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