topview-3d-cli 0.1.0__py3-none-any.whl
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.
- topview_3d_cli/__init__.py +3 -0
- topview_3d_cli/__main__.py +5 -0
- topview_3d_cli/_runtime/builtin-assets/LICENSE +396 -0
- topview_3d_cli/_runtime/builtin-assets/NOTICE +24 -0
- topview_3d_cli/_runtime/builtin-assets/characters/a3d_char_30ec53c93eae4173946b38639691ebe0.glb +0 -0
- topview_3d_cli/_runtime/builtin-assets/characters/a3d_char_461b4f4b76ae4b198f439fa4f6f743b6.glb +0 -0
- topview_3d_cli/_runtime/builtin-assets/characters/a3d_char_7d220ac359844c80a8faaf0e25478477.glb +0 -0
- topview_3d_cli/_runtime/builtin-assets/characters/a3d_char_de37873a79244fbe8a0660ea08d1b4ab.glb +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-attack-jab.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-attack-lunge.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-attack-rear.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-crawling-forward-reaching-with-le.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-exaggerated-punch-with-right-hand.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-examine-fwd.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-holding-bow.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-jab-with-right-hand.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-on-hands-and-toes-right-leg-forwa.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-on-right-leg.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-push-up.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-pushing-backwards.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-pushing-with-both-hands.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-pushing-with-left-side-of-body.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-sliding.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-arms-spread-looking-upwards.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-examine-fwd.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-lean-fwd-right-hand-supporting.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-leaning-against-object-look-l.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-look-back.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-look-down-back.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-look-fwd-f.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-look-fwd-m.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-on-knees-arms-up.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-sneaking.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-l-toe-top-of-right-foot.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-legs-spread-lean-l.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-legs-spread-lean-r.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-legs-x.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-r-foot-arms-extended-backwards.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-r-toe-arms-up.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-r-toe-l-leg-up.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-toes-arch.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-toes-reach.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dyn-floating-bent-forwards.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dyn-floating-left-leg-bent-hands-spread.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dyn-floating-legs-bent-and-arms-spread.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dyn-floating-legs-raised-arms-extended-u.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dyn-l-toe-look-l.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dyn-leaping-forward-arms-extended-backwa.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dynamic-float-arch.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dynamic-float-dive.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-back-arched-arms-supp.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-legs-to-side-arms-up.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-legs-x-arms-supp.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-back-left-leg-bent-hands-head.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-back-left-leg-bent.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-back-legs-x-hands-head.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-left-side-left-arm-supporting-hea.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-left-side-left-arm-supporting.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-right-side-right-arm-supporting.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-right-side-right-hand-supporting.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-stomach-elbows-supporting.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-right-arm-supporting-l-arm-up.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-right-leg-forward-arms-supp.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-run-fwd.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-run-reach.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-sneaking-forward.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-sprinting.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-stepping-forward-look-l.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-walk-fwd-look-r.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-walk-fwd.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-walking-arms-on-hips.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-walking-right-arm-on-hip.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-walking.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-arms-holding-left-knee-reclining.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-arms-holding-right-knee.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-arms-resting-on-knees.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-arms-supp.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-arms-up.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-elbows-on-legs-lean-fwd.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-elbows-on-legs-lean-l.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-knees-up-hold.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-lean-back-arms-supp.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-lean-fwd-elbows-on-knees.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-lean-fwd-hands-in-front.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-legs-x-arms-x.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-legs-x-hands-head.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-legs-x-hold.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-legs-x-reclining.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-legs-x-right-arm-over-knee.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reaching-hands-towards-toes.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reaching-left-hand-towards-right-toe.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reclined-facepalm.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reclined-hands-head.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reclined-left-leg-crossed-hands-head.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reclined-left-leg-crossed.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reclined-look-down.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reclined-right-leg-crossed-hands-hea.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-rev-sit-hands-grasping.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-rev-sit-hands-relaxed.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-arms-behind-back.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-arms-down.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-arms-slightly-spread.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-bending-forward-arms-x-over-knees.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-hands-on-hips-look-back.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-l-hip-f.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-l-hip-m.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-l-leg-r-hip-l-arm-up.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-lean-back-arms-behind.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-lean-back-l-hip.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-left-elbow-resting-obj.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-left-leg-obj-left-hand-on-knee-r-h.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-left-leg-obj-left-hand-on-knee.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-legs-x-arms-up.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-legs-x-l-hip.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-legs-x-leaning-obj.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-legs-x-left-arm-obj-r-hip.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-look-down-r.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-look-fwd.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-look-l.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-look-r.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-r-arm-up-l-hip.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-r-foot-l-leg-up.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-r-foot-up.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-r-hip-l-arm-up.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-r-hip.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-right-hand-behind-head.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-right-leg-obj-arms-x.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-right-leg-obj-l-hip-right-hand-on.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_t-pose.webp +0 -0
- topview_3d_cli/_runtime/builtin-assets/manifest.json +2372 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-attack-jab.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-attack-lunge.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-attack-rear.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-crawling-forward-reaching-with-le.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-exaggerated-punch-with-right-hand.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-examine-fwd.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-holding-bow.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-jab-with-right-hand.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-on-hands-and-toes-right-leg-forwa.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-on-right-leg.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-push-up.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-pushing-backwards.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-pushing-with-both-hands.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-pushing-with-left-side-of-body.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-sliding.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-arms-spread-looking-upwards.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-examine-fwd.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-lean-fwd-right-hand-supporting.json +1 -0
- topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-leaning-against-object-look-l.json +1 -0
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+
relativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) );
|
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|
+
|
|
132
|
+
// apply to global matrix
|
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|
+
|
|
134
|
+
globalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) );
|
|
135
|
+
|
|
136
|
+
if ( target.isObject3D ) {
|
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137
|
+
|
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138
|
+
if ( options.localOffsets ) {
|
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139
|
+
|
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140
|
+
if ( options.localOffsets[ bone.name ] ) {
|
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141
|
+
|
|
142
|
+
globalMatrix.multiply( options.localOffsets[ bone.name ] );
|
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|
+
|
|
144
|
+
}
|
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145
|
+
|
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146
|
+
}
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|
+
|
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148
|
+
}
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|
+
|
|
150
|
+
globalMatrix.copyPosition( relativeMatrix );
|
|
151
|
+
|
|
152
|
+
}
|
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153
|
+
|
|
154
|
+
if ( name === options.hip ) {
|
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155
|
+
|
|
156
|
+
globalMatrix.elements[ 12 ] *= options.scale * options.hipInfluence.x;
|
|
157
|
+
globalMatrix.elements[ 13 ] *= options.scale * options.hipInfluence.y;
|
|
158
|
+
globalMatrix.elements[ 14 ] *= options.scale * options.hipInfluence.z;
|
|
159
|
+
|
|
160
|
+
if ( options.hipPosition !== undefined ) {
|
|
161
|
+
|
|
162
|
+
globalMatrix.elements[ 12 ] += options.hipPosition.x * options.scale;
|
|
163
|
+
globalMatrix.elements[ 13 ] += options.hipPosition.y * options.scale;
|
|
164
|
+
globalMatrix.elements[ 14 ] += options.hipPosition.z * options.scale;
|
|
165
|
+
|
|
166
|
+
}
|
|
167
|
+
|
|
168
|
+
}
|
|
169
|
+
|
|
170
|
+
if ( bone.parent ) {
|
|
171
|
+
|
|
172
|
+
bone.matrix.copy( bone.parent.matrixWorld ).invert();
|
|
173
|
+
bone.matrix.multiply( globalMatrix );
|
|
174
|
+
|
|
175
|
+
} else {
|
|
176
|
+
|
|
177
|
+
bone.matrix.copy( globalMatrix );
|
|
178
|
+
|
|
179
|
+
}
|
|
180
|
+
|
|
181
|
+
bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
|
|
182
|
+
|
|
183
|
+
bone.updateMatrixWorld();
|
|
184
|
+
|
|
185
|
+
}
|
|
186
|
+
|
|
187
|
+
if ( options.preserveBonePositions ) {
|
|
188
|
+
|
|
189
|
+
for ( let i = 0; i < bones.length; ++ i ) {
|
|
190
|
+
|
|
191
|
+
bone = bones[ i ];
|
|
192
|
+
name = getBoneName( bone, options ) || bone.name;
|
|
193
|
+
|
|
194
|
+
if ( name !== options.hip ) {
|
|
195
|
+
|
|
196
|
+
bone.position.copy( bonesPosition[ i ] );
|
|
197
|
+
|
|
198
|
+
}
|
|
199
|
+
|
|
200
|
+
}
|
|
201
|
+
|
|
202
|
+
}
|
|
203
|
+
|
|
204
|
+
if ( options.preserveBoneMatrix ) {
|
|
205
|
+
|
|
206
|
+
// restore matrix
|
|
207
|
+
|
|
208
|
+
target.updateMatrixWorld( true );
|
|
209
|
+
|
|
210
|
+
}
|
|
211
|
+
|
|
212
|
+
}
|
|
213
|
+
|
|
214
|
+
/**
|
|
215
|
+
* Retargets the animation clip of the source to the target 3D object.
|
|
216
|
+
*
|
|
217
|
+
* The `source` can be a 3D object with a skeleton property (e.g. a skinned mesh)
|
|
218
|
+
* or a {@link Skeleton} directly.
|
|
219
|
+
*
|
|
220
|
+
* @param {Object3D} target - The target 3D object. Must have a `skeleton` property.
|
|
221
|
+
* @param {Object3D|Skeleton} source - The source object.
|
|
222
|
+
* @param {AnimationClip} clip - The animation clip.
|
|
223
|
+
* @param {module:SkeletonUtils~RetargetOptions} options - The options.
|
|
224
|
+
* @return {AnimationClip} The retargeted animation clip.
|
|
225
|
+
*/
|
|
226
|
+
function retargetClip( target, source, clip, options = {} ) {
|
|
227
|
+
|
|
228
|
+
options.useFirstFramePosition = options.useFirstFramePosition !== undefined ? options.useFirstFramePosition : false;
|
|
229
|
+
|
|
230
|
+
// Calculate the fps from the source clip based on the track with the most frames, unless fps is already provided.
|
|
231
|
+
options.fps = options.fps !== undefined ? options.fps : ( Math.max( ...clip.tracks.map( track => track.times.length ) ) / clip.duration );
|
|
232
|
+
options.names = options.names || [];
|
|
233
|
+
|
|
234
|
+
if ( ! source.isObject3D ) {
|
|
235
|
+
|
|
236
|
+
source = getHelperFromSkeleton( source );
|
|
237
|
+
|
|
238
|
+
}
|
|
239
|
+
|
|
240
|
+
const numFrames = Math.round( clip.duration * ( options.fps / 1000 ) * 1000 ),
|
|
241
|
+
delta = clip.duration / ( numFrames - 1 ),
|
|
242
|
+
convertedTracks = [],
|
|
243
|
+
mixer = new AnimationMixer( source ),
|
|
244
|
+
bones = getBones( target.skeleton ),
|
|
245
|
+
boneDatas = [];
|
|
246
|
+
|
|
247
|
+
let positionOffset,
|
|
248
|
+
bone, boneTo, boneData,
|
|
249
|
+
name;
|
|
250
|
+
|
|
251
|
+
mixer.clipAction( clip ).play();
|
|
252
|
+
|
|
253
|
+
// trim
|
|
254
|
+
|
|
255
|
+
let start = 0, end = numFrames;
|
|
256
|
+
|
|
257
|
+
if ( options.trim !== undefined ) {
|
|
258
|
+
|
|
259
|
+
start = Math.round( options.trim[ 0 ] * options.fps );
|
|
260
|
+
end = Math.min( Math.round( options.trim[ 1 ] * options.fps ), numFrames ) - start;
|
|
261
|
+
|
|
262
|
+
mixer.update( options.trim[ 0 ] );
|
|
263
|
+
|
|
264
|
+
} else {
|
|
265
|
+
|
|
266
|
+
mixer.update( 0 );
|
|
267
|
+
|
|
268
|
+
}
|
|
269
|
+
|
|
270
|
+
source.updateMatrixWorld();
|
|
271
|
+
|
|
272
|
+
//
|
|
273
|
+
|
|
274
|
+
for ( let frame = 0; frame < end; ++ frame ) {
|
|
275
|
+
|
|
276
|
+
const time = frame * delta;
|
|
277
|
+
|
|
278
|
+
retarget( target, source, options );
|
|
279
|
+
|
|
280
|
+
for ( let j = 0; j < bones.length; ++ j ) {
|
|
281
|
+
|
|
282
|
+
bone = bones[ j ];
|
|
283
|
+
name = getBoneName( bone, options ) || bone.name;
|
|
284
|
+
boneTo = getBoneByName( name, source.skeleton );
|
|
285
|
+
|
|
286
|
+
if ( boneTo ) {
|
|
287
|
+
|
|
288
|
+
boneData = boneDatas[ j ] = boneDatas[ j ] || { bone: bone };
|
|
289
|
+
|
|
290
|
+
if ( options.hip === name ) {
|
|
291
|
+
|
|
292
|
+
if ( ! boneData.pos ) {
|
|
293
|
+
|
|
294
|
+
boneData.pos = {
|
|
295
|
+
times: new Float32Array( end ),
|
|
296
|
+
values: new Float32Array( end * 3 )
|
|
297
|
+
};
|
|
298
|
+
|
|
299
|
+
}
|
|
300
|
+
|
|
301
|
+
if ( options.useFirstFramePosition ) {
|
|
302
|
+
|
|
303
|
+
if ( frame === 0 ) {
|
|
304
|
+
|
|
305
|
+
positionOffset = bone.position.clone();
|
|
306
|
+
|
|
307
|
+
}
|
|
308
|
+
|
|
309
|
+
bone.position.sub( positionOffset );
|
|
310
|
+
|
|
311
|
+
}
|
|
312
|
+
|
|
313
|
+
boneData.pos.times[ frame ] = time;
|
|
314
|
+
|
|
315
|
+
bone.position.toArray( boneData.pos.values, frame * 3 );
|
|
316
|
+
|
|
317
|
+
}
|
|
318
|
+
|
|
319
|
+
if ( ! boneData.quat ) {
|
|
320
|
+
|
|
321
|
+
boneData.quat = {
|
|
322
|
+
times: new Float32Array( end ),
|
|
323
|
+
values: new Float32Array( end * 4 )
|
|
324
|
+
};
|
|
325
|
+
|
|
326
|
+
}
|
|
327
|
+
|
|
328
|
+
boneData.quat.times[ frame ] = time;
|
|
329
|
+
|
|
330
|
+
bone.quaternion.toArray( boneData.quat.values, frame * 4 );
|
|
331
|
+
|
|
332
|
+
}
|
|
333
|
+
|
|
334
|
+
}
|
|
335
|
+
|
|
336
|
+
if ( frame === end - 2 ) {
|
|
337
|
+
|
|
338
|
+
// last mixer update before final loop iteration
|
|
339
|
+
// make sure we do not go over or equal to clip duration
|
|
340
|
+
mixer.update( delta - 0.0000001 );
|
|
341
|
+
|
|
342
|
+
} else {
|
|
343
|
+
|
|
344
|
+
mixer.update( delta );
|
|
345
|
+
|
|
346
|
+
}
|
|
347
|
+
|
|
348
|
+
source.updateMatrixWorld();
|
|
349
|
+
|
|
350
|
+
}
|
|
351
|
+
|
|
352
|
+
for ( let i = 0; i < boneDatas.length; ++ i ) {
|
|
353
|
+
|
|
354
|
+
boneData = boneDatas[ i ];
|
|
355
|
+
|
|
356
|
+
if ( boneData ) {
|
|
357
|
+
|
|
358
|
+
if ( boneData.pos ) {
|
|
359
|
+
|
|
360
|
+
convertedTracks.push( new VectorKeyframeTrack(
|
|
361
|
+
'.bones[' + boneData.bone.name + '].position',
|
|
362
|
+
boneData.pos.times,
|
|
363
|
+
boneData.pos.values
|
|
364
|
+
) );
|
|
365
|
+
|
|
366
|
+
}
|
|
367
|
+
|
|
368
|
+
convertedTracks.push( new QuaternionKeyframeTrack(
|
|
369
|
+
'.bones[' + boneData.bone.name + '].quaternion',
|
|
370
|
+
boneData.quat.times,
|
|
371
|
+
boneData.quat.values
|
|
372
|
+
) );
|
|
373
|
+
|
|
374
|
+
}
|
|
375
|
+
|
|
376
|
+
}
|
|
377
|
+
|
|
378
|
+
mixer.uncacheAction( clip );
|
|
379
|
+
|
|
380
|
+
return new AnimationClip( clip.name, - 1, convertedTracks );
|
|
381
|
+
|
|
382
|
+
}
|
|
383
|
+
|
|
384
|
+
/**
|
|
385
|
+
* Clones the given 3D object and its descendants, ensuring that any `SkinnedMesh` instances are
|
|
386
|
+
* correctly associated with their bones. Bones are also cloned, and must be descendants of the
|
|
387
|
+
* object passed to this method. Other data, like geometries and materials, are reused by reference.
|
|
388
|
+
*
|
|
389
|
+
* @param {Object3D} source - The 3D object to clone.
|
|
390
|
+
* @return {Object3D} The cloned 3D object.
|
|
391
|
+
*/
|
|
392
|
+
function clone( source ) {
|
|
393
|
+
|
|
394
|
+
const sourceLookup = new Map();
|
|
395
|
+
const cloneLookup = new Map();
|
|
396
|
+
|
|
397
|
+
const clone = source.clone();
|
|
398
|
+
|
|
399
|
+
parallelTraverse( source, clone, function ( sourceNode, clonedNode ) {
|
|
400
|
+
|
|
401
|
+
sourceLookup.set( clonedNode, sourceNode );
|
|
402
|
+
cloneLookup.set( sourceNode, clonedNode );
|
|
403
|
+
|
|
404
|
+
} );
|
|
405
|
+
|
|
406
|
+
clone.traverse( function ( node ) {
|
|
407
|
+
|
|
408
|
+
if ( ! node.isSkinnedMesh ) return;
|
|
409
|
+
|
|
410
|
+
const clonedMesh = node;
|
|
411
|
+
const sourceMesh = sourceLookup.get( node );
|
|
412
|
+
const sourceBones = sourceMesh.skeleton.bones;
|
|
413
|
+
|
|
414
|
+
clonedMesh.skeleton = sourceMesh.skeleton.clone();
|
|
415
|
+
clonedMesh.bindMatrix.copy( sourceMesh.bindMatrix );
|
|
416
|
+
|
|
417
|
+
clonedMesh.skeleton.bones = sourceBones.map( function ( bone ) {
|
|
418
|
+
|
|
419
|
+
return cloneLookup.get( bone );
|
|
420
|
+
|
|
421
|
+
} );
|
|
422
|
+
|
|
423
|
+
clonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix );
|
|
424
|
+
|
|
425
|
+
} );
|
|
426
|
+
|
|
427
|
+
return clone;
|
|
428
|
+
|
|
429
|
+
}
|
|
430
|
+
|
|
431
|
+
// internal helper
|
|
432
|
+
|
|
433
|
+
function getBoneByName( name, skeleton ) {
|
|
434
|
+
|
|
435
|
+
for ( let i = 0, bones = getBones( skeleton ); i < bones.length; i ++ ) {
|
|
436
|
+
|
|
437
|
+
if ( name === bones[ i ].name )
|
|
438
|
+
|
|
439
|
+
return bones[ i ];
|
|
440
|
+
|
|
441
|
+
}
|
|
442
|
+
|
|
443
|
+
}
|
|
444
|
+
|
|
445
|
+
function getBones( skeleton ) {
|
|
446
|
+
|
|
447
|
+
return Array.isArray( skeleton ) ? skeleton : skeleton.bones;
|
|
448
|
+
|
|
449
|
+
}
|
|
450
|
+
|
|
451
|
+
|
|
452
|
+
function getHelperFromSkeleton( skeleton ) {
|
|
453
|
+
|
|
454
|
+
const source = new SkeletonHelper( skeleton.bones[ 0 ] );
|
|
455
|
+
source.skeleton = skeleton;
|
|
456
|
+
|
|
457
|
+
return source;
|
|
458
|
+
|
|
459
|
+
}
|
|
460
|
+
|
|
461
|
+
function parallelTraverse( a, b, callback ) {
|
|
462
|
+
|
|
463
|
+
callback( a, b );
|
|
464
|
+
|
|
465
|
+
for ( let i = 0; i < a.children.length; i ++ ) {
|
|
466
|
+
|
|
467
|
+
parallelTraverse( a.children[ i ], b.children[ i ], callback );
|
|
468
|
+
|
|
469
|
+
}
|
|
470
|
+
|
|
471
|
+
}
|
|
472
|
+
|
|
473
|
+
/**
|
|
474
|
+
* Retarget options of `SkeletonUtils`.
|
|
475
|
+
*
|
|
476
|
+
* @typedef {Object} module:SkeletonUtils~RetargetOptions
|
|
477
|
+
* @property {boolean} [useFirstFramePosition=false] - Whether to use the position of the first frame or not.
|
|
478
|
+
* @property {number} [fps] - The FPS of the clip.
|
|
479
|
+
* @property {Object<string,string>} [names] - A dictionary for mapping target to source bone names.
|
|
480
|
+
* @property {function(string):string} [getBoneName] - A function for mapping bone names. Alternative to `names`.
|
|
481
|
+
* @property {Array<number>} [trim] - Whether to trim the clip or not. If set the array should hold two values for the start and end.
|
|
482
|
+
* @property {boolean} [preserveBoneMatrix=true] - Whether to preserve bone matrices or not.
|
|
483
|
+
* @property {boolean} [preserveBonePositions=true] - Whether to preserve bone positions or not.
|
|
484
|
+
* @property {boolean} [useTargetMatrix=false] - Whether to use the target matrix or not.
|
|
485
|
+
* @property {string} [hip='hip'] - The name of the source's hip bone.
|
|
486
|
+
* @property {Vector3} [hipInfluence=(1,1,1)] - The hip influence.
|
|
487
|
+
* @property {number} [scale=1] - The scale.
|
|
488
|
+
* @property {Object<string,Matrix4>} [localOffsets] - Per-bone local offset matrices, keyed by bone name.
|
|
489
|
+
* @property {Vector3} [hipPosition] - An additional position offset applied to the hip bone.
|
|
490
|
+
**/
|
|
491
|
+
|
|
492
|
+
export {
|
|
493
|
+
retarget,
|
|
494
|
+
retargetClip,
|
|
495
|
+
clone,
|
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};
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@@ -0,0 +1,123 @@
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{
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"name": "three",
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"version": "0.184.0",
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"description": "JavaScript 3D library",
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"type": "module",
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"main": "./build/three.cjs",
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"module": "./build/three.module.js",
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"exports": {
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".": {
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"import": "./build/three.module.js",
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"require": "./build/three.cjs"
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},
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"./examples/fonts/*": "./examples/fonts/*",
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"./examples/jsm/*": "./examples/jsm/*",
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"./addons": "./examples/jsm/Addons.js",
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"./addons/*": "./examples/jsm/*",
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"./src/*": "./src/*",
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"./webgpu": "./build/three.webgpu.js",
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"./tsl": "./build/three.tsl.js"
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},
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"repository": {
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"type": "git",
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"url": "https://github.com/mrdoob/three.js"
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},
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"sideEffects": [
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"./src/nodes/**/*"
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],
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"files": [
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"build",
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"examples/jsm",
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"examples/fonts",
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"LICENSE",
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"package.json",
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"README.md",
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"src"
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],
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"directories": {
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"doc": "docs",
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"example": "examples",
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"test": "test"
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},
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"browserslist": [
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"> 1%, not dead, not ie 11, not op_mini all"
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],
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"scripts": {
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"start": "npm run dev",
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"test": "npm run lint && npm run test-unit && npm run test-unit-addons",
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"build": "rollup -c utils/build/rollup.config.js",
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"build-docs": "jsdoc -c utils/docs/jsdoc.config.json && npm run build-llms",
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"build-llms": "node utils/llms/build.js",
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"build-module": "rollup -c utils/build/rollup.config.js --configOnlyModule",
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"dev": "node utils/build/dev.js && node utils/server.js -p 8080",
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"preview": "node utils/build/preview.js",
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"lint-core": "eslint src",
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"lint-addons": "eslint examples/jsm",
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|
+
"lint-examples": "eslint examples",
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"lint-editor": "eslint editor",
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"lint-manual": "eslint manual",
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"lint-test": "eslint test",
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"lint-utils": "eslint utils",
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"lint": "npm run lint-core",
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|
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"lint-fix": "npm run lint-core -- --fix && npm run lint-addons -- --fix && npm run lint-examples -- --fix && npm run lint-editor -- --fix && npm run lint-manual -- --fix && npm run lint-test -- --fix && npm run lint-utils -- --fix",
|
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"test-unit": "qunit test/unit/three.source.unit.js",
|
|
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+
"test-unit-addons": "qunit test/unit/three.addons.unit.js",
|
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+
"test-e2e": "node test/e2e/puppeteer.js",
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"test-e2e-cov": "node test/e2e/check-coverage.js",
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"test-e2e-webgpu": "node test/e2e/puppeteer.js --webgpu",
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"test-treeshake": "rollup -c test/rollup.treeshake.config.js",
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"make-screenshot": "node test/e2e/puppeteer.js --make"
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+
},
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"keywords": [
|
|
72
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+
"three",
|
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+
"three.js",
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"javascript",
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+
"3d",
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+
"virtual-reality",
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"augmented-reality",
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"webgl",
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"webgl2",
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+
"webaudio",
|
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+
"webgpu",
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+
"webxr",
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+
"canvas",
|
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+
"svg",
|
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85
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+
"html5"
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86
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+
],
|
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87
|
+
"author": "mrdoob",
|
|
88
|
+
"license": "MIT",
|
|
89
|
+
"bugs": {
|
|
90
|
+
"url": "https://github.com/mrdoob/three.js/issues"
|
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+
},
|
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92
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+
"homepage": "https://threejs.org/",
|
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93
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+
"devDependencies": {
|
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94
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+
"@eslint/js": "^9.0.0",
|
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95
|
+
"@rollup/plugin-node-resolve": "^16.0.0",
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+
"@rollup/plugin-terser": "^1.0.0",
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+
"eslint": "^9.0.0",
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+
"eslint-config-mdcs": "^5.0.0",
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"eslint-plugin-compat": "^7.0.0",
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+
"eslint-plugin-html": "^8.1.3",
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+
"eslint-plugin-jsdoc": "^62.0.0",
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+
"globals": "^17.0.0",
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+
"jpeg-js": "^0.4.4",
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+
"jsdoc": "^4.0.5",
|
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105
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+
"magic-string": "^0.30.0",
|
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|
+
"pngjs": "^7.0.0",
|
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107
|
+
"puppeteer": "^24.40.0",
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|
+
"qunit": "^2.19.4",
|
|
109
|
+
"rollup": "^4.6.0",
|
|
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|
+
"turndown": "^7.2.2"
|
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+
},
|
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+
"jspm": {
|
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+
"files": [
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+
"package.json",
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+
"LICENSE",
|
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|
+
"README.md",
|
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|
+
"build/three.js",
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|
+
"build/three.min.js",
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+
"build/three.module.js"
|
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|
+
],
|
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|
+
"directories": {}
|
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+
}
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|
+
}
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|
@@ -0,0 +1,21 @@
|
|
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1
|
+
MIT License
|
|
2
|
+
|
|
3
|
+
Copyright (c) 2025 Colin McDonnell
|
|
4
|
+
|
|
5
|
+
Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
6
|
+
of this software and associated documentation files (the "Software"), to deal
|
|
7
|
+
in the Software without restriction, including without limitation the rights
|
|
8
|
+
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
9
|
+
copies of the Software, and to permit persons to whom the Software is
|
|
10
|
+
furnished to do so, subject to the following conditions:
|
|
11
|
+
|
|
12
|
+
The above copyright notice and this permission notice shall be included in all
|
|
13
|
+
copies or substantial portions of the Software.
|
|
14
|
+
|
|
15
|
+
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
16
|
+
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
17
|
+
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
18
|
+
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
19
|
+
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
20
|
+
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
21
|
+
SOFTWARE.
|