js.map +0 -1
  295. package/dist/src/scene/terrain-cm/grass.js +0 -594
  296. package/dist/src/scene/terrain-cm/grass.js.map +0 -1
  297. package/dist/src/scene/terrain-cm/grassmaterial.js +0 -159
  298. package/dist/src/scene/terrain-cm/grassmaterial.js.map +0 -1
  299. package/dist/src/scene/terrain-cm/terrain-cm.js +0 -538
  300. package/dist/src/scene/terrain-cm/terrain-cm.js.map +0 -1
  301. package/dist/src/scene/water.js +0 -374
  302. package/dist/src/scene/water.js.map +0 -1
  303. package/dist/src/shaders/atmosphere.js +0 -957
  304. package/dist/src/shaders/atmosphere.js.map +0 -1
  305. package/dist/src/shaders/fog.js +0 -112
  306. package/dist/src/shaders/fog.js.map +0 -1
  307. package/dist/src/shaders/misc.js +0 -266
  308. package/dist/src/shaders/misc.js.map +0 -1
  309. package/dist/src/shaders/noise.js +0 -222
  310. package/dist/src/shaders/noise.js.map +0 -1
  311. package/dist/src/shaders/pbr.js +0 -51
  312. package/dist/src/shaders/pbr.js.map +0 -1
  313. package/dist/src/shaders/shadow.js +0 -636
  314. package/dist/src/shaders/shadow.js.map +0 -1
  315. package/dist/src/shaders/ssr.js +0 -490
  316. package/dist/src/shaders/ssr.js.map +0 -1
  317. package/dist/src/shaders/temporal.js +0 -215
  318. package/dist/src/shaders/temporal.js.map +0 -1
  319. package/dist/src/shaders/water.js +0 -756
  320. package/dist/src/shaders/water.js.map +0 -1
  321. package/dist/src/shadow/esm.js +0 -237
  322. package/dist/src/shadow/esm.js.map +0 -1
  323. package/dist/src/shadow/pcf_opt.js +0 -181
  324. package/dist/src/shadow/pcf_opt.js.map +0 -1
  325. package/dist/src/shadow/pcf_pd.js +0 -189
  326. package/dist/src/shadow/pcf_pd.js.map +0 -1
  327. package/dist/src/shadow/shader.js +0 -37
  328. package/dist/src/shadow/shader.js.map +0 -1
  329. package/dist/src/shadow/shadow_impl.js +0 -15
  330. package/dist/src/shadow/shadow_impl.js.map +0 -1
  331. package/dist/src/shadow/shadowmapper.js +0 -790
  332. package/dist/src/shadow/shadowmapper.js.map +0 -1
  333. package/dist/src/shadow/ssm.js +0 -159
  334. package/dist/src/shadow/ssm.js.map +0 -1
  335. package/dist/src/shadow/vsm.js +0 -297
  336. package/dist/src/shadow/vsm.js.map +0 -1
  337. package/dist/src/shapes/box.js +0 -386
  338. package/dist/src/shapes/box.js.map +0 -1
  339. package/dist/src/shapes/cylinder.js +0 -125
  340. package/dist/src/shapes/cylinder.js.map +0 -1
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@@ -1,68 +0,0 @@
1
- import { IKChain } from './ik_chain.js';
2
-
3
- /**
4
- * Helper class for building IK chains from various sources.
5
- *
6
- * @public
7
- */ class IKChainBuilder {
8
- /**
9
- * Create an IK chain from an array of scene nodes.
10
- *
11
- * @param nodes - Array of scene nodes from root to end effector
12
- * @returns The created IK chain
13
- */ static fromNodes(nodes) {
14
- return new IKChain(nodes);
15
- }
16
- /**
17
- * Create an IK chain from a skeleton using joint indices.
18
- *
19
- * @param skeleton - The skeleton containing the joints
20
- * @param jointIndices - Array of joint indices from root to end effector
21
- * @returns The created IK chain
22
- */ static fromSkeleton(skeleton, jointIndices) {
23
- if (jointIndices.length < 2) {
24
- throw new Error('IK chain must have at least 2 joints');
25
- }
26
- const joints = skeleton.joints;
27
- const nodes = [];
28
- for (const index of jointIndices){
29
- if (index < 0 || index >= joints.length) {
30
- throw new Error(`Invalid joint index: ${index}`);
31
- }
32
- nodes.push(joints[index]);
33
- }
34
- return new IKChain(nodes);
35
- }
36
- /**
37
- * Create an IK chain by traversing from a start node to an end node.
38
- *
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- * @remarks
40
- * This method walks up the parent chain from the end node until it
41
- * reaches the start node, building the joint chain in the process.
42
- *
43
- * @param startNode - The root joint of the chain
44
- * @param endNode - The end effector joint
45
- * @returns The created IK chain
46
- */ static fromNodeHierarchy(startNode, endNode) {
47
- const nodes = [];
48
- let current = endNode;
49
- // Walk up the hierarchy from end to start
50
- while(current){
51
- nodes.unshift(current); // Add to front
52
- if (current === startNode) {
53
- break;
54
- }
55
- current = current.parent;
56
- }
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- if (nodes[0] !== startNode) {
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- throw new Error('End node is not a descendant of start node');
59
- }
60
- if (nodes.length < 2) {
61
- throw new Error('IK chain must have at least 2 joints');
62
- }
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- return new IKChain(nodes);
64
- }
65
- }
66
-
67
- export { IKChainBuilder };
68
- //# sourceMappingURL=ik_chain_builder.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"ik_chain_builder.js","sources":["../../../src/animation/ik/ik_chain_builder.ts"],"sourcesContent":["import { IKChain } from './ik_chain';\r\nimport type { SceneNode } from '../../scene/scene_node';\r\nimport type { Skeleton } from '../skeleton';\r\n\r\n/**\r\n * Helper class for building IK chains from various sources.\r\n *\r\n * @public\r\n */\r\nexport class IKChainBuilder {\r\n /**\r\n * Create an IK chain from an array of scene nodes.\r\n *\r\n * @param nodes - Array of scene nodes from root to end effector\r\n * @returns The created IK chain\r\n */\r\n static fromNodes(nodes: SceneNode[]): IKChain {\r\n return new IKChain(nodes);\r\n }\r\n\r\n /**\r\n * Create an IK chain from a skeleton using joint indices.\r\n *\r\n * @param skeleton - The skeleton containing the joints\r\n * @param jointIndices - Array of joint indices from root to end effector\r\n * @returns The created IK chain\r\n */\r\n static fromSkeleton(skeleton: Skeleton, jointIndices: number[]): IKChain {\r\n if (jointIndices.length < 2) {\r\n throw new Error('IK chain must have at least 2 joints');\r\n }\r\n\r\n const joints = skeleton.joints;\r\n const nodes: SceneNode[] = [];\r\n\r\n for (const index of jointIndices) {\r\n if (index < 0 || index >= joints.length) {\r\n throw new Error(`Invalid joint index: ${index}`);\r\n }\r\n nodes.push(joints[index]);\r\n }\r\n\r\n return new IKChain(nodes);\r\n }\r\n\r\n /**\r\n * Create an IK chain by traversing from a start node to an end node.\r\n *\r\n * @remarks\r\n * This method walks up the parent chain from the end node until it\r\n * reaches the start node, building the joint chain in the process.\r\n *\r\n * @param startNode - The root joint of the chain\r\n * @param endNode - The end effector joint\r\n * @returns The created IK chain\r\n */\r\n static fromNodeHierarchy(startNode: SceneNode, endNode: SceneNode): IKChain {\r\n const nodes: SceneNode[] = [];\r\n let current: SceneNode | null = endNode;\r\n\r\n // Walk up the hierarchy from end to start\r\n while (current) {\r\n nodes.unshift(current); // Add to front\r\n\r\n if (current === startNode) {\r\n break;\r\n }\r\n\r\n current = current.parent as SceneNode | null;\r\n }\r\n\r\n if (nodes[0] !== startNode) {\r\n throw new Error('End node is not a descendant of start node');\r\n }\r\n\r\n if (nodes.length < 2) {\r\n throw new Error('IK chain must have at least 2 joints');\r\n }\r\n\r\n return new IKChain(nodes);\r\n }\r\n}\r\n"],"names":["IKChainBuilder","fromNodes","nodes","IKChain","fromSkeleton","skeleton","jointIndices","length","Error","joints","index","push","fromNodeHierarchy","startNode","endNode","current","unshift","parent"],"mappings":";;AAIA;;;;AAIC,IACM,MAAMA,cAAAA,CAAAA;AACX;;;;;MAMA,OAAOC,SAAUC,CAAAA,KAAkB,EAAW;AAC5C,QAAA,OAAO,IAAIC,OAAQD,CAAAA,KAAAA,CAAAA;AACrB;AAEA;;;;;;AAMC,MACD,OAAOE,YAAAA,CAAaC,QAAkB,EAAEC,YAAsB,EAAW;QACvE,IAAIA,YAAAA,CAAaC,MAAM,GAAG,CAAG,EAAA;AAC3B,YAAA,MAAM,IAAIC,KAAM,CAAA,sCAAA,CAAA;AAClB;QAEA,MAAMC,MAAAA,GAASJ,SAASI,MAAM;AAC9B,QAAA,MAAMP,QAAqB,EAAE;QAE7B,KAAK,MAAMQ,SAASJ,YAAc,CAAA;AAChC,YAAA,IAAII,KAAQ,GAAA,CAAA,IAAKA,KAASD,IAAAA,MAAAA,CAAOF,MAAM,EAAE;AACvC,gBAAA,MAAM,IAAIC,KAAAA,CAAM,CAAC,qBAAqB,EAAEE,KAAO,CAAA,CAAA,CAAA;AACjD;AACAR,YAAAA,KAAAA,CAAMS,IAAI,CAACF,MAAM,CAACC,KAAM,CAAA,CAAA;AAC1B;AAEA,QAAA,OAAO,IAAIP,OAAQD,CAAAA,KAAAA,CAAAA;AACrB;AAEA;;;;;;;;;;AAUC,MACD,OAAOU,iBAAAA,CAAkBC,SAAoB,EAAEC,OAAkB,EAAW;AAC1E,QAAA,MAAMZ,QAAqB,EAAE;AAC7B,QAAA,IAAIa,OAA4BD,GAAAA,OAAAA;;AAGhC,QAAA,MAAOC,OAAS,CAAA;YACdb,KAAMc,CAAAA,OAAO,CAACD,OAAAA,CAAAA,CAAAA;AAEd,YAAA,IAAIA,YAAYF,SAAW,EAAA;AACzB,gBAAA;AACF;AAEAE,YAAAA,OAAAA,GAAUA,QAAQE,MAAM;AAC1B;AAEA,QAAA,IAAIf,KAAK,CAAC,CAAE,CAAA,KAAKW,SAAW,EAAA;AAC1B,YAAA,MAAM,IAAIL,KAAM,CAAA,4CAAA,CAAA;AAClB;QAEA,IAAIN,KAAAA,CAAMK,MAAM,GAAG,CAAG,EAAA;AACpB,YAAA,MAAM,IAAIC,KAAM,CAAA,sCAAA,CAAA;AAClB;AAEA,QAAA,OAAO,IAAIL,OAAQD,CAAAA,KAAAA,CAAAA;AACrB;AACF;;;;"}
@@ -1,123 +0,0 @@
1
- import { Vector3 } from '@zephyr3d/base';
2
- import { IKConstraint } from './ik_constraint.js';
3
-
4
- /**
5
- * Pole vector constraint for IK chains.
6
- *
7
- * Controls the twist/rotation of a joint chain by ensuring the middle joint
8
- * bends toward a specified pole vector position.
9
- *
10
- * @remarks
11
- * This is commonly used for arms and legs to control which direction
12
- * the elbow or knee points. For example, ensuring an elbow points
13
- * backward or a knee points forward.
14
- *
15
- * The pole vector defines a plane, and the middle joint is constrained
16
- * to lie on this plane.
17
- *
18
- * @public
19
- */ class IKPoleVectorConstraint extends IKConstraint {
20
- /** The pole vector position in world space */ _poleVector;
21
- /** Weight of the constraint (0 = no effect, 1 = full effect) */ _weight;
22
- /**
23
- * Create a pole vector constraint.
24
- *
25
- * @param jointIndex - Index of the middle joint to constrain (typically elbow or knee)
26
- * @param poleVector - Position in world space that the joint should point toward
27
- * @param weight - Constraint weight (0-1, default: 1)
28
- */ constructor(jointIndex, poleVector, weight = 1){
29
- super(jointIndex);
30
- this._poleVector = poleVector.clone();
31
- this._weight = Math.max(0, Math.min(1, weight));
32
- }
33
- /**
34
- * Get the pole vector position.
35
- */ get poleVector() {
36
- return this._poleVector;
37
- }
38
- /**
39
- * Set the pole vector position.
40
- */ set poleVector(value) {
41
- this._poleVector.set(value);
42
- }
43
- /**
44
- * Get the constraint weight.
45
- */ get weight() {
46
- return this._weight;
47
- }
48
- /**
49
- * Set the constraint weight (0-1).
50
- */ set weight(value) {
51
- this._weight = Math.max(0, Math.min(1, value));
52
- }
53
- /**
54
- * Apply the pole vector constraint.
55
- *
56
- * This adjusts the middle joint position to align with the pole vector
57
- * while maintaining bone lengths.
58
- */ apply(joints) {
59
- const index = this._jointIndex;
60
- // Need at least 3 joints (parent, this, child)
61
- if (index < 1 || index >= joints.length - 1) {
62
- return;
63
- }
64
- if (this._weight < 0.001) {
65
- return; // No effect
66
- }
67
- const parentJoint = joints[index - 1];
68
- const currentJoint = joints[index];
69
- const childJoint = joints[index + 1];
70
- // Calculate the plane defined by parent, child, and pole vector
71
- const parentPos = parentJoint.position;
72
- const childPos = childJoint.position;
73
- const currentPos = currentJoint.position;
74
- // Vector from parent to child (the "line" we're bending around)
75
- const parentToChild = Vector3.sub(childPos, parentPos, new Vector3());
76
- const lineLength = parentToChild.magnitude;
77
- if (lineLength < 0.000001) {
78
- return; // Parent and child are at same position
79
- }
80
- const lineDir = Vector3.scale(parentToChild, 1 / lineLength, new Vector3());
81
- // Project current joint onto the parent-child line
82
- const parentToCurrent = Vector3.sub(currentPos, parentPos, new Vector3());
83
- const projectionLength = Vector3.dot(parentToCurrent, lineDir);
84
- const projectionPoint = Vector3.scale(lineDir, projectionLength, new Vector3());
85
- projectionPoint.addBy(parentPos);
86
- // Vector from projection point to current joint (perpendicular to line)
87
- const perpendicular = Vector3.sub(currentPos, projectionPoint, new Vector3());
88
- const perpLength = perpendicular.magnitude;
89
- if (perpLength < 0.000001) {
90
- return; // Current joint is on the line
91
- }
92
- // Calculate desired direction toward pole vector
93
- const parentToPole = Vector3.sub(this._poleVector, parentPos, new Vector3());
94
- const poleProjectionLength = Vector3.dot(parentToPole, lineDir);
95
- const poleProjectionPoint = Vector3.scale(lineDir, poleProjectionLength, new Vector3());
96
- poleProjectionPoint.addBy(parentPos);
97
- // Direction from projection to pole (perpendicular to line)
98
- const poleDirection = Vector3.sub(this._poleVector, poleProjectionPoint, new Vector3());
99
- const poleDirLength = poleDirection.magnitude;
100
- if (poleDirLength < 0.000001) {
101
- return; // Pole is on the line
102
- }
103
- poleDirection.scaleBy(1 / poleDirLength);
104
- // Calculate new position for current joint
105
- // Keep the same distance from the line, but rotate toward pole direction
106
- const desiredPerpendicular = Vector3.scale(poleDirection, perpLength, new Vector3());
107
- const newPosition = Vector3.add(projectionPoint, desiredPerpendicular, new Vector3());
108
- // Apply weight (blend between original and constrained position)
109
- if (this._weight < 0.999) {
110
- // Manual lerp: result = a + (b - a) * t
111
- const blended = new Vector3();
112
- blended.x = currentPos.x + (newPosition.x - currentPos.x) * this._weight;
113
- blended.y = currentPos.y + (newPosition.y - currentPos.y) * this._weight;
114
- blended.z = currentPos.z + (newPosition.z - currentPos.z) * this._weight;
115
- currentJoint.position.set(blended);
116
- } else {
117
- currentJoint.position.set(newPosition);
118
- }
119
- }
120
- }
121
-
122
- export { IKPoleVectorConstraint };
123
- //# sourceMappingURL=ik_pole_constraint.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"ik_pole_constraint.js","sources":["../../../src/animation/ik/ik_pole_constraint.ts"],"sourcesContent":["import { Vector3 } from '@zephyr3d/base';\r\nimport { IKConstraint } from './ik_constraint';\r\nimport type { IKJoint } from './ik_joint';\r\n\r\n/**\r\n * Pole vector constraint for IK chains.\r\n *\r\n * Controls the twist/rotation of a joint chain by ensuring the middle joint\r\n * bends toward a specified pole vector position.\r\n *\r\n * @remarks\r\n * This is commonly used for arms and legs to control which direction\r\n * the elbow or knee points. For example, ensuring an elbow points\r\n * backward or a knee points forward.\r\n *\r\n * The pole vector defines a plane, and the middle joint is constrained\r\n * to lie on this plane.\r\n *\r\n * @public\r\n */\r\nexport class IKPoleVectorConstraint extends IKConstraint {\r\n /** The pole vector position in world space */\r\n private _poleVector: Vector3;\r\n /** Weight of the constraint (0 = no effect, 1 = full effect) */\r\n private _weight: number;\r\n\r\n /**\r\n * Create a pole vector constraint.\r\n *\r\n * @param jointIndex - Index of the middle joint to constrain (typically elbow or knee)\r\n * @param poleVector - Position in world space that the joint should point toward\r\n * @param weight - Constraint weight (0-1, default: 1)\r\n */\r\n constructor(jointIndex: number, poleVector: Vector3, weight = 1) {\r\n super(jointIndex);\r\n this._poleVector = poleVector.clone();\r\n this._weight = Math.max(0, Math.min(1, weight));\r\n }\r\n\r\n /**\r\n * Get the pole vector position.\r\n */\r\n get poleVector(): Vector3 {\r\n return this._poleVector;\r\n }\r\n\r\n /**\r\n * Set the pole vector position.\r\n */\r\n set poleVector(value: Vector3) {\r\n this._poleVector.set(value);\r\n }\r\n\r\n /**\r\n * Get the constraint weight.\r\n */\r\n get weight(): number {\r\n return this._weight;\r\n }\r\n\r\n /**\r\n * Set the constraint weight (0-1).\r\n */\r\n set weight(value: number) {\r\n this._weight = Math.max(0, Math.min(1, value));\r\n }\r\n\r\n /**\r\n * Apply the pole vector constraint.\r\n *\r\n * This adjusts the middle joint position to align with the pole vector\r\n * while maintaining bone lengths.\r\n */\r\n apply(joints: IKJoint[]): void {\r\n const index = this._jointIndex;\r\n\r\n // Need at least 3 joints (parent, this, child)\r\n if (index < 1 || index >= joints.length - 1) {\r\n return;\r\n }\r\n\r\n if (this._weight < 0.001) {\r\n return; // No effect\r\n }\r\n\r\n const parentJoint = joints[index - 1];\r\n const currentJoint = joints[index];\r\n const childJoint = joints[index + 1];\r\n\r\n // Calculate the plane defined by parent, child, and pole vector\r\n const parentPos = parentJoint.position;\r\n const childPos = childJoint.position;\r\n const currentPos = currentJoint.position;\r\n\r\n // Vector from parent to child (the \"line\" we're bending around)\r\n const parentToChild = Vector3.sub(childPos, parentPos, new Vector3());\r\n const lineLength = parentToChild.magnitude;\r\n\r\n if (lineLength < 0.000001) {\r\n return; // Parent and child are at same position\r\n }\r\n\r\n const lineDir = Vector3.scale(parentToChild, 1 / lineLength, new Vector3());\r\n\r\n // Project current joint onto the parent-child line\r\n const parentToCurrent = Vector3.sub(currentPos, parentPos, new Vector3());\r\n const projectionLength = Vector3.dot(parentToCurrent, lineDir);\r\n const projectionPoint = Vector3.scale(lineDir, projectionLength, new Vector3());\r\n projectionPoint.addBy(parentPos);\r\n\r\n // Vector from projection point to current joint (perpendicular to line)\r\n const perpendicular = Vector3.sub(currentPos, projectionPoint, new Vector3());\r\n const perpLength = perpendicular.magnitude;\r\n\r\n if (perpLength < 0.000001) {\r\n return; // Current joint is on the line\r\n }\r\n\r\n // Calculate desired direction toward pole vector\r\n const parentToPole = Vector3.sub(this._poleVector, parentPos, new Vector3());\r\n const poleProjectionLength = Vector3.dot(parentToPole, lineDir);\r\n const poleProjectionPoint = Vector3.scale(lineDir, poleProjectionLength, new Vector3());\r\n poleProjectionPoint.addBy(parentPos);\r\n\r\n // Direction from projection to pole (perpendicular to line)\r\n const poleDirection = Vector3.sub(this._poleVector, poleProjectionPoint, new Vector3());\r\n const poleDirLength = poleDirection.magnitude;\r\n\r\n if (poleDirLength < 0.000001) {\r\n return; // Pole is on the line\r\n }\r\n\r\n poleDirection.scaleBy(1 / poleDirLength);\r\n\r\n // Calculate new position for current joint\r\n // Keep the same distance from the line, but rotate toward pole direction\r\n const desiredPerpendicular = Vector3.scale(poleDirection, perpLength, new Vector3());\r\n const newPosition = Vector3.add(projectionPoint, desiredPerpendicular, new Vector3());\r\n\r\n // Apply weight (blend between original and constrained position)\r\n if (this._weight < 0.999) {\r\n // Manual lerp: result = a + (b - a) * t\r\n const blended = new Vector3();\r\n blended.x = currentPos.x + (newPosition.x - currentPos.x) * this._weight;\r\n blended.y = currentPos.y + (newPosition.y - currentPos.y) * this._weight;\r\n blended.z = currentPos.z + (newPosition.z - currentPos.z) * this._weight;\r\n currentJoint.position.set(blended);\r\n } else {\r\n currentJoint.position.set(newPosition);\r\n }\r\n }\r\n}\r\n"],"names":["IKPoleVectorConstraint","IKConstraint","jointIndex","poleVector","weight","_poleVector","clone","_weight","Math","max","min","value","set","apply","joints","index","_jointIndex","length","parentJoint","currentJoint","childJoint","parentPos","position","childPos","currentPos","parentToChild","Vector3","sub","lineLength","magnitude","lineDir","scale","parentToCurrent","projectionLength","dot","projectionPoint","addBy","perpendicular","perpLength","parentToPole","poleProjectionLength","poleProjectionPoint","poleDirection","poleDirLength","scaleBy","desiredPerpendicular","newPosition","add","blended","x","y","z"],"mappings":";;;AAIA;;;;;;;;;;;;;;;IAgBO,MAAMA,sBAA+BC,SAAAA,YAAAA,CAAAA;mDAE1C,WAA6B;qEAE7B,OAAwB;AAExB;;;;;;AAMC,MACD,YAAYC,UAAkB,EAAEC,UAAmB,EAAEC,MAAAA,GAAS,CAAC,CAAE;AAC/D,QAAA,KAAK,CAACF,UAAAA,CAAAA;AACN,QAAA,IAAI,CAACG,WAAW,GAAGF,UAAAA,CAAWG,KAAK,EAAA;QACnC,IAAI,CAACC,OAAO,GAAGC,IAAKC,CAAAA,GAAG,CAAC,CAAGD,EAAAA,IAAAA,CAAKE,GAAG,CAAC,CAAGN,EAAAA,MAAAA,CAAAA,CAAAA;AACzC;AAEA;;AAEC,MACD,IAAID,UAAsB,GAAA;QACxB,OAAO,IAAI,CAACE,WAAW;AACzB;AAEA;;MAGA,IAAIF,UAAWQ,CAAAA,KAAc,EAAE;AAC7B,QAAA,IAAI,CAACN,WAAW,CAACO,GAAG,CAACD,KAAAA,CAAAA;AACvB;AAEA;;AAEC,MACD,IAAIP,MAAiB,GAAA;QACnB,OAAO,IAAI,CAACG,OAAO;AACrB;AAEA;;MAGA,IAAIH,MAAOO,CAAAA,KAAa,EAAE;QACxB,IAAI,CAACJ,OAAO,GAAGC,IAAKC,CAAAA,GAAG,CAAC,CAAGD,EAAAA,IAAAA,CAAKE,GAAG,CAAC,CAAGC,EAAAA,KAAAA,CAAAA,CAAAA;AACzC;AAEA;;;;;MAMAE,KAAAA,CAAMC,MAAiB,EAAQ;QAC7B,MAAMC,KAAAA,GAAQ,IAAI,CAACC,WAAW;;AAG9B,QAAA,IAAID,QAAQ,CAAKA,IAAAA,KAAAA,IAASD,MAAOG,CAAAA,MAAM,GAAG,CAAG,EAAA;AAC3C,YAAA;AACF;AAEA,QAAA,IAAI,IAAI,CAACV,OAAO,GAAG,KAAO,EAAA;AACxB,YAAA,OAAA;AACF;AAEA,QAAA,MAAMW,WAAcJ,GAAAA,MAAM,CAACC,KAAAA,GAAQ,CAAE,CAAA;QACrC,MAAMI,YAAAA,GAAeL,MAAM,CAACC,KAAM,CAAA;AAClC,QAAA,MAAMK,UAAaN,GAAAA,MAAM,CAACC,KAAAA,GAAQ,CAAE,CAAA;;QAGpC,MAAMM,SAAAA,GAAYH,YAAYI,QAAQ;QACtC,MAAMC,QAAAA,GAAWH,WAAWE,QAAQ;QACpC,MAAME,UAAAA,GAAaL,aAAaG,QAAQ;;AAGxC,QAAA,MAAMG,gBAAgBC,OAAQC,CAAAA,GAAG,CAACJ,QAAAA,EAAUF,WAAW,IAAIK,OAAAA,EAAAA,CAAAA;QAC3D,MAAME,UAAAA,GAAaH,cAAcI,SAAS;AAE1C,QAAA,IAAID,aAAa,QAAU,EAAA;AACzB,YAAA,OAAA;AACF;AAEA,QAAA,MAAME,UAAUJ,OAAQK,CAAAA,KAAK,CAACN,aAAe,EAAA,CAAA,GAAIG,YAAY,IAAIF,OAAAA,EAAAA,CAAAA;;AAGjE,QAAA,MAAMM,kBAAkBN,OAAQC,CAAAA,GAAG,CAACH,UAAAA,EAAYH,WAAW,IAAIK,OAAAA,EAAAA,CAAAA;AAC/D,QAAA,MAAMO,gBAAmBP,GAAAA,OAAAA,CAAQQ,GAAG,CAACF,eAAiBF,EAAAA,OAAAA,CAAAA;AACtD,QAAA,MAAMK,kBAAkBT,OAAQK,CAAAA,KAAK,CAACD,OAAAA,EAASG,kBAAkB,IAAIP,OAAAA,EAAAA,CAAAA;AACrES,QAAAA,eAAAA,CAAgBC,KAAK,CAACf,SAAAA,CAAAA;;AAGtB,QAAA,MAAMgB,gBAAgBX,OAAQC,CAAAA,GAAG,CAACH,UAAAA,EAAYW,iBAAiB,IAAIT,OAAAA,EAAAA,CAAAA;QACnE,MAAMY,UAAAA,GAAaD,cAAcR,SAAS;AAE1C,QAAA,IAAIS,aAAa,QAAU,EAAA;AACzB,YAAA,OAAA;AACF;;QAGA,MAAMC,YAAAA,GAAeb,QAAQC,GAAG,CAAC,IAAI,CAACtB,WAAW,EAAEgB,SAAAA,EAAW,IAAIK,OAAAA,EAAAA,CAAAA;AAClE,QAAA,MAAMc,oBAAuBd,GAAAA,OAAAA,CAAQQ,GAAG,CAACK,YAAcT,EAAAA,OAAAA,CAAAA;AACvD,QAAA,MAAMW,sBAAsBf,OAAQK,CAAAA,KAAK,CAACD,OAAAA,EAASU,sBAAsB,IAAId,OAAAA,EAAAA,CAAAA;AAC7Ee,QAAAA,mBAAAA,CAAoBL,KAAK,CAACf,SAAAA,CAAAA;;QAG1B,MAAMqB,aAAAA,GAAgBhB,QAAQC,GAAG,CAAC,IAAI,CAACtB,WAAW,EAAEoC,mBAAAA,EAAqB,IAAIf,OAAAA,EAAAA,CAAAA;QAC7E,MAAMiB,aAAAA,GAAgBD,cAAcb,SAAS;AAE7C,QAAA,IAAIc,gBAAgB,QAAU,EAAA;AAC5B,YAAA,OAAA;AACF;QAEAD,aAAcE,CAAAA,OAAO,CAAC,CAAID,GAAAA,aAAAA,CAAAA;;;AAI1B,QAAA,MAAME,uBAAuBnB,OAAQK,CAAAA,KAAK,CAACW,aAAAA,EAAeJ,YAAY,IAAIZ,OAAAA,EAAAA,CAAAA;AAC1E,QAAA,MAAMoB,cAAcpB,OAAQqB,CAAAA,GAAG,CAACZ,eAAAA,EAAiBU,sBAAsB,IAAInB,OAAAA,EAAAA,CAAAA;;AAG3E,QAAA,IAAI,IAAI,CAACnB,OAAO,GAAG,KAAO,EAAA;;AAExB,YAAA,MAAMyC,UAAU,IAAItB,OAAAA,EAAAA;AACpBsB,YAAAA,OAAAA,CAAQC,CAAC,GAAGzB,UAAAA,CAAWyB,CAAC,GAAG,CAACH,WAAAA,CAAYG,CAAC,GAAGzB,WAAWyB,CAAAA,IAAK,IAAI,CAAC1C,OAAO;AACxEyC,YAAAA,OAAAA,CAAQE,CAAC,GAAG1B,UAAAA,CAAW0B,CAAC,GAAG,CAACJ,WAAAA,CAAYI,CAAC,GAAG1B,WAAW0B,CAAAA,IAAK,IAAI,CAAC3C,OAAO;AACxEyC,YAAAA,OAAAA,CAAQG,CAAC,GAAG3B,UAAAA,CAAW2B,CAAC,GAAG,CAACL,WAAAA,CAAYK,CAAC,GAAG3B,WAAW2B,CAAAA,IAAK,IAAI,CAAC5C,OAAO;YACxEY,YAAaG,CAAAA,QAAQ,CAACV,GAAG,CAACoC,OAAAA,CAAAA;SACrB,MAAA;YACL7B,YAAaG,CAAAA,QAAQ,CAACV,GAAG,CAACkC,WAAAA,CAAAA;AAC5B;AACF;AACF;;;;"}
@@ -1,96 +0,0 @@
1
- import { Quaternion } from '@zephyr3d/base';
2
- import { AnimationTrack } from '../animationtrack.js';
3
-
4
- /**
5
- * Animation track that applies IK solving.
6
- *
7
- * @remarks
8
- * This track integrates IK solving into the animation system, allowing
9
- * IK to be blended with other animations. The track solves the IK chain
10
- * each frame and produces joint rotations that can be mixed with other
11
- * animation tracks.
12
- *
13
- * @public
14
- */ class IKTrack extends AnimationTrack {
15
- /** The IK solver */ _solver;
16
- /** Cached state for reuse */ _state;
17
- /** Duration of the track (can be infinite for procedural IK) */ _duration;
18
- /**
19
- * Create an IK animation track.
20
- *
21
- * @param solver - The FABRIK solver to use
22
- * @param duration - Duration of the track in seconds (default: Infinity for procedural)
23
- */ constructor(solver, duration = Infinity){
24
- super(false);
25
- this._solver = solver;
26
- this._duration = duration;
27
- // Initialize state with identity rotations
28
- const numJoints = solver.chain.joints.length - 1; // Exclude end effector
29
- this._state = {
30
- rotations: Array.from({
31
- length: numJoints
32
- }, ()=>new Quaternion())
33
- };
34
- }
35
- /**
36
- * Get the IK solver.
37
- */ get solver() {
38
- return this._solver;
39
- }
40
- /**
41
- * Set the duration of the track.
42
- */ setDuration(duration) {
43
- this._duration = Math.max(0, duration);
44
- }
45
- /**
46
- * Calculate IK state at the given time.
47
- *
48
- * @remarks
49
- * For procedural IK, the time parameter is typically ignored.
50
- * The solver uses the current target position set externally.
51
- */ calculateState(_target, _currentTime) {
52
- const joints = this._solver.chain.joints;
53
- // Store current rotations as the calculated state
54
- for(let i = 0; i < joints.length - 1; i++){
55
- this._state.rotations[i].set(joints[i].rotation);
56
- }
57
- return this._state;
58
- }
59
- /**
60
- * Apply IK state to the target scene nodes.
61
- */ applyState(_target, state) {
62
- const joints = this._solver.chain.joints;
63
- // Apply rotations to scene nodes
64
- for(let i = 0; i < state.rotations.length && i < joints.length - 1; i++){
65
- joints[i].node.rotation = state.rotations[i];
66
- }
67
- }
68
- /**
69
- * Mix two IK states using spherical interpolation.
70
- */ mixState(a, b, t) {
71
- const result = {
72
- rotations: []
73
- };
74
- const count = Math.min(a.rotations.length, b.rotations.length);
75
- for(let i = 0; i < count; i++){
76
- result.rotations.push(Quaternion.slerp(a.rotations[i], b.rotations[i], t));
77
- }
78
- return result;
79
- }
80
- /**
81
- * Get the blend identifier for this track.
82
- *
83
- * IK tracks with the same root joint can be blended together.
84
- */ getBlendId() {
85
- const rootNode = this._solver.chain.root.node;
86
- return `ik-chain-${rootNode.runtimeId}`;
87
- }
88
- /**
89
- * Get the duration of this track.
90
- */ getDuration() {
91
- return this._duration;
92
- }
93
- }
94
-
95
- export { IKTrack };
96
- //# sourceMappingURL=ik_track.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"ik_track.js","sources":["../../../src/animation/ik/ik_track.ts"],"sourcesContent":["import { Quaternion } from '@zephyr3d/base';\r\nimport { AnimationTrack } from '../animationtrack';\r\nimport type { FABRIKSolver } from './fabrik_solver';\r\n\r\n/**\r\n * IK animation track state.\r\n *\r\n * Represents the rotations of all joints in an IK chain at a specific time.\r\n */\r\ninterface IKState {\r\n /** Array of joint rotations (one per joint, excluding end effector) */\r\n rotations: Quaternion[];\r\n}\r\n\r\n/**\r\n * Animation track that applies IK solving.\r\n *\r\n * @remarks\r\n * This track integrates IK solving into the animation system, allowing\r\n * IK to be blended with other animations. The track solves the IK chain\r\n * each frame and produces joint rotations that can be mixed with other\r\n * animation tracks.\r\n *\r\n * @public\r\n */\r\nexport class IKTrack extends AnimationTrack<IKState> {\r\n /** The IK solver */\r\n private _solver: FABRIKSolver;\r\n /** Cached state for reuse */\r\n private _state: IKState;\r\n /** Duration of the track (can be infinite for procedural IK) */\r\n private _duration: number;\r\n\r\n /**\r\n * Create an IK animation track.\r\n *\r\n * @param solver - The FABRIK solver to use\r\n * @param duration - Duration of the track in seconds (default: Infinity for procedural)\r\n */\r\n constructor(solver: FABRIKSolver, duration = Infinity) {\r\n super(false);\r\n this._solver = solver;\r\n this._duration = duration;\r\n\r\n // Initialize state with identity rotations\r\n const numJoints = solver.chain.joints.length - 1; // Exclude end effector\r\n this._state = {\r\n rotations: Array.from({ length: numJoints }, () => new Quaternion())\r\n };\r\n }\r\n\r\n /**\r\n * Get the IK solver.\r\n */\r\n get solver(): FABRIKSolver {\r\n return this._solver;\r\n }\r\n\r\n /**\r\n * Set the duration of the track.\r\n */\r\n setDuration(duration: number): void {\r\n this._duration = Math.max(0, duration);\r\n }\r\n\r\n /**\r\n * Calculate IK state at the given time.\r\n *\r\n * @remarks\r\n * For procedural IK, the time parameter is typically ignored.\r\n * The solver uses the current target position set externally.\r\n */\r\n calculateState(_target: object, _currentTime: number): IKState {\r\n const joints = this._solver.chain.joints;\r\n\r\n // Store current rotations as the calculated state\r\n for (let i = 0; i < joints.length - 1; i++) {\r\n this._state.rotations[i].set(joints[i].rotation);\r\n }\r\n\r\n return this._state;\r\n }\r\n\r\n /**\r\n * Apply IK state to the target scene nodes.\r\n */\r\n applyState(_target: object, state: IKState): void {\r\n const joints = this._solver.chain.joints;\r\n\r\n // Apply rotations to scene nodes\r\n for (let i = 0; i < state.rotations.length && i < joints.length - 1; i++) {\r\n joints[i].node.rotation = state.rotations[i];\r\n }\r\n }\r\n\r\n /**\r\n * Mix two IK states using spherical interpolation.\r\n */\r\n mixState(a: IKState, b: IKState, t: number): IKState {\r\n const result: IKState = {\r\n rotations: []\r\n };\r\n\r\n const count = Math.min(a.rotations.length, b.rotations.length);\r\n for (let i = 0; i < count; i++) {\r\n result.rotations.push(Quaternion.slerp(a.rotations[i], b.rotations[i], t));\r\n }\r\n\r\n return result;\r\n }\r\n\r\n /**\r\n * Get the blend identifier for this track.\r\n *\r\n * IK tracks with the same root joint can be blended together.\r\n */\r\n getBlendId(): string {\r\n const rootNode = this._solver.chain.root.node;\r\n return `ik-chain-${rootNode.runtimeId}`;\r\n }\r\n\r\n /**\r\n * Get the duration of this track.\r\n */\r\n getDuration(): number {\r\n return this._duration;\r\n }\r\n}\r\n"],"names":["IKTrack","AnimationTrack","solver","duration","Infinity","_solver","_duration","numJoints","chain","joints","length","_state","rotations","Array","from","Quaternion","setDuration","Math","max","calculateState","_target","_currentTime","i","set","rotation","applyState","state","node","mixState","a","b","t","result","count","min","push","slerp","getBlendId","rootNode","root","runtimeId","getDuration"],"mappings":";;;AAcA;;;;;;;;;;IAWO,MAAMA,OAAgBC,SAAAA,cAAAA,CAAAA;yBAE3B,OAA8B;kCAE9B,MAAwB;qEAExB,SAA0B;AAE1B;;;;;AAKC,MACD,WAAYC,CAAAA,MAAoB,EAAEC,QAAAA,GAAWC,QAAQ,CAAE;AACrD,QAAA,KAAK,CAAC,KAAA,CAAA;QACN,IAAI,CAACC,OAAO,GAAGH,MAAAA;QACf,IAAI,CAACI,SAAS,GAAGH,QAAAA;;QAGjB,MAAMI,SAAAA,GAAYL,OAAOM,KAAK,CAACC,MAAM,CAACC,MAAM,GAAG,CAAA,CAAA;QAC/C,IAAI,CAACC,MAAM,GAAG;YACZC,SAAWC,EAAAA,KAAAA,CAAMC,IAAI,CAAC;gBAAEJ,MAAQH,EAAAA;AAAU,aAAA,EAAG,IAAM,IAAIQ,UAAAA,EAAAA;AACzD,SAAA;AACF;AAEA;;AAEC,MACD,IAAIb,MAAuB,GAAA;QACzB,OAAO,IAAI,CAACG,OAAO;AACrB;AAEA;;MAGAW,WAAAA,CAAYb,QAAgB,EAAQ;AAClC,QAAA,IAAI,CAACG,SAAS,GAAGW,IAAKC,CAAAA,GAAG,CAAC,CAAGf,EAAAA,QAAAA,CAAAA;AAC/B;AAEA;;;;;;AAMC,MACDgB,cAAeC,CAAAA,OAAe,EAAEC,YAAoB,EAAW;AAC7D,QAAA,MAAMZ,SAAS,IAAI,CAACJ,OAAO,CAACG,KAAK,CAACC,MAAM;;QAGxC,IAAK,IAAIa,IAAI,CAAGA,EAAAA,CAAAA,GAAIb,OAAOC,MAAM,GAAG,GAAGY,CAAK,EAAA,CAAA;AAC1C,YAAA,IAAI,CAACX,MAAM,CAACC,SAAS,CAACU,CAAAA,CAAE,CAACC,GAAG,CAACd,MAAM,CAACa,CAAAA,CAAE,CAACE,QAAQ,CAAA;AACjD;QAEA,OAAO,IAAI,CAACb,MAAM;AACpB;AAEA;;AAEC,MACDc,UAAWL,CAAAA,OAAe,EAAEM,KAAc,EAAQ;AAChD,QAAA,MAAMjB,SAAS,IAAI,CAACJ,OAAO,CAACG,KAAK,CAACC,MAAM;;AAGxC,QAAA,IAAK,IAAIa,CAAAA,GAAI,CAAGA,EAAAA,CAAAA,GAAII,MAAMd,SAAS,CAACF,MAAM,IAAIY,CAAIb,GAAAA,MAAAA,CAAOC,MAAM,GAAG,GAAGY,CAAK,EAAA,CAAA;YACxEb,MAAM,CAACa,CAAE,CAAA,CAACK,IAAI,CAACH,QAAQ,GAAGE,KAAAA,CAAMd,SAAS,CAACU,CAAE,CAAA;AAC9C;AACF;AAEA;;AAEC,MACDM,SAASC,CAAU,EAAEC,CAAU,EAAEC,CAAS,EAAW;AACnD,QAAA,MAAMC,MAAkB,GAAA;AACtBpB,YAAAA,SAAAA,EAAW;AACb,SAAA;AAEA,QAAA,MAAMqB,KAAQhB,GAAAA,IAAAA,CAAKiB,GAAG,CAACL,CAAEjB,CAAAA,SAAS,CAACF,MAAM,EAAEoB,CAAAA,CAAElB,SAAS,CAACF,MAAM,CAAA;AAC7D,QAAA,IAAK,IAAIY,CAAAA,GAAI,CAAGA,EAAAA,CAAAA,GAAIW,OAAOX,CAAK,EAAA,CAAA;AAC9BU,YAAAA,MAAAA,CAAOpB,SAAS,CAACuB,IAAI,CAACpB,UAAAA,CAAWqB,KAAK,CAACP,CAAAA,CAAEjB,SAAS,CAACU,EAAE,EAAEQ,CAAAA,CAAElB,SAAS,CAACU,EAAE,EAAES,CAAAA,CAAAA,CAAAA;AACzE;QAEA,OAAOC,MAAAA;AACT;AAEA;;;;AAIC,MACDK,UAAqB,GAAA;QACnB,MAAMC,QAAAA,GAAW,IAAI,CAACjC,OAAO,CAACG,KAAK,CAAC+B,IAAI,CAACZ,IAAI;AAC7C,QAAA,OAAO,CAAC,SAAS,EAAEW,QAAAA,CAASE,SAAS,CAAE,CAAA;AACzC;AAEA;;AAEC,MACDC,WAAsB,GAAA;QACpB,OAAO,IAAI,CAACnC,SAAS;AACvB;AACF;;;;"}
@@ -1,71 +0,0 @@
1
- import { SkeletonPostProcessor } from './skeleton_postprocessor.js';
2
-
3
- /**
4
- * Post-processor wrapper for IK solvers.
5
- *
6
- * Integrates IK solving into the skeleton post-processing pipeline.
7
- * The IK solver is executed each frame and results are blended with the base animation.
8
- *
9
- * @example
10
- * ```typescript
11
- * const ikChain = new IKChain([joint1, joint2, joint3]);
12
- * const ikSolver = new FABRIKSolver(ikChain);
13
- * const targetPos = new Vector3(1, 2, 3);
14
- * const processor = new IKPostProcessor(ikSolver, targetPos, 1.0);
15
- * skeleton.addPostProcessor(processor);
16
- * ```
17
- *
18
- * @public
19
- */ class IKPostProcessor extends SkeletonPostProcessor {
20
- _solver;
21
- _target;
22
- /**
23
- * Create an IK post-processor.
24
- *
25
- * @param solver - The IK solver to integrate
26
- * @param target - Target position for the end effector
27
- * @param weight - Blend weight [0-1] (default: 1.0)
28
- * @param priority - Priority for ordering (default: 50)
29
- */ constructor(solver, target, weight = 1.0, priority = 50){
30
- super(weight, priority);
31
- this._solver = solver;
32
- this._target = target.clone();
33
- }
34
- /**
35
- * Get the IK solver.
36
- */ get solver() {
37
- return this._solver;
38
- }
39
- /**
40
- * Get the current target position.
41
- */ get target() {
42
- return this._target.clone();
43
- }
44
- /**
45
- * Set the target position for the end effector.
46
- *
47
- * @param target - New target position (will be cloned)
48
- */ setTarget(target) {
49
- this._target.set(target);
50
- }
51
- /**
52
- * Apply IK solving to skeleton joints.
53
- */ apply(_skeleton, _deltaTime) {
54
- if (!this._enabled || this._weight <= 0) {
55
- return;
56
- }
57
- // Solve IK
58
- this._solver.solve(this._target);
59
- // Apply to nodes with blending
60
- this._solver.applyToNodes(this._weight);
61
- }
62
- /**
63
- * Reset the IK solver to initial state.
64
- */ reset() {
65
- // IK solvers typically don't need explicit reset
66
- // as they solve based on current joint positions
67
- }
68
- }
69
-
70
- export { IKPostProcessor };
71
- //# sourceMappingURL=ik_postprocessor.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"ik_postprocessor.js","sources":["../../src/animation/ik_postprocessor.ts"],"sourcesContent":["import { SkeletonPostProcessor } from './skeleton_postprocessor';\r\nimport type { Skeleton } from './skeleton';\r\nimport type { IKSolver } from './ik/ik_solver';\r\nimport type { Vector3 } from '@zephyr3d/base';\r\n\r\n/**\r\n * Post-processor wrapper for IK solvers.\r\n *\r\n * Integrates IK solving into the skeleton post-processing pipeline.\r\n * The IK solver is executed each frame and results are blended with the base animation.\r\n *\r\n * @example\r\n * ```typescript\r\n * const ikChain = new IKChain([joint1, joint2, joint3]);\r\n * const ikSolver = new FABRIKSolver(ikChain);\r\n * const targetPos = new Vector3(1, 2, 3);\r\n * const processor = new IKPostProcessor(ikSolver, targetPos, 1.0);\r\n * skeleton.addPostProcessor(processor);\r\n * ```\r\n *\r\n * @public\r\n */\r\nexport class IKPostProcessor<Solver extends IKSolver = IKSolver> extends SkeletonPostProcessor {\r\n private _solver: Solver;\r\n private _target: Vector3;\r\n\r\n /**\r\n * Create an IK post-processor.\r\n *\r\n * @param solver - The IK solver to integrate\r\n * @param target - Target position for the end effector\r\n * @param weight - Blend weight [0-1] (default: 1.0)\r\n * @param priority - Priority for ordering (default: 50)\r\n */\r\n constructor(solver: Solver, target: Vector3, weight: number = 1.0, priority: number = 50) {\r\n super(weight, priority);\r\n this._solver = solver;\r\n this._target = target.clone();\r\n }\r\n\r\n /**\r\n * Get the IK solver.\r\n */\r\n get solver(): Solver {\r\n return this._solver;\r\n }\r\n\r\n /**\r\n * Get the current target position.\r\n */\r\n get target(): Vector3 {\r\n return this._target.clone();\r\n }\r\n\r\n /**\r\n * Set the target position for the end effector.\r\n *\r\n * @param target - New target position (will be cloned)\r\n */\r\n setTarget(target: Vector3): void {\r\n this._target.set(target);\r\n }\r\n\r\n /**\r\n * Apply IK solving to skeleton joints.\r\n */\r\n apply(_skeleton: Skeleton, _deltaTime: number): void {\r\n if (!this._enabled || this._weight <= 0) {\r\n return;\r\n }\r\n\r\n // Solve IK\r\n this._solver.solve(this._target);\r\n\r\n // Apply to nodes with blending\r\n this._solver.applyToNodes(this._weight);\r\n }\r\n\r\n /**\r\n * Reset the IK solver to initial state.\r\n */\r\n reset(): void {\r\n // IK solvers typically don't need explicit reset\r\n // as they solve based on current joint positions\r\n }\r\n}\r\n"],"names":["IKPostProcessor","SkeletonPostProcessor","_solver","_target","solver","target","weight","priority","clone","setTarget","set","apply","_skeleton","_deltaTime","_enabled","_weight","solve","applyToNodes","reset"],"mappings":";;AAKA;;;;;;;;;;;;;;;;IAiBO,MAAMA,eAA4DC,SAAAA,qBAAAA,CAAAA;IAC/DC,OAAgB;IAChBC,OAAiB;AAEzB;;;;;;;MAQA,WAAA,CAAYC,MAAc,EAAEC,MAAe,EAAEC,SAAiB,GAAG,EAAEC,QAAmB,GAAA,EAAE,CAAE;AACxF,QAAA,KAAK,CAACD,MAAQC,EAAAA,QAAAA,CAAAA;QACd,IAAI,CAACL,OAAO,GAAGE,MAAAA;AACf,QAAA,IAAI,CAACD,OAAO,GAAGE,MAAAA,CAAOG,KAAK,EAAA;AAC7B;AAEA;;AAEC,MACD,IAAIJ,MAAiB,GAAA;QACnB,OAAO,IAAI,CAACF,OAAO;AACrB;AAEA;;AAEC,MACD,IAAIG,MAAkB,GAAA;AACpB,QAAA,OAAO,IAAI,CAACF,OAAO,CAACK,KAAK,EAAA;AAC3B;AAEA;;;;MAKAC,SAAAA,CAAUJ,MAAe,EAAQ;AAC/B,QAAA,IAAI,CAACF,OAAO,CAACO,GAAG,CAACL,MAAAA,CAAAA;AACnB;AAEA;;AAEC,MACDM,KAAMC,CAAAA,SAAmB,EAAEC,UAAkB,EAAQ;QACnD,IAAI,CAAC,IAAI,CAACC,QAAQ,IAAI,IAAI,CAACC,OAAO,IAAI,CAAG,EAAA;AACvC,YAAA;AACF;;AAGA,QAAA,IAAI,CAACb,OAAO,CAACc,KAAK,CAAC,IAAI,CAACb,OAAO,CAAA;;AAG/B,QAAA,IAAI,CAACD,OAAO,CAACe,YAAY,CAAC,IAAI,CAACF,OAAO,CAAA;AACxC;AAEA;;AAEC,MACDG,KAAc,GAAA;;;AAGd;AACF;;;;"}
@@ -1,16 +0,0 @@
1
- // spcr-joint-dynamics — math adapter layer
2
- // Wraps base/vector.ts (class-based) with plain-object API for backward compatibility
3
- // ── Utility ──
4
- function clamp(v, min, max) {
5
- return v < min ? min : v > max ? max : v;
6
- }
7
- function clamp01(v) {
8
- return v < 0 ? 0 : v > 1 ? 1 : v;
9
- }
10
- function smoothStep(from, to, t) {
11
- const c = clamp01((t - from) / (to - from));
12
- return c * c * (3 - 2 * c);
13
- }
14
-
15
- export { clamp, clamp01, smoothStep };
16
- //# sourceMappingURL=math.js.map
@@ -1 +0,0 @@
1
- {"version":3,"file":"math.js","sources":["../../../src/animation/joint_dynamics/math.ts"],"sourcesContent":["// spcr-joint-dynamics — math adapter layer\r\n// Wraps base/vector.ts (class-based) with plain-object API for backward compatibility\r\n\r\n// ── Utility ──\r\n\r\nexport function clamp(v: number, min: number, max: number): number {\r\n return v < min ? min : v > max ? max : v;\r\n}\r\n\r\nexport function clamp01(v: number): number {\r\n return v < 0 ? 0 : v > 1 ? 1 : v;\r\n}\r\n\r\nexport function smoothStep(from: number, to: number, t: number): number {\r\n const c = clamp01((t - from) / (to - from));\r\n return c * c * (3 - 2 * c);\r\n}\r\n"],"names":["clamp","v","min","max","clamp01","smoothStep","from","to","t","c"],"mappings":"AAAA;AACA;AAEA;AAEO,SAASA,KAAMC,CAAAA,CAAS,EAAEC,GAAW,EAAEC,GAAW,EAAA;AACvD,IAAA,OAAOF,CAAIC,GAAAA,GAAAA,GAAMA,GAAMD,GAAAA,CAAAA,GAAIE,MAAMA,GAAMF,GAAAA,CAAAA;AACzC;AAEO,SAASG,QAAQH,CAAS,EAAA;AAC/B,IAAA,OAAOA,CAAI,GAAA,CAAA,GAAI,CAAIA,GAAAA,CAAAA,GAAI,IAAI,CAAIA,GAAAA,CAAAA;AACjC;AAEO,SAASI,UAAWC,CAAAA,IAAY,EAAEC,EAAU,EAAEC,CAAS,EAAA;IAC5D,MAAMC,CAAAA,GAAIL,QAAQ,CAACI,IAAIF,IAAG,KAAMC,EAAAA,GAAKD,IAAG,CAAA,CAAA;AACxC,IAAA,OAAOG,CAAIA,GAAAA,CAAAA,IAAK,CAAA,GAAI,IAAIA,CAAAA,CAAAA;AAC1B;;;;"}
@@ -1,156 +0,0 @@
1
- import { Vector3, Quaternion } from '@zephyr3d/base';
2
- import { SkeletonPostProcessor } from './skeleton_postprocessor.js';
3
-
4
- /**
5
- * Post-processor for manual joint transform control.
6
- *
7
- * Allows setting custom transforms for specific joints that blend with
8
- * the base animation/bind pose layer.
9
- *
10
- * @example
11
- * ```typescript
12
- * const processor = new ManualTransformProcessor();
13
- * processor.setJointPosition(5, new Vector3(1, 2, 3));
14
- * processor.setJointRotation(5, Quaternion.fromEuler(0, Math.PI / 2, 0));
15
- * skeleton.addPostProcessor(processor);
16
- * ```
17
- *
18
- * @public
19
- */ class ManualTransformProcessor extends SkeletonPostProcessor {
20
- /** Map of joint index to transform overrides */ _overrides;
21
- constructor(weight = 1.0, priority = 100){
22
- super(weight, priority);
23
- this._overrides = new Map();
24
- }
25
- /**
26
- * Set position override for a joint.
27
- *
28
- * @param jointIndex - Index of the joint in the skeleton
29
- * @param position - New local position (will be cloned)
30
- */ setJointPosition(jointIndex, position) {
31
- let override = this._overrides.get(jointIndex);
32
- if (!override) {
33
- override = {};
34
- this._overrides.set(jointIndex, override);
35
- }
36
- override.position = position.clone();
37
- }
38
- /**
39
- * Set rotation override for a joint.
40
- *
41
- * @param jointIndex - Index of the joint in the skeleton
42
- * @param rotation - New local rotation (will be cloned)
43
- */ setJointRotation(jointIndex, rotation) {
44
- let override = this._overrides.get(jointIndex);
45
- if (!override) {
46
- override = {};
47
- this._overrides.set(jointIndex, override);
48
- }
49
- override.rotation = rotation.clone();
50
- }
51
- /**
52
- * Set scale override for a joint.
53
- *
54
- * @param jointIndex - Index of the joint in the skeleton
55
- * @param scale - New local scale (will be cloned)
56
- */ setJointScale(jointIndex, scale) {
57
- let override = this._overrides.get(jointIndex);
58
- if (!override) {
59
- override = {};
60
- this._overrides.set(jointIndex, override);
61
- }
62
- override.scale = scale.clone();
63
- }
64
- /**
65
- * Set full transform override for a joint.
66
- *
67
- * @param jointIndex - Index of the joint in the skeleton
68
- * @param position - New local position (optional)
69
- * @param rotation - New local rotation (optional)
70
- * @param scale - New local scale (optional)
71
- */ setJointTransform(jointIndex, position, rotation, scale) {
72
- const override = {};
73
- if (position) {
74
- override.position = position.clone();
75
- }
76
- if (rotation) {
77
- override.rotation = rotation.clone();
78
- }
79
- if (scale) {
80
- override.scale = scale.clone();
81
- }
82
- this._overrides.set(jointIndex, override);
83
- }
84
- /**
85
- * Clear override for a specific joint.
86
- *
87
- * @param jointIndex - Index of the joint to clear
88
- */ clearJoint(jointIndex) {
89
- this._overrides.delete(jointIndex);
90
- }
91
- /**
92
- * Clear all joint overrides.
93
- */ clearAll() {
94
- this._overrides.clear();
95
- }
96
- /**
97
- * Check if a joint has any overrides.
98
- *
99
- * @param jointIndex - Index of the joint to check
100
- * @returns True if the joint has overrides
101
- */ hasOverride(jointIndex) {
102
- return this._overrides.has(jointIndex);
103
- }
104
- /**
105
- * Get the number of joints with overrides.
106
- */ get overrideCount() {
107
- return this._overrides.size;
108
- }
109
- /**
110
- * Apply manual transform overrides to skeleton joints.
111
- */ apply(skeleton, _deltaTime) {
112
- if (!this._enabled || this._overrides.size === 0 || this._weight <= 0) {
113
- return;
114
- }
115
- const joints = skeleton.joints;
116
- const weight = this._weight;
117
- this._overrides.forEach((override, jointIndex)=>{
118
- if (jointIndex < 0 || jointIndex >= joints.length) {
119
- return;
120
- }
121
- const joint = joints[jointIndex];
122
- // Blend position
123
- if (override.position) {
124
- if (weight >= 1) {
125
- joint.position = override.position;
126
- } else {
127
- joint.position = Vector3.combine(joint.position, override.position, weight, 1 - weight);
128
- }
129
- }
130
- // Blend rotation
131
- if (override.rotation) {
132
- if (weight >= 1) {
133
- joint.rotation = override.rotation;
134
- } else {
135
- joint.rotation = Quaternion.slerp(joint.rotation, override.rotation, weight);
136
- }
137
- }
138
- // Blend scale
139
- if (override.scale) {
140
- if (weight >= 1) {
141
- joint.scale = override.scale;
142
- } else {
143
- joint.scale = Vector3.combine(joint.scale, override.scale, weight, 1 - weight);
144
- }
145
- }
146
- });
147
- }
148
- /**
149
- * Reset the processor (clears all overrides).
150
- */ reset() {
151
- this._overrides.clear();
152
- }
153
- }
154
-
155
- export { ManualTransformProcessor };
156
- //# sourceMappingURL=manual_transform_processor.js.map
@@ -1 +0,0 @@
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- {"version":3,"file":"manual_transform_processor.js","sources":["../../src/animation/manual_transform_processor.ts"],"sourcesContent":["import { Vector3, Quaternion } from '@zephyr3d/base';\r\nimport { SkeletonPostProcessor } from './skeleton_postprocessor';\r\nimport type { Skeleton } from './skeleton';\r\n\r\n/**\r\n * Manual transform override for specific joints.\r\n *\r\n * Stores position, rotation, and scale overrides for joints and blends them\r\n * with the base animation layer.\r\n */\r\ninterface JointOverride {\r\n position?: Vector3;\r\n rotation?: Quaternion;\r\n scale?: Vector3;\r\n}\r\n\r\n/**\r\n * Post-processor for manual joint transform control.\r\n *\r\n * Allows setting custom transforms for specific joints that blend with\r\n * the base animation/bind pose layer.\r\n *\r\n * @example\r\n * ```typescript\r\n * const processor = new ManualTransformProcessor();\r\n * processor.setJointPosition(5, new Vector3(1, 2, 3));\r\n * processor.setJointRotation(5, Quaternion.fromEuler(0, Math.PI / 2, 0));\r\n * skeleton.addPostProcessor(processor);\r\n * ```\r\n *\r\n * @public\r\n */\r\nexport class ManualTransformProcessor extends SkeletonPostProcessor {\r\n /** Map of joint index to transform overrides */\r\n private _overrides: Map<number, JointOverride>;\r\n\r\n constructor(weight: number = 1.0, priority: number = 100) {\r\n super(weight, priority);\r\n this._overrides = new Map();\r\n }\r\n\r\n /**\r\n * Set position override for a joint.\r\n *\r\n * @param jointIndex - Index of the joint in the skeleton\r\n * @param position - New local position (will be cloned)\r\n */\r\n setJointPosition(jointIndex: number, position: Vector3): void {\r\n let override = this._overrides.get(jointIndex);\r\n if (!override) {\r\n override = {};\r\n this._overrides.set(jointIndex, override);\r\n }\r\n override.position = position.clone();\r\n }\r\n\r\n /**\r\n * Set rotation override for a joint.\r\n *\r\n * @param jointIndex - Index of the joint in the skeleton\r\n * @param rotation - New local rotation (will be cloned)\r\n */\r\n setJointRotation(jointIndex: number, rotation: Quaternion): void {\r\n let override = this._overrides.get(jointIndex);\r\n if (!override) {\r\n override = {};\r\n this._overrides.set(jointIndex, override);\r\n }\r\n override.rotation = rotation.clone();\r\n }\r\n\r\n /**\r\n * Set scale override for a joint.\r\n *\r\n * @param jointIndex - Index of the joint in the skeleton\r\n * @param scale - New local scale (will be cloned)\r\n */\r\n setJointScale(jointIndex: number, scale: Vector3): void {\r\n let override = this._overrides.get(jointIndex);\r\n if (!override) {\r\n override = {};\r\n this._overrides.set(jointIndex, override);\r\n }\r\n override.scale = scale.clone();\r\n }\r\n\r\n /**\r\n * Set full transform override for a joint.\r\n *\r\n * @param jointIndex - Index of the joint in the skeleton\r\n * @param position - New local position (optional)\r\n * @param rotation - New local rotation (optional)\r\n * @param scale - New local scale (optional)\r\n */\r\n setJointTransform(jointIndex: number, position?: Vector3, rotation?: Quaternion, scale?: Vector3): void {\r\n const override: JointOverride = {};\r\n if (position) {\r\n override.position = position.clone();\r\n }\r\n if (rotation) {\r\n override.rotation = rotation.clone();\r\n }\r\n if (scale) {\r\n override.scale = scale.clone();\r\n }\r\n this._overrides.set(jointIndex, override);\r\n }\r\n\r\n /**\r\n * Clear override for a specific joint.\r\n *\r\n * @param jointIndex - Index of the joint to clear\r\n */\r\n clearJoint(jointIndex: number): void {\r\n this._overrides.delete(jointIndex);\r\n }\r\n\r\n /**\r\n * Clear all joint overrides.\r\n */\r\n clearAll(): void {\r\n this._overrides.clear();\r\n }\r\n\r\n /**\r\n * Check if a joint has any overrides.\r\n *\r\n * @param jointIndex - Index of the joint to check\r\n * @returns True if the joint has overrides\r\n */\r\n hasOverride(jointIndex: number): boolean {\r\n return this._overrides.has(jointIndex);\r\n }\r\n\r\n /**\r\n * Get the number of joints with overrides.\r\n */\r\n get overrideCount(): number {\r\n return this._overrides.size;\r\n }\r\n\r\n /**\r\n * Apply manual transform overrides to skeleton joints.\r\n */\r\n apply(skeleton: Skeleton, _deltaTime: number): void {\r\n if (!this._enabled || this._overrides.size === 0 || this._weight <= 0) {\r\n return;\r\n }\r\n\r\n const joints = skeleton.joints;\r\n const weight = this._weight;\r\n\r\n this._overrides.forEach((override, jointIndex) => {\r\n if (jointIndex < 0 || jointIndex >= joints.length) {\r\n return;\r\n }\r\n\r\n const joint = joints[jointIndex];\r\n\r\n // Blend position\r\n if (override.position) {\r\n if (weight >= 1) {\r\n joint.position = override.position;\r\n } else {\r\n joint.position = Vector3.combine(joint.position, override.position, weight, 1 - weight);\r\n }\r\n }\r\n\r\n // Blend rotation\r\n if (override.rotation) {\r\n if (weight >= 1) {\r\n joint.rotation = override.rotation;\r\n } else {\r\n joint.rotation = Quaternion.slerp(joint.rotation, override.rotation, weight);\r\n }\r\n }\r\n\r\n // Blend scale\r\n if (override.scale) {\r\n if (weight >= 1) {\r\n joint.scale = override.scale;\r\n } else {\r\n joint.scale = Vector3.combine(joint.scale, override.scale, weight, 1 - weight);\r\n }\r\n }\r\n });\r\n }\r\n\r\n /**\r\n * Reset the processor (clears all overrides).\r\n */\r\n reset(): void {\r\n this._overrides.clear();\r\n }\r\n}\r\n"],"names":["ManualTransformProcessor","SkeletonPostProcessor","weight","priority","_overrides","Map","setJointPosition","jointIndex","position","override","get","set","clone","setJointRotation","rotation","setJointScale","scale","setJointTransform","clearJoint","delete","clearAll","clear","hasOverride","has","overrideCount","size","apply","skeleton","_deltaTime","_enabled","_weight","joints","forEach","length","joint","Vector3","combine","Quaternion","slerp","reset"],"mappings":";;;AAgBA;;;;;;;;;;;;;;;IAgBO,MAAMA,wBAAiCC,SAAAA,qBAAAA,CAAAA;qDAE5C,UAA+C;AAE/C,IAAA,WAAA,CAAYC,MAAiB,GAAA,GAAG,EAAEC,QAAAA,GAAmB,GAAG,CAAE;AACxD,QAAA,KAAK,CAACD,MAAQC,EAAAA,QAAAA,CAAAA;QACd,IAAI,CAACC,UAAU,GAAG,IAAIC,GAAAA,EAAAA;AACxB;AAEA;;;;;AAKC,MACDC,gBAAiBC,CAAAA,UAAkB,EAAEC,QAAiB,EAAQ;AAC5D,QAAA,IAAIC,WAAW,IAAI,CAACL,UAAU,CAACM,GAAG,CAACH,UAAAA,CAAAA;AACnC,QAAA,IAAI,CAACE,QAAU,EAAA;AACbA,YAAAA,QAAAA,GAAW,EAAC;AACZ,YAAA,IAAI,CAACL,UAAU,CAACO,GAAG,CAACJ,UAAYE,EAAAA,QAAAA,CAAAA;AAClC;QACAA,QAASD,CAAAA,QAAQ,GAAGA,QAAAA,CAASI,KAAK,EAAA;AACpC;AAEA;;;;;AAKC,MACDC,gBAAiBN,CAAAA,UAAkB,EAAEO,QAAoB,EAAQ;AAC/D,QAAA,IAAIL,WAAW,IAAI,CAACL,UAAU,CAACM,GAAG,CAACH,UAAAA,CAAAA;AACnC,QAAA,IAAI,CAACE,QAAU,EAAA;AACbA,YAAAA,QAAAA,GAAW,EAAC;AACZ,YAAA,IAAI,CAACL,UAAU,CAACO,GAAG,CAACJ,UAAYE,EAAAA,QAAAA,CAAAA;AAClC;QACAA,QAASK,CAAAA,QAAQ,GAAGA,QAAAA,CAASF,KAAK,EAAA;AACpC;AAEA;;;;;AAKC,MACDG,aAAcR,CAAAA,UAAkB,EAAES,KAAc,EAAQ;AACtD,QAAA,IAAIP,WAAW,IAAI,CAACL,UAAU,CAACM,GAAG,CAACH,UAAAA,CAAAA;AACnC,QAAA,IAAI,CAACE,QAAU,EAAA;AACbA,YAAAA,QAAAA,GAAW,EAAC;AACZ,YAAA,IAAI,CAACL,UAAU,CAACO,GAAG,CAACJ,UAAYE,EAAAA,QAAAA,CAAAA;AAClC;QACAA,QAASO,CAAAA,KAAK,GAAGA,KAAAA,CAAMJ,KAAK,EAAA;AAC9B;AAEA;;;;;;;MAQAK,iBAAAA,CAAkBV,UAAkB,EAAEC,QAAkB,EAAEM,QAAqB,EAAEE,KAAe,EAAQ;AACtG,QAAA,MAAMP,WAA0B,EAAC;AACjC,QAAA,IAAID,QAAU,EAAA;YACZC,QAASD,CAAAA,QAAQ,GAAGA,QAAAA,CAASI,KAAK,EAAA;AACpC;AACA,QAAA,IAAIE,QAAU,EAAA;YACZL,QAASK,CAAAA,QAAQ,GAAGA,QAAAA,CAASF,KAAK,EAAA;AACpC;AACA,QAAA,IAAII,KAAO,EAAA;YACTP,QAASO,CAAAA,KAAK,GAAGA,KAAAA,CAAMJ,KAAK,EAAA;AAC9B;AACA,QAAA,IAAI,CAACR,UAAU,CAACO,GAAG,CAACJ,UAAYE,EAAAA,QAAAA,CAAAA;AAClC;AAEA;;;;MAKAS,UAAAA,CAAWX,UAAkB,EAAQ;AACnC,QAAA,IAAI,CAACH,UAAU,CAACe,MAAM,CAACZ,UAAAA,CAAAA;AACzB;AAEA;;AAEC,MACDa,QAAiB,GAAA;QACf,IAAI,CAAChB,UAAU,CAACiB,KAAK,EAAA;AACvB;AAEA;;;;;MAMAC,WAAAA,CAAYf,UAAkB,EAAW;AACvC,QAAA,OAAO,IAAI,CAACH,UAAU,CAACmB,GAAG,CAAChB,UAAAA,CAAAA;AAC7B;AAEA;;AAEC,MACD,IAAIiB,aAAwB,GAAA;AAC1B,QAAA,OAAO,IAAI,CAACpB,UAAU,CAACqB,IAAI;AAC7B;AAEA;;AAEC,MACDC,KAAMC,CAAAA,QAAkB,EAAEC,UAAkB,EAAQ;AAClD,QAAA,IAAI,CAAC,IAAI,CAACC,QAAQ,IAAI,IAAI,CAACzB,UAAU,CAACqB,IAAI,KAAK,CAAK,IAAA,IAAI,CAACK,OAAO,IAAI,CAAG,EAAA;AACrE,YAAA;AACF;QAEA,MAAMC,MAAAA,GAASJ,SAASI,MAAM;QAC9B,MAAM7B,MAAAA,GAAS,IAAI,CAAC4B,OAAO;AAE3B,QAAA,IAAI,CAAC1B,UAAU,CAAC4B,OAAO,CAAC,CAACvB,QAAUF,EAAAA,UAAAA,GAAAA;AACjC,YAAA,IAAIA,UAAa,GAAA,CAAA,IAAKA,UAAcwB,IAAAA,MAAAA,CAAOE,MAAM,EAAE;AACjD,gBAAA;AACF;YAEA,MAAMC,KAAAA,GAAQH,MAAM,CAACxB,UAAW,CAAA;;YAGhC,IAAIE,QAAAA,CAASD,QAAQ,EAAE;AACrB,gBAAA,IAAIN,UAAU,CAAG,EAAA;oBACfgC,KAAM1B,CAAAA,QAAQ,GAAGC,QAAAA,CAASD,QAAQ;iBAC7B,MAAA;AACL0B,oBAAAA,KAAAA,CAAM1B,QAAQ,GAAG2B,OAAQC,CAAAA,OAAO,CAACF,KAAAA,CAAM1B,QAAQ,EAAEC,QAASD,CAAAA,QAAQ,EAAEN,MAAAA,EAAQ,CAAIA,GAAAA,MAAAA,CAAAA;AAClF;AACF;;YAGA,IAAIO,QAAAA,CAASK,QAAQ,EAAE;AACrB,gBAAA,IAAIZ,UAAU,CAAG,EAAA;oBACfgC,KAAMpB,CAAAA,QAAQ,GAAGL,QAAAA,CAASK,QAAQ;iBAC7B,MAAA;oBACLoB,KAAMpB,CAAAA,QAAQ,GAAGuB,UAAAA,CAAWC,KAAK,CAACJ,MAAMpB,QAAQ,EAAEL,QAASK,CAAAA,QAAQ,EAAEZ,MAAAA,CAAAA;AACvE;AACF;;YAGA,IAAIO,QAAAA,CAASO,KAAK,EAAE;AAClB,gBAAA,IAAId,UAAU,CAAG,EAAA;oBACfgC,KAAMlB,CAAAA,KAAK,GAAGP,QAAAA,CAASO,KAAK;iBACvB,MAAA;AACLkB,oBAAAA,KAAAA,CAAMlB,KAAK,GAAGmB,OAAQC,CAAAA,OAAO,CAACF,KAAAA,CAAMlB,KAAK,EAAEP,QAASO,CAAAA,KAAK,EAAEd,MAAAA,EAAQ,CAAIA,GAAAA,MAAAA,CAAAA;AACzE;AACF;AACF,SAAA,CAAA;AACF;AAEA;;AAEC,MACDqC,KAAc,GAAA;QACZ,IAAI,CAACnC,UAAU,CAACiB,KAAK,EAAA;AACvB;AACF;;;;"}