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authorYasutake Yohei <61961825+yasutakeyohei@users.noreply.github.com>2026-10-07 23:09:40 +0900
committerYasutake Yohei <61961825+yasutakeyohei@users.noreply.github.com>2026-10-07 23:09:40 +0900
commitbc2821adb11a30244fc4663f4fafb756877d9508 (patch)
treefea8d30d2eb1e67f895097dbf7ec4d152361243e /bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js
parent0d50c5ede0812ba7b67b775c9cd0bf52d7b65e02 (diff)
bluebey-studio: public/ の外へ移動し非公開化
Diffstat (limited to 'bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js')
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+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 to the target.
+ *
+ * Both `target` and `source` can be a 3D object with a skeleton property (e.g. a skinned mesh)
+ * or a {@link Skeleton} directly.
+ *
+ * @param {Object3D|Skeleton} target - The target object.
+ * @param {Object3D|Skeleton} source - The source 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 to the target 3D object.
+ *
+ * The `source` can be a 3D object with a skeleton property (e.g. a skinned mesh)
+ * or a {@link Skeleton} directly.
+ *
+ * @param {Object3D} target - The target 3D object. Must have a `skeleton` property.
+ * @param {Object3D|Skeleton} source - The source 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.
+ * @property {Object<string,Matrix4>} [localOffsets] - Per-bone local offset matrices, keyed by bone name.
+ * @property {Vector3} [hipPosition] - An additional position offset applied to the hip bone.
+ **/
+
+export {
+ retarget,
+ retargetClip,
+ clone,
+};