topview-3d-cli 0.1.0__py3-none-any.whl

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Files changed (332) hide show
  1. topview_3d_cli/__init__.py +3 -0
  2. topview_3d_cli/__main__.py +5 -0
  3. topview_3d_cli/_runtime/builtin-assets/LICENSE +396 -0
  4. topview_3d_cli/_runtime/builtin-assets/NOTICE +24 -0
  5. topview_3d_cli/_runtime/builtin-assets/characters/a3d_char_30ec53c93eae4173946b38639691ebe0.glb +0 -0
  6. topview_3d_cli/_runtime/builtin-assets/characters/a3d_char_461b4f4b76ae4b198f439fa4f6f743b6.glb +0 -0
  7. topview_3d_cli/_runtime/builtin-assets/characters/a3d_char_7d220ac359844c80a8faaf0e25478477.glb +0 -0
  8. topview_3d_cli/_runtime/builtin-assets/characters/a3d_char_de37873a79244fbe8a0660ea08d1b4ab.glb +0 -0
  9. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-attack-jab.webp +0 -0
  10. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-attack-lunge.webp +0 -0
  11. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-attack-rear.webp +0 -0
  12. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-crawling-forward-reaching-with-le.webp +0 -0
  13. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-exaggerated-punch-with-right-hand.webp +0 -0
  14. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-examine-fwd.webp +0 -0
  15. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-holding-bow.webp +0 -0
  16. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-jab-with-right-hand.webp +0 -0
  17. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-on-hands-and-toes-right-leg-forwa.webp +0 -0
  18. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-on-right-leg.webp +0 -0
  19. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-push-up.webp +0 -0
  20. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-pushing-backwards.webp +0 -0
  21. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-pushing-with-both-hands.webp +0 -0
  22. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-pushing-with-left-side-of-body.webp +0 -0
  23. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_action-sliding.webp +0 -0
  24. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-arms-spread-looking-upwards.webp +0 -0
  25. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-examine-fwd.webp +0 -0
  26. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-lean-fwd-right-hand-supporting.webp +0 -0
  27. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-leaning-against-object-look-l.webp +0 -0
  28. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-look-back.webp +0 -0
  29. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-look-down-back.webp +0 -0
  30. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-look-fwd-f.webp +0 -0
  31. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-look-fwd-m.webp +0 -0
  32. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-on-knees-arms-up.webp +0 -0
  33. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_crouch-sneaking.webp +0 -0
  34. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-l-toe-top-of-right-foot.webp +0 -0
  35. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-legs-spread-lean-l.webp +0 -0
  36. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-legs-spread-lean-r.webp +0 -0
  37. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-legs-x.webp +0 -0
  38. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-r-foot-arms-extended-backwards.webp +0 -0
  39. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-r-toe-arms-up.webp +0 -0
  40. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-r-toe-l-leg-up.webp +0 -0
  41. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-toes-arch.webp +0 -0
  42. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dance-toes-reach.webp +0 -0
  43. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dyn-floating-bent-forwards.webp +0 -0
  44. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dyn-floating-left-leg-bent-hands-spread.webp +0 -0
  45. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dyn-floating-legs-bent-and-arms-spread.webp +0 -0
  46. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dyn-floating-legs-raised-arms-extended-u.webp +0 -0
  47. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dyn-l-toe-look-l.webp +0 -0
  48. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dyn-leaping-forward-arms-extended-backwa.webp +0 -0
  49. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dynamic-float-arch.webp +0 -0
  50. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_dynamic-float-dive.webp +0 -0
  51. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-back-arched-arms-supp.webp +0 -0
  52. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-legs-to-side-arms-up.webp +0 -0
  53. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-legs-x-arms-supp.webp +0 -0
  54. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-back-left-leg-bent-hands-head.webp +0 -0
  55. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-back-left-leg-bent.webp +0 -0
  56. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-back-legs-x-hands-head.webp +0 -0
  57. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-left-side-left-arm-supporting-hea.webp +0 -0
  58. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-left-side-left-arm-supporting.webp +0 -0
  59. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-right-side-right-arm-supporting.webp +0 -0
  60. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-right-side-right-hand-supporting.webp +0 -0
  61. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-on-stomach-elbows-supporting.webp +0 -0
  62. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-right-arm-supporting-l-arm-up.webp +0 -0
  63. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_lay-right-leg-forward-arms-supp.webp +0 -0
  64. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-run-fwd.webp +0 -0
  65. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-run-reach.webp +0 -0
  66. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-sneaking-forward.webp +0 -0
  67. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-sprinting.webp +0 -0
  68. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-stepping-forward-look-l.webp +0 -0
  69. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-walk-fwd-look-r.webp +0 -0
  70. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-walk-fwd.webp +0 -0
  71. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-walking-arms-on-hips.webp +0 -0
  72. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-walking-right-arm-on-hip.webp +0 -0
  73. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_loco-walking.webp +0 -0
  74. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-arms-holding-left-knee-reclining.webp +0 -0
  75. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-arms-holding-right-knee.webp +0 -0
  76. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-arms-resting-on-knees.webp +0 -0
  77. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-arms-supp.webp +0 -0
  78. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-arms-up.webp +0 -0
  79. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-elbows-on-legs-lean-fwd.webp +0 -0
  80. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-elbows-on-legs-lean-l.webp +0 -0
  81. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-knees-up-hold.webp +0 -0
  82. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-lean-back-arms-supp.webp +0 -0
  83. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-lean-fwd-elbows-on-knees.webp +0 -0
  84. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-lean-fwd-hands-in-front.webp +0 -0
  85. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-legs-x-arms-x.webp +0 -0
  86. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-legs-x-hands-head.webp +0 -0
  87. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-legs-x-hold.webp +0 -0
  88. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-legs-x-reclining.webp +0 -0
  89. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-legs-x-right-arm-over-knee.webp +0 -0
  90. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reaching-hands-towards-toes.webp +0 -0
  91. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reaching-left-hand-towards-right-toe.webp +0 -0
  92. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reclined-facepalm.webp +0 -0
  93. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reclined-hands-head.webp +0 -0
  94. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reclined-left-leg-crossed-hands-head.webp +0 -0
  95. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reclined-left-leg-crossed.webp +0 -0
  96. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reclined-look-down.webp +0 -0
  97. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-reclined-right-leg-crossed-hands-hea.webp +0 -0
  98. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-rev-sit-hands-grasping.webp +0 -0
  99. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_sit-rev-sit-hands-relaxed.webp +0 -0
  100. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-arms-behind-back.webp +0 -0
  101. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-arms-down.webp +0 -0
  102. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-arms-slightly-spread.webp +0 -0
  103. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-bending-forward-arms-x-over-knees.webp +0 -0
  104. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-hands-on-hips-look-back.webp +0 -0
  105. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-l-hip-f.webp +0 -0
  106. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-l-hip-m.webp +0 -0
  107. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-l-leg-r-hip-l-arm-up.webp +0 -0
  108. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-lean-back-arms-behind.webp +0 -0
  109. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-lean-back-l-hip.webp +0 -0
  110. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-left-elbow-resting-obj.webp +0 -0
  111. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-left-leg-obj-left-hand-on-knee-r-h.webp +0 -0
  112. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-left-leg-obj-left-hand-on-knee.webp +0 -0
  113. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-legs-x-arms-up.webp +0 -0
  114. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-legs-x-l-hip.webp +0 -0
  115. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-legs-x-leaning-obj.webp +0 -0
  116. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-legs-x-left-arm-obj-r-hip.webp +0 -0
  117. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-look-down-r.webp +0 -0
  118. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-look-fwd.webp +0 -0
  119. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-look-l.webp +0 -0
  120. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-look-r.webp +0 -0
  121. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-r-arm-up-l-hip.webp +0 -0
  122. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-r-foot-l-leg-up.webp +0 -0
  123. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-r-foot-up.webp +0 -0
  124. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-r-hip-l-arm-up.webp +0 -0
  125. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-r-hip.webp +0 -0
  126. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-right-hand-behind-head.webp +0 -0
  127. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-right-leg-obj-arms-x.webp +0 -0
  128. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_stand-right-leg-obj-l-hip-right-hand-on.webp +0 -0
  129. topview_3d_cli/_runtime/builtin-assets/covers/a3d_pose_t-pose.webp +0 -0
  130. topview_3d_cli/_runtime/builtin-assets/manifest.json +2372 -0
  131. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-attack-jab.json +1 -0
  132. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-attack-lunge.json +1 -0
  133. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-attack-rear.json +1 -0
  134. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-crawling-forward-reaching-with-le.json +1 -0
  135. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-exaggerated-punch-with-right-hand.json +1 -0
  136. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-examine-fwd.json +1 -0
  137. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-holding-bow.json +1 -0
  138. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-jab-with-right-hand.json +1 -0
  139. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-on-hands-and-toes-right-leg-forwa.json +1 -0
  140. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-on-right-leg.json +1 -0
  141. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-push-up.json +1 -0
  142. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-pushing-backwards.json +1 -0
  143. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-pushing-with-both-hands.json +1 -0
  144. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-pushing-with-left-side-of-body.json +1 -0
  145. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_action-sliding.json +1 -0
  146. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-arms-spread-looking-upwards.json +1 -0
  147. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-examine-fwd.json +1 -0
  148. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-lean-fwd-right-hand-supporting.json +1 -0
  149. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-leaning-against-object-look-l.json +1 -0
  150. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-look-back.json +1 -0
  151. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-look-down-back.json +1 -0
  152. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-look-fwd-f.json +1 -0
  153. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-look-fwd-m.json +1 -0
  154. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-on-knees-arms-up.json +1 -0
  155. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_crouch-sneaking.json +1 -0
  156. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dance-l-toe-top-of-right-foot.json +1 -0
  157. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dance-legs-spread-lean-l.json +1 -0
  158. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dance-legs-spread-lean-r.json +1 -0
  159. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dance-legs-x.json +1 -0
  160. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dance-r-foot-arms-extended-backwards.json +1 -0
  161. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dance-r-toe-arms-up.json +1 -0
  162. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dance-r-toe-l-leg-up.json +1 -0
  163. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dance-toes-arch.json +1 -0
  164. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dance-toes-reach.json +1 -0
  165. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dyn-floating-bent-forwards.json +1 -0
  166. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dyn-floating-left-leg-bent-hands-spread.json +1 -0
  167. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dyn-floating-legs-bent-and-arms-spread.json +1 -0
  168. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dyn-floating-legs-raised-arms-extended-u.json +1 -0
  169. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dyn-l-toe-look-l.json +1 -0
  170. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dyn-leaping-forward-arms-extended-backwa.json +1 -0
  171. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dynamic-float-arch.json +1 -0
  172. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_dynamic-float-dive.json +1 -0
  173. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_lay-back-arched-arms-supp.json +1 -0
  174. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_lay-legs-to-side-arms-up.json +1 -0
  175. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_lay-legs-x-arms-supp.json +1 -0
  176. topview_3d_cli/_runtime/builtin-assets/poses/a3d_pose_lay-on-back-left-leg-bent-hands-head.json +1 -0
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@@ -0,0 +1,496 @@
1
+ import {
2
+ AnimationClip,
3
+ AnimationMixer,
4
+ Matrix4,
5
+ Quaternion,
6
+ QuaternionKeyframeTrack,
7
+ SkeletonHelper,
8
+ Vector3,
9
+ VectorKeyframeTrack
10
+ } from 'three';
11
+
12
+ /**
13
+ * @module SkeletonUtils
14
+ * @three_import import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js';
15
+ */
16
+
17
+ function getBoneName( bone, options ) {
18
+
19
+ if ( options.getBoneName !== undefined ) {
20
+
21
+ return options.getBoneName( bone );
22
+
23
+ }
24
+
25
+ return options.names[ bone.name ];
26
+
27
+ }
28
+
29
+ /**
30
+ * Retargets the skeleton from the given source to the target.
31
+ *
32
+ * Both `target` and `source` can be a 3D object with a skeleton property (e.g. a skinned mesh)
33
+ * or a {@link Skeleton} directly.
34
+ *
35
+ * @param {Object3D|Skeleton} target - The target object.
36
+ * @param {Object3D|Skeleton} source - The source object.
37
+ * @param {module:SkeletonUtils~RetargetOptions} options - The options.
38
+ */
39
+ function retarget( target, source, options = {} ) {
40
+
41
+ const quat = new Quaternion(),
42
+ scale = new Vector3(),
43
+ relativeMatrix = new Matrix4(),
44
+ globalMatrix = new Matrix4();
45
+
46
+ options.preserveBoneMatrix = options.preserveBoneMatrix !== undefined ? options.preserveBoneMatrix : true;
47
+ options.preserveBonePositions = options.preserveBonePositions !== undefined ? options.preserveBonePositions : true;
48
+ options.useTargetMatrix = options.useTargetMatrix !== undefined ? options.useTargetMatrix : false;
49
+ options.hip = options.hip !== undefined ? options.hip : 'hip';
50
+ options.hipInfluence = options.hipInfluence !== undefined ? options.hipInfluence : new Vector3( 1, 1, 1 );
51
+ options.scale = options.scale !== undefined ? options.scale : 1;
52
+ options.names = options.names || {};
53
+
54
+ const sourceBones = source.isObject3D ? source.skeleton.bones : getBones( source ),
55
+ bones = target.isObject3D ? target.skeleton.bones : getBones( target );
56
+
57
+ let bone, name, boneTo,
58
+ bonesPosition;
59
+
60
+ // reset bones
61
+
62
+ if ( target.isObject3D ) {
63
+
64
+ target.skeleton.pose();
65
+
66
+ } else {
67
+
68
+ options.useTargetMatrix = true;
69
+ options.preserveBoneMatrix = false;
70
+
71
+ }
72
+
73
+ if ( options.preserveBonePositions ) {
74
+
75
+ bonesPosition = [];
76
+
77
+ for ( let i = 0; i < bones.length; i ++ ) {
78
+
79
+ bonesPosition.push( bones[ i ].position.clone() );
80
+
81
+ }
82
+
83
+ }
84
+
85
+ if ( options.preserveBoneMatrix ) {
86
+
87
+ // reset matrix
88
+
89
+ target.updateMatrixWorld();
90
+
91
+ target.matrixWorld.identity();
92
+
93
+ // reset children matrix
94
+
95
+ for ( let i = 0; i < target.children.length; ++ i ) {
96
+
97
+ target.children[ i ].updateMatrixWorld( true );
98
+
99
+ }
100
+
101
+ }
102
+
103
+ for ( let i = 0; i < bones.length; ++ i ) {
104
+
105
+ bone = bones[ i ];
106
+ name = getBoneName( bone, options );
107
+
108
+ boneTo = getBoneByName( name, sourceBones );
109
+
110
+ globalMatrix.copy( bone.matrixWorld );
111
+
112
+ if ( boneTo ) {
113
+
114
+ boneTo.updateMatrixWorld();
115
+
116
+ if ( options.useTargetMatrix ) {
117
+
118
+ relativeMatrix.copy( boneTo.matrixWorld );
119
+
120
+ } else {
121
+
122
+ relativeMatrix.copy( target.matrixWorld ).invert();
123
+ relativeMatrix.multiply( boneTo.matrixWorld );
124
+
125
+ }
126
+
127
+ // ignore scale to extract rotation
128
+
129
+ scale.setFromMatrixScale( relativeMatrix );
130
+ relativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) );
131
+
132
+ // apply to global matrix
133
+
134
+ globalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) );
135
+
136
+ if ( target.isObject3D ) {
137
+
138
+ if ( options.localOffsets ) {
139
+
140
+ if ( options.localOffsets[ bone.name ] ) {
141
+
142
+ globalMatrix.multiply( options.localOffsets[ bone.name ] );
143
+
144
+ }
145
+
146
+ }
147
+
148
+ }
149
+
150
+ globalMatrix.copyPosition( relativeMatrix );
151
+
152
+ }
153
+
154
+ if ( name === options.hip ) {
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,
496
+ };
@@ -0,0 +1,123 @@
1
+ {
2
+ "name": "three",
3
+ "version": "0.184.0",
4
+ "description": "JavaScript 3D library",
5
+ "type": "module",
6
+ "main": "./build/three.cjs",
7
+ "module": "./build/three.module.js",
8
+ "exports": {
9
+ ".": {
10
+ "import": "./build/three.module.js",
11
+ "require": "./build/three.cjs"
12
+ },
13
+ "./examples/fonts/*": "./examples/fonts/*",
14
+ "./examples/jsm/*": "./examples/jsm/*",
15
+ "./addons": "./examples/jsm/Addons.js",
16
+ "./addons/*": "./examples/jsm/*",
17
+ "./src/*": "./src/*",
18
+ "./webgpu": "./build/three.webgpu.js",
19
+ "./tsl": "./build/three.tsl.js"
20
+ },
21
+ "repository": {
22
+ "type": "git",
23
+ "url": "https://github.com/mrdoob/three.js"
24
+ },
25
+ "sideEffects": [
26
+ "./src/nodes/**/*"
27
+ ],
28
+ "files": [
29
+ "build",
30
+ "examples/jsm",
31
+ "examples/fonts",
32
+ "LICENSE",
33
+ "package.json",
34
+ "README.md",
35
+ "src"
36
+ ],
37
+ "directories": {
38
+ "doc": "docs",
39
+ "example": "examples",
40
+ "test": "test"
41
+ },
42
+ "browserslist": [
43
+ "> 1%, not dead, not ie 11, not op_mini all"
44
+ ],
45
+ "scripts": {
46
+ "start": "npm run dev",
47
+ "test": "npm run lint && npm run test-unit && npm run test-unit-addons",
48
+ "build": "rollup -c utils/build/rollup.config.js",
49
+ "build-docs": "jsdoc -c utils/docs/jsdoc.config.json && npm run build-llms",
50
+ "build-llms": "node utils/llms/build.js",
51
+ "build-module": "rollup -c utils/build/rollup.config.js --configOnlyModule",
52
+ "dev": "node utils/build/dev.js && node utils/server.js -p 8080",
53
+ "preview": "node utils/build/preview.js",
54
+ "lint-core": "eslint src",
55
+ "lint-addons": "eslint examples/jsm",
56
+ "lint-examples": "eslint examples",
57
+ "lint-editor": "eslint editor",
58
+ "lint-manual": "eslint manual",
59
+ "lint-test": "eslint test",
60
+ "lint-utils": "eslint utils",
61
+ "lint": "npm run lint-core",
62
+ "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",
63
+ "test-unit": "qunit test/unit/three.source.unit.js",
64
+ "test-unit-addons": "qunit test/unit/three.addons.unit.js",
65
+ "test-e2e": "node test/e2e/puppeteer.js",
66
+ "test-e2e-cov": "node test/e2e/check-coverage.js",
67
+ "test-e2e-webgpu": "node test/e2e/puppeteer.js --webgpu",
68
+ "test-treeshake": "rollup -c test/rollup.treeshake.config.js",
69
+ "make-screenshot": "node test/e2e/puppeteer.js --make"
70
+ },
71
+ "keywords": [
72
+ "three",
73
+ "three.js",
74
+ "javascript",
75
+ "3d",
76
+ "virtual-reality",
77
+ "augmented-reality",
78
+ "webgl",
79
+ "webgl2",
80
+ "webaudio",
81
+ "webgpu",
82
+ "webxr",
83
+ "canvas",
84
+ "svg",
85
+ "html5"
86
+ ],
87
+ "author": "mrdoob",
88
+ "license": "MIT",
89
+ "bugs": {
90
+ "url": "https://github.com/mrdoob/three.js/issues"
91
+ },
92
+ "homepage": "https://threejs.org/",
93
+ "devDependencies": {
94
+ "@eslint/js": "^9.0.0",
95
+ "@rollup/plugin-node-resolve": "^16.0.0",
96
+ "@rollup/plugin-terser": "^1.0.0",
97
+ "eslint": "^9.0.0",
98
+ "eslint-config-mdcs": "^5.0.0",
99
+ "eslint-plugin-compat": "^7.0.0",
100
+ "eslint-plugin-html": "^8.1.3",
101
+ "eslint-plugin-jsdoc": "^62.0.0",
102
+ "globals": "^17.0.0",
103
+ "jpeg-js": "^0.4.4",
104
+ "jsdoc": "^4.0.5",
105
+ "magic-string": "^0.30.0",
106
+ "pngjs": "^7.0.0",
107
+ "puppeteer": "^24.40.0",
108
+ "qunit": "^2.19.4",
109
+ "rollup": "^4.6.0",
110
+ "turndown": "^7.2.2"
111
+ },
112
+ "jspm": {
113
+ "files": [
114
+ "package.json",
115
+ "LICENSE",
116
+ "README.md",
117
+ "build/three.js",
118
+ "build/three.min.js",
119
+ "build/three.module.js"
120
+ ],
121
+ "directories": {}
122
+ }
123
+ }
@@ -0,0 +1,21 @@
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.
@@ -0,0 +1,4 @@
1
+ import * as z from "./v3/external.js";
2
+ export * from "./v3/external.js";
3
+ export { z };
4
+ export default z;