Buckets:
| import { | |
| AnimationClip, | |
| AnimationMixer, | |
| Matrix4, | |
| Quaternion, | |
| QuaternionKeyframeTrack, | |
| SkeletonHelper, | |
| Vector3, | |
| VectorKeyframeTrack | |
| } from 'three'; | |
| /** | |
| * @module SkeletonUtils | |
| * @three_import import * as SkeletonUtils from 'three/addons/utils/SkeletonUtils.js'; | |
| */ | |
| function getBoneName( bone, options ) { | |
| if ( options.getBoneName !== undefined ) { | |
| return options.getBoneName( bone ); | |
| } | |
| return options.names[ bone.name ]; | |
| } | |
| /** | |
| * Retargets the skeleton from the given source 3D object to the | |
| * target 3D object. | |
| * | |
| * @param {Object3D} target - The target 3D object. | |
| * @param {Object3D} source - The source 3D object. | |
| * @param {module:SkeletonUtils~RetargetOptions} options - The options. | |
| */ | |
| function retarget( target, source, options = {} ) { | |
| const quat = new Quaternion(), | |
| scale = new Vector3(), | |
| relativeMatrix = new Matrix4(), | |
| globalMatrix = new Matrix4(); | |
| options.preserveBoneMatrix = options.preserveBoneMatrix !== undefined ? options.preserveBoneMatrix : true; | |
| options.preserveBonePositions = options.preserveBonePositions !== undefined ? options.preserveBonePositions : true; | |
| options.useTargetMatrix = options.useTargetMatrix !== undefined ? options.useTargetMatrix : false; | |
| options.hip = options.hip !== undefined ? options.hip : 'hip'; | |
| options.hipInfluence = options.hipInfluence !== undefined ? options.hipInfluence : new Vector3( 1, 1, 1 ); | |
| options.scale = options.scale !== undefined ? options.scale : 1; | |
| options.names = options.names || {}; | |
| const sourceBones = source.isObject3D ? source.skeleton.bones : getBones( source ), | |
| bones = target.isObject3D ? target.skeleton.bones : getBones( target ); | |
| let bone, name, boneTo, | |
| bonesPosition; | |
| // reset bones | |
| if ( target.isObject3D ) { | |
| target.skeleton.pose(); | |
| } else { | |
| options.useTargetMatrix = true; | |
| options.preserveBoneMatrix = false; | |
| } | |
| if ( options.preserveBonePositions ) { | |
| bonesPosition = []; | |
| for ( let i = 0; i < bones.length; i ++ ) { | |
| bonesPosition.push( bones[ i ].position.clone() ); | |
| } | |
| } | |
| if ( options.preserveBoneMatrix ) { | |
| // reset matrix | |
| target.updateMatrixWorld(); | |
| target.matrixWorld.identity(); | |
| // reset children matrix | |
| for ( let i = 0; i < target.children.length; ++ i ) { | |
| target.children[ i ].updateMatrixWorld( true ); | |
| } | |
| } | |
| for ( let i = 0; i < bones.length; ++ i ) { | |
| bone = bones[ i ]; | |
| name = getBoneName( bone, options ); | |
| boneTo = getBoneByName( name, sourceBones ); | |
| globalMatrix.copy( bone.matrixWorld ); | |
| if ( boneTo ) { | |
| boneTo.updateMatrixWorld(); | |
| if ( options.useTargetMatrix ) { | |
| relativeMatrix.copy( boneTo.matrixWorld ); | |
| } else { | |
| relativeMatrix.copy( target.matrixWorld ).invert(); | |
| relativeMatrix.multiply( boneTo.matrixWorld ); | |
| } | |
| // ignore scale to extract rotation | |
| scale.setFromMatrixScale( relativeMatrix ); | |
| relativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) ); | |
| // apply to global matrix | |
| globalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) ); | |
| if ( target.isObject3D ) { | |
| if ( options.localOffsets ) { | |
| if ( options.localOffsets[ bone.name ] ) { | |
| globalMatrix.multiply( options.localOffsets[ bone.name ] ); | |
| } | |
| } | |
| } | |
| globalMatrix.copyPosition( relativeMatrix ); | |
| } | |
| if ( name === options.hip ) { | |
| globalMatrix.elements[ 12 ] *= options.scale * options.hipInfluence.x; | |
| globalMatrix.elements[ 13 ] *= options.scale * options.hipInfluence.y; | |
| globalMatrix.elements[ 14 ] *= options.scale * options.hipInfluence.z; | |
| if ( options.hipPosition !== undefined ) { | |
| globalMatrix.elements[ 12 ] += options.hipPosition.x * options.scale; | |
| globalMatrix.elements[ 13 ] += options.hipPosition.y * options.scale; | |
| globalMatrix.elements[ 14 ] += options.hipPosition.z * options.scale; | |
| } | |
| } | |
| if ( bone.parent ) { | |
| bone.matrix.copy( bone.parent.matrixWorld ).invert(); | |
| bone.matrix.multiply( globalMatrix ); | |
| } else { | |
| bone.matrix.copy( globalMatrix ); | |
| } | |
| bone.matrix.decompose( bone.position, bone.quaternion, bone.scale ); | |
| bone.updateMatrixWorld(); | |
| } | |
| if ( options.preserveBonePositions ) { | |
| for ( let i = 0; i < bones.length; ++ i ) { | |
| bone = bones[ i ]; | |
| name = getBoneName( bone, options ) || bone.name; | |
| if ( name !== options.hip ) { | |
| bone.position.copy( bonesPosition[ i ] ); | |
| } | |
| } | |
| } | |
| if ( options.preserveBoneMatrix ) { | |
| // restore matrix | |
| target.updateMatrixWorld( true ); | |
| } | |
| } | |
| /** | |
| * Retargets the animation clip of the source object to the | |
| * target 3D object. | |
| * | |
| * @param {Object3D} target - The target 3D object. | |
| * @param {Object3D} source - The source 3D object. | |
| * @param {AnimationClip} clip - The animation clip. | |
| * @param {module:SkeletonUtils~RetargetOptions} options - The options. | |
| * @return {AnimationClip} The retargeted animation clip. | |
| */ | |
| function retargetClip( target, source, clip, options = {} ) { | |
| options.useFirstFramePosition = options.useFirstFramePosition !== undefined ? options.useFirstFramePosition : false; | |
| // Calculate the fps from the source clip based on the track with the most frames, unless fps is already provided. | |
| options.fps = options.fps !== undefined ? options.fps : ( Math.max( ...clip.tracks.map( track => track.times.length ) ) / clip.duration ); | |
| options.names = options.names || []; | |
| if ( ! source.isObject3D ) { | |
| source = getHelperFromSkeleton( source ); | |
| } | |
| const numFrames = Math.round( clip.duration * ( options.fps / 1000 ) * 1000 ), | |
| delta = clip.duration / ( numFrames - 1 ), | |
| convertedTracks = [], | |
| mixer = new AnimationMixer( source ), | |
| bones = getBones( target.skeleton ), | |
| boneDatas = []; | |
| let positionOffset, | |
| bone, boneTo, boneData, | |
| name; | |
| mixer.clipAction( clip ).play(); | |
| // trim | |
| let start = 0, end = numFrames; | |
| if ( options.trim !== undefined ) { | |
| start = Math.round( options.trim[ 0 ] * options.fps ); | |
| end = Math.min( Math.round( options.trim[ 1 ] * options.fps ), numFrames ) - start; | |
| mixer.update( options.trim[ 0 ] ); | |
| } else { | |
| mixer.update( 0 ); | |
| } | |
| source.updateMatrixWorld(); | |
| // | |
| for ( let frame = 0; frame < end; ++ frame ) { | |
| const time = frame * delta; | |
| retarget( target, source, options ); | |
| for ( let j = 0; j < bones.length; ++ j ) { | |
| bone = bones[ j ]; | |
| name = getBoneName( bone, options ) || bone.name; | |
| boneTo = getBoneByName( name, source.skeleton ); | |
| if ( boneTo ) { | |
| boneData = boneDatas[ j ] = boneDatas[ j ] || { bone: bone }; | |
| if ( options.hip === name ) { | |
| if ( ! boneData.pos ) { | |
| boneData.pos = { | |
| times: new Float32Array( end ), | |
| values: new Float32Array( end * 3 ) | |
| }; | |
| } | |
| if ( options.useFirstFramePosition ) { | |
| if ( frame === 0 ) { | |
| positionOffset = bone.position.clone(); | |
| } | |
| bone.position.sub( positionOffset ); | |
| } | |
| boneData.pos.times[ frame ] = time; | |
| bone.position.toArray( boneData.pos.values, frame * 3 ); | |
| } | |
| if ( ! boneData.quat ) { | |
| boneData.quat = { | |
| times: new Float32Array( end ), | |
| values: new Float32Array( end * 4 ) | |
| }; | |
| } | |
| boneData.quat.times[ frame ] = time; | |
| bone.quaternion.toArray( boneData.quat.values, frame * 4 ); | |
| } | |
| } | |
| if ( frame === end - 2 ) { | |
| // last mixer update before final loop iteration | |
| // make sure we do not go over or equal to clip duration | |
| mixer.update( delta - 0.0000001 ); | |
| } else { | |
| mixer.update( delta ); | |
| } | |
| source.updateMatrixWorld(); | |
| } | |
| for ( let i = 0; i < boneDatas.length; ++ i ) { | |
| boneData = boneDatas[ i ]; | |
| if ( boneData ) { | |
| if ( boneData.pos ) { | |
| convertedTracks.push( new VectorKeyframeTrack( | |
| '.bones[' + boneData.bone.name + '].position', | |
| boneData.pos.times, | |
| boneData.pos.values | |
| ) ); | |
| } | |
| convertedTracks.push( new QuaternionKeyframeTrack( | |
| '.bones[' + boneData.bone.name + '].quaternion', | |
| boneData.quat.times, | |
| boneData.quat.values | |
| ) ); | |
| } | |
| } | |
| mixer.uncacheAction( clip ); | |
| return new AnimationClip( clip.name, - 1, convertedTracks ); | |
| } | |
| /** | |
| * Clones the given 3D object and its descendants, ensuring that any `SkinnedMesh` instances are | |
| * correctly associated with their bones. Bones are also cloned, and must be descendants of the | |
| * object passed to this method. Other data, like geometries and materials, are reused by reference. | |
| * | |
| * @param {Object3D} source - The 3D object to clone. | |
| * @return {Object3D} The cloned 3D object. | |
| */ | |
| function clone( source ) { | |
| const sourceLookup = new Map(); | |
| const cloneLookup = new Map(); | |
| const clone = source.clone(); | |
| parallelTraverse( source, clone, function ( sourceNode, clonedNode ) { | |
| sourceLookup.set( clonedNode, sourceNode ); | |
| cloneLookup.set( sourceNode, clonedNode ); | |
| } ); | |
| clone.traverse( function ( node ) { | |
| if ( ! node.isSkinnedMesh ) return; | |
| const clonedMesh = node; | |
| const sourceMesh = sourceLookup.get( node ); | |
| const sourceBones = sourceMesh.skeleton.bones; | |
| clonedMesh.skeleton = sourceMesh.skeleton.clone(); | |
| clonedMesh.bindMatrix.copy( sourceMesh.bindMatrix ); | |
| clonedMesh.skeleton.bones = sourceBones.map( function ( bone ) { | |
| return cloneLookup.get( bone ); | |
| } ); | |
| clonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix ); | |
| } ); | |
| return clone; | |
| } | |
| // internal helper | |
| function getBoneByName( name, skeleton ) { | |
| for ( let i = 0, bones = getBones( skeleton ); i < bones.length; i ++ ) { | |
| if ( name === bones[ i ].name ) | |
| return bones[ i ]; | |
| } | |
| } | |
| function getBones( skeleton ) { | |
| return Array.isArray( skeleton ) ? skeleton : skeleton.bones; | |
| } | |
| function getHelperFromSkeleton( skeleton ) { | |
| const source = new SkeletonHelper( skeleton.bones[ 0 ] ); | |
| source.skeleton = skeleton; | |
| return source; | |
| } | |
| function parallelTraverse( a, b, callback ) { | |
| callback( a, b ); | |
| for ( let i = 0; i < a.children.length; i ++ ) { | |
| parallelTraverse( a.children[ i ], b.children[ i ], callback ); | |
| } | |
| } | |
| /** | |
| * Retarget options of `SkeletonUtils`. | |
| * | |
| * @typedef {Object} module:SkeletonUtils~RetargetOptions | |
| * @property {boolean} [useFirstFramePosition=false] - Whether to use the position of the first frame or not. | |
| * @property {number} [fps] - The FPS of the clip. | |
| * @property {Object<string,string>} [names] - A dictionary for mapping target to source bone names. | |
| * @property {function(string):string} [getBoneName] - A function for mapping bone names. Alternative to `names`. | |
| * @property {Array<number>} [trim] - Whether to trim the clip or not. If set the array should hold two values for the start and end. | |
| * @property {boolean} [preserveBoneMatrix=true] - Whether to preserve bone matrices or not. | |
| * @property {boolean} [preserveBonePositions=true] - Whether to preserve bone positions or not. | |
| * @property {boolean} [useTargetMatrix=false] - Whether to use the target matrix or not. | |
| * @property {string} [hip='hip'] - The name of the source's hip bone. | |
| * @property {Vector3} [hipInfluence=(1,1,1)] - The hip influence. | |
| * @property {number} [scale=1] - The scale. | |
| **/ | |
| export { | |
| retarget, | |
| retargetClip, | |
| clone, | |
| }; | |
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