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586 lines
12 KiB
586 lines
12 KiB
2 years ago
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import {
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AnimationClip,
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AnimationMixer,
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Euler,
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Matrix4,
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Quaternion,
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QuaternionKeyframeTrack,
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SkeletonHelper,
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Vector2,
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Vector3,
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VectorKeyframeTrack
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} from '../../../build/three.module.js';
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class SkeletonUtils {
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static retarget( target, source, options = {} ) {
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const pos = new Vector3(),
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quat = new Quaternion(),
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scale = new Vector3(),
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bindBoneMatrix = new Matrix4(),
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relativeMatrix = new Matrix4(),
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globalMatrix = new Matrix4();
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options.preserveMatrix = options.preserveMatrix !== undefined ? options.preserveMatrix : true;
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options.preservePosition = options.preservePosition !== undefined ? options.preservePosition : true;
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options.preserveHipPosition = options.preserveHipPosition !== undefined ? options.preserveHipPosition : false;
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options.useTargetMatrix = options.useTargetMatrix !== undefined ? options.useTargetMatrix : false;
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options.hip = options.hip !== undefined ? options.hip : 'hip';
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options.names = options.names || {};
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const sourceBones = source.isObject3D ? source.skeleton.bones : this.getBones( source ),
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bones = target.isObject3D ? target.skeleton.bones : this.getBones( target );
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let bindBones,
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bone, name, boneTo,
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bonesPosition;
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// reset bones
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if ( target.isObject3D ) {
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target.skeleton.pose();
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} else {
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options.useTargetMatrix = true;
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options.preserveMatrix = false;
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}
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if ( options.preservePosition ) {
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bonesPosition = [];
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for ( let i = 0; i < bones.length; i ++ ) {
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bonesPosition.push( bones[ i ].position.clone() );
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}
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}
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if ( options.preserveMatrix ) {
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// reset matrix
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target.updateMatrixWorld();
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target.matrixWorld.identity();
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// reset children matrix
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for ( let i = 0; i < target.children.length; ++ i ) {
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target.children[ i ].updateMatrixWorld( true );
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}
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}
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if ( options.offsets ) {
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bindBones = [];
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for ( let i = 0; i < bones.length; ++ i ) {
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bone = bones[ i ];
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name = options.names[ bone.name ] || bone.name;
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if ( options.offsets && options.offsets[ name ] ) {
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bone.matrix.multiply( options.offsets[ name ] );
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bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
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bone.updateMatrixWorld();
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}
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bindBones.push( bone.matrixWorld.clone() );
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}
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}
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for ( let i = 0; i < bones.length; ++ i ) {
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bone = bones[ i ];
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name = options.names[ bone.name ] || bone.name;
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boneTo = this.getBoneByName( name, sourceBones );
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globalMatrix.copy( bone.matrixWorld );
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if ( boneTo ) {
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boneTo.updateMatrixWorld();
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if ( options.useTargetMatrix ) {
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relativeMatrix.copy( boneTo.matrixWorld );
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} else {
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relativeMatrix.copy( target.matrixWorld ).invert();
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relativeMatrix.multiply( boneTo.matrixWorld );
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}
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// ignore scale to extract rotation
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scale.setFromMatrixScale( relativeMatrix );
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relativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) );
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// apply to global matrix
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globalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) );
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if ( target.isObject3D ) {
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const boneIndex = bones.indexOf( bone ),
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wBindMatrix = bindBones ? bindBones[ boneIndex ] : bindBoneMatrix.copy( target.skeleton.boneInverses[ boneIndex ] ).invert();
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globalMatrix.multiply( wBindMatrix );
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}
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globalMatrix.copyPosition( relativeMatrix );
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}
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if ( bone.parent && bone.parent.isBone ) {
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bone.matrix.copy( bone.parent.matrixWorld ).invert();
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bone.matrix.multiply( globalMatrix );
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} else {
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bone.matrix.copy( globalMatrix );
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}
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if ( options.preserveHipPosition && name === options.hip ) {
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bone.matrix.setPosition( pos.set( 0, bone.position.y, 0 ) );
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}
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bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
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bone.updateMatrixWorld();
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}
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if ( options.preservePosition ) {
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for ( let i = 0; i < bones.length; ++ i ) {
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bone = bones[ i ];
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name = options.names[ bone.name ] || bone.name;
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if ( name !== options.hip ) {
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bone.position.copy( bonesPosition[ i ] );
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}
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}
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}
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if ( options.preserveMatrix ) {
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// restore matrix
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target.updateMatrixWorld( true );
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}
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}
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static retargetClip( target, source, clip, options = {} ) {
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options.useFirstFramePosition = options.useFirstFramePosition !== undefined ? options.useFirstFramePosition : false;
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options.fps = options.fps !== undefined ? options.fps : 30;
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options.names = options.names || [];
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if ( ! source.isObject3D ) {
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source = this.getHelperFromSkeleton( source );
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}
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const numFrames = Math.round( clip.duration * ( options.fps / 1000 ) * 1000 ),
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delta = 1 / options.fps,
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convertedTracks = [],
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mixer = new AnimationMixer( source ),
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bones = this.getBones( target.skeleton ),
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boneDatas = [];
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let positionOffset,
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bone, boneTo, boneData,
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name;
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mixer.clipAction( clip ).play();
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mixer.update( 0 );
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source.updateMatrixWorld();
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for ( let i = 0; i < numFrames; ++ i ) {
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const time = i * delta;
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this.retarget( target, source, options );
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for ( let j = 0; j < bones.length; ++ j ) {
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name = options.names[ bones[ j ].name ] || bones[ j ].name;
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boneTo = this.getBoneByName( name, source.skeleton );
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if ( boneTo ) {
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bone = bones[ j ];
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boneData = boneDatas[ j ] = boneDatas[ j ] || { bone: bone };
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if ( options.hip === name ) {
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if ( ! boneData.pos ) {
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boneData.pos = {
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times: new Float32Array( numFrames ),
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values: new Float32Array( numFrames * 3 )
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};
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}
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if ( options.useFirstFramePosition ) {
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if ( i === 0 ) {
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positionOffset = bone.position.clone();
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}
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bone.position.sub( positionOffset );
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}
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boneData.pos.times[ i ] = time;
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bone.position.toArray( boneData.pos.values, i * 3 );
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}
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if ( ! boneData.quat ) {
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boneData.quat = {
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times: new Float32Array( numFrames ),
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values: new Float32Array( numFrames * 4 )
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};
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}
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boneData.quat.times[ i ] = time;
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bone.quaternion.toArray( boneData.quat.values, i * 4 );
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}
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}
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mixer.update( delta );
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source.updateMatrixWorld();
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}
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for ( let i = 0; i < boneDatas.length; ++ i ) {
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boneData = boneDatas[ i ];
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if ( boneData ) {
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if ( boneData.pos ) {
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convertedTracks.push( new VectorKeyframeTrack(
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'.bones[' + boneData.bone.name + '].position',
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boneData.pos.times,
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boneData.pos.values
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) );
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}
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convertedTracks.push( new QuaternionKeyframeTrack(
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'.bones[' + boneData.bone.name + '].quaternion',
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boneData.quat.times,
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boneData.quat.values
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) );
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}
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}
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mixer.uncacheAction( clip );
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return new AnimationClip( clip.name, - 1, convertedTracks );
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}
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static getHelperFromSkeleton( skeleton ) {
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const source = new SkeletonHelper( skeleton.bones[ 0 ] );
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source.skeleton = skeleton;
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return source;
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}
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static getSkeletonOffsets( target, source, options = {} ) {
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const targetParentPos = new Vector3(),
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targetPos = new Vector3(),
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sourceParentPos = new Vector3(),
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sourcePos = new Vector3(),
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targetDir = new Vector2(),
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sourceDir = new Vector2();
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options.hip = options.hip !== undefined ? options.hip : 'hip';
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options.names = options.names || {};
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if ( ! source.isObject3D ) {
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source = this.getHelperFromSkeleton( source );
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}
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const nameKeys = Object.keys( options.names ),
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nameValues = Object.values( options.names ),
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sourceBones = source.isObject3D ? source.skeleton.bones : this.getBones( source ),
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bones = target.isObject3D ? target.skeleton.bones : this.getBones( target ),
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offsets = [];
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let bone, boneTo,
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name, i;
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target.skeleton.pose();
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for ( i = 0; i < bones.length; ++ i ) {
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bone = bones[ i ];
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name = options.names[ bone.name ] || bone.name;
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boneTo = this.getBoneByName( name, sourceBones );
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if ( boneTo && name !== options.hip ) {
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const boneParent = this.getNearestBone( bone.parent, nameKeys ),
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boneToParent = this.getNearestBone( boneTo.parent, nameValues );
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boneParent.updateMatrixWorld();
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boneToParent.updateMatrixWorld();
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targetParentPos.setFromMatrixPosition( boneParent.matrixWorld );
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targetPos.setFromMatrixPosition( bone.matrixWorld );
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sourceParentPos.setFromMatrixPosition( boneToParent.matrixWorld );
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sourcePos.setFromMatrixPosition( boneTo.matrixWorld );
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targetDir.subVectors(
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new Vector2( targetPos.x, targetPos.y ),
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new Vector2( targetParentPos.x, targetParentPos.y )
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).normalize();
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sourceDir.subVectors(
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new Vector2( sourcePos.x, sourcePos.y ),
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new Vector2( sourceParentPos.x, sourceParentPos.y )
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).normalize();
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const laterialAngle = targetDir.angle() - sourceDir.angle();
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const offset = new Matrix4().makeRotationFromEuler(
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new Euler(
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0,
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0,
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laterialAngle
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)
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);
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bone.matrix.multiply( offset );
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bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
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bone.updateMatrixWorld();
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offsets[ name ] = offset;
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}
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}
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return offsets;
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}
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static renameBones( skeleton, names ) {
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const bones = this.getBones( skeleton );
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for ( let i = 0; i < bones.length; ++ i ) {
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const bone = bones[ i ];
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if ( names[ bone.name ] ) {
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bone.name = names[ bone.name ];
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}
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}
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return this;
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}
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static getBones( skeleton ) {
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return Array.isArray( skeleton ) ? skeleton : skeleton.bones;
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}
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static getBoneByName( name, skeleton ) {
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for ( let i = 0, bones = this.getBones( skeleton ); i < bones.length; i ++ ) {
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if ( name === bones[ i ].name )
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return bones[ i ];
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}
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}
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static getNearestBone( bone, names ) {
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while ( bone.isBone ) {
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if ( names.indexOf( bone.name ) !== - 1 ) {
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return bone;
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}
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bone = bone.parent;
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}
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}
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static findBoneTrackData( name, tracks ) {
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const regexp = /\[(.*)\]\.(.*)/,
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result = { name: name };
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for ( let i = 0; i < tracks.length; ++ i ) {
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// 1 is track name
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// 2 is track type
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const trackData = regexp.exec( tracks[ i ].name );
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if ( trackData && name === trackData[ 1 ] ) {
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result[ trackData[ 2 ] ] = i;
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}
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}
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return result;
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}
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static getEqualsBonesNames( skeleton, targetSkeleton ) {
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const sourceBones = this.getBones( skeleton ),
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targetBones = this.getBones( targetSkeleton ),
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bones = [];
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search : for ( let i = 0; i < sourceBones.length; i ++ ) {
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const boneName = sourceBones[ i ].name;
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for ( let j = 0; j < targetBones.length; j ++ ) {
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if ( boneName === targetBones[ j ].name ) {
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bones.push( boneName );
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continue search;
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}
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}
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}
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|
return bones;
|
||
|
|
||
|
}
|
||
|
|
||
|
static 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;
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
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 );
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
export { SkeletonUtils };
|