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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
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')
-rw-r--r--bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js1501
-rw-r--r--bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js496
2 files changed, 1997 insertions, 0 deletions
diff --git a/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js b/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js
new file mode 100644
index 0000000..a167e11
--- /dev/null
+++ b/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js
@@ -0,0 +1,1501 @@
+import {
+ BufferAttribute,
+ BufferGeometry,
+ Float32BufferAttribute,
+ InstancedBufferAttribute,
+ InterleavedBuffer,
+ InterleavedBufferAttribute,
+ TriangleFanDrawMode,
+ TriangleStripDrawMode,
+ TrianglesDrawMode,
+ Vector3,
+} from 'three';
+
+/**
+ * @module BufferGeometryUtils
+ * @three_import import * as BufferGeometryUtils from 'three/addons/utils/BufferGeometryUtils.js';
+ */
+
+/**
+ * Computes vertex tangents using the MikkTSpace algorithm. MikkTSpace generates the same tangents consistently,
+ * and is used in most modelling tools and normal map bakers. Use MikkTSpace for materials with normal maps,
+ * because inconsistent tangents may lead to subtle visual issues in the normal map, particularly around mirrored
+ * UV seams.
+ *
+ * In comparison to this method, {@link BufferGeometry#computeTangents} (a custom algorithm) generates tangents that
+ * probably will not match the tangents in other software. The custom algorithm is sufficient for general use with a
+ * custom material, and may be faster than MikkTSpace.
+ *
+ * Returns the original BufferGeometry. Indexed geometries will be de-indexed. Requires position, normal, and uv attributes.
+ *
+ * @param {BufferGeometry} geometry - The geometry to compute tangents for.
+ * @param {Object} MikkTSpace - Instance of `examples/jsm/libs/mikktspace.module.js`, or `mikktspace` npm package.
+ * Await `MikkTSpace.ready` before use.
+ * @param {boolean} [negateSign=true] - Whether to negate the sign component (.w) of each tangent.
+ * Required for normal map conventions in some formats, including glTF.
+ * @return {BufferGeometry} The updated geometry.
+ */
+function computeMikkTSpaceTangents( geometry, MikkTSpace, negateSign = true ) {
+
+ if ( ! MikkTSpace || ! MikkTSpace.isReady ) {
+
+ throw new Error( 'THREE.BufferGeometryUtils: Initialized MikkTSpace library required.' );
+
+ }
+
+ if ( ! geometry.hasAttribute( 'position' ) || ! geometry.hasAttribute( 'normal' ) || ! geometry.hasAttribute( 'uv' ) ) {
+
+ throw new Error( 'THREE.BufferGeometryUtils: Tangents require "position", "normal", and "uv" attributes.' );
+
+ }
+
+ function getAttributeArray( attribute ) {
+
+ if ( attribute.normalized || attribute.isInterleavedBufferAttribute ) {
+
+ const dstArray = new Float32Array( attribute.count * attribute.itemSize );
+
+ for ( let i = 0, j = 0; i < attribute.count; i ++ ) {
+
+ dstArray[ j ++ ] = attribute.getX( i );
+ dstArray[ j ++ ] = attribute.getY( i );
+
+ if ( attribute.itemSize > 2 ) {
+
+ dstArray[ j ++ ] = attribute.getZ( i );
+
+ }
+
+ }
+
+ return dstArray;
+
+ }
+
+ if ( attribute.array instanceof Float32Array ) {
+
+ return attribute.array;
+
+ }
+
+ return new Float32Array( attribute.array );
+
+ }
+
+ // MikkTSpace algorithm requires non-indexed input.
+
+ const _geometry = geometry.index ? geometry.toNonIndexed() : geometry;
+
+ // Compute vertex tangents.
+
+ const tangents = MikkTSpace.generateTangents(
+
+ getAttributeArray( _geometry.attributes.position ),
+ getAttributeArray( _geometry.attributes.normal ),
+ getAttributeArray( _geometry.attributes.uv )
+
+ );
+
+ // Texture coordinate convention of glTF differs from the apparent
+ // default of the MikkTSpace library; .w component must be flipped.
+
+ if ( negateSign ) {
+
+ for ( let i = 3; i < tangents.length; i += 4 ) {
+
+ tangents[ i ] *= - 1;
+
+ }
+
+ }
+
+ //
+
+ _geometry.setAttribute( 'tangent', new BufferAttribute( tangents, 4 ) );
+
+ if ( geometry !== _geometry ) {
+
+ geometry.copy( _geometry );
+
+ }
+
+ return geometry;
+
+}
+
+/**
+ * Merges a set of geometries into a single instance. All geometries must have compatible attributes.
+ *
+ * @param {Array<BufferGeometry>} geometries - The geometries to merge.
+ * @param {boolean} [useGroups=false] - Whether to use groups or not.
+ * @return {?BufferGeometry} The merged geometry. Returns `null` if the merge does not succeed.
+ */
+function mergeGeometries( geometries, useGroups = false ) {
+
+ const isIndexed = geometries[ 0 ].index !== null;
+
+ const attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) );
+ const morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) );
+
+ const attributes = {};
+ const morphAttributes = {};
+
+ const morphTargetsRelative = geometries[ 0 ].morphTargetsRelative;
+
+ const mergedGeometry = new BufferGeometry();
+
+ let offset = 0;
+
+ for ( let i = 0; i < geometries.length; ++ i ) {
+
+ const geometry = geometries[ i ];
+ let attributesCount = 0;
+
+ // ensure that all geometries are indexed, or none
+
+ if ( isIndexed !== ( geometry.index !== null ) ) {
+
+ console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.' );
+ return null;
+
+ }
+
+ // gather attributes, exit early if they're different
+
+ for ( const name in geometry.attributes ) {
+
+ if ( ! attributesUsed.has( name ) ) {
+
+ console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure "' + name + '" attribute exists among all geometries, or in none of them.' );
+ return null;
+
+ }
+
+ if ( attributes[ name ] === undefined ) attributes[ name ] = [];
+
+ attributes[ name ].push( geometry.attributes[ name ] );
+
+ attributesCount ++;
+
+ }
+
+ // ensure geometries have the same number of attributes
+
+ if ( attributesCount !== attributesUsed.size ) {
+
+ console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. Make sure all geometries have the same number of attributes.' );
+ return null;
+
+ }
+
+ // gather morph attributes, exit early if they're different
+
+ if ( morphTargetsRelative !== geometry.morphTargetsRelative ) {
+
+ console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphTargetsRelative must be consistent throughout all geometries.' );
+ return null;
+
+ }
+
+ for ( const name in geometry.morphAttributes ) {
+
+ if ( ! morphAttributesUsed.has( name ) ) {
+
+ console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphAttributes must be consistent throughout all geometries.' );
+ return null;
+
+ }
+
+ if ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = [];
+
+ morphAttributes[ name ].push( geometry.morphAttributes[ name ] );
+
+ }
+
+ if ( useGroups ) {
+
+ let count;
+
+ if ( isIndexed ) {
+
+ count = geometry.index.count;
+
+ } else if ( geometry.attributes.position !== undefined ) {
+
+ count = geometry.attributes.position.count;
+
+ } else {
+
+ console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. The geometry must have either an index or a position attribute' );
+ return null;
+
+ }
+
+ mergedGeometry.addGroup( offset, count, i );
+
+ offset += count;
+
+ }
+
+ }
+
+ // merge indices
+
+ if ( isIndexed ) {
+
+ let indexOffset = 0;
+ const mergedIndex = [];
+
+ for ( let i = 0; i < geometries.length; ++ i ) {
+
+ const index = geometries[ i ].index;
+
+ for ( let j = 0; j < index.count; ++ j ) {
+
+ mergedIndex.push( index.getX( j ) + indexOffset );
+
+ }
+
+ indexOffset += geometries[ i ].attributes.position.count;
+
+ }
+
+ mergedGeometry.setIndex( mergedIndex );
+
+ }
+
+ // merge attributes
+
+ for ( const name in attributes ) {
+
+ const mergedAttribute = mergeAttributes( attributes[ name ] );
+
+ if ( ! mergedAttribute ) {
+
+ console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' attribute.' );
+ return null;
+
+ }
+
+ mergedGeometry.setAttribute( name, mergedAttribute );
+
+ }
+
+ // merge morph attributes
+
+ for ( const name in morphAttributes ) {
+
+ const numMorphTargets = morphAttributes[ name ][ 0 ].length;
+ if ( numMorphTargets === 0 ) continue;
+
+ mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {};
+ mergedGeometry.morphAttributes[ name ] = [];
+
+ for ( let i = 0; i < numMorphTargets; ++ i ) {
+
+ const morphAttributesToMerge = [];
+
+ for ( let j = 0; j < morphAttributes[ name ].length; ++ j ) {
+
+ morphAttributesToMerge.push( morphAttributes[ name ][ j ][ i ] );
+
+ }
+
+ const mergedMorphAttribute = mergeAttributes( morphAttributesToMerge );
+
+ if ( ! mergedMorphAttribute ) {
+
+ console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' morphAttribute.' );
+ return null;
+
+ }
+
+ mergedGeometry.morphAttributes[ name ].push( mergedMorphAttribute );
+
+ }
+
+ }
+
+ return mergedGeometry;
+
+}
+
+/**
+ * Merges a set of attributes into a single instance. All attributes must have compatible properties and types.
+ * Instances of {@link InterleavedBufferAttribute} are not supported.
+ *
+ * @param {Array<BufferAttribute>} attributes - The attributes to merge.
+ * @return {?BufferAttribute} The merged attribute. Returns `null` if the merge does not succeed.
+ */
+function mergeAttributes( attributes ) {
+
+ let TypedArray;
+ let itemSize;
+ let normalized;
+ let gpuType = - 1;
+ let arrayLength = 0;
+
+ for ( let i = 0; i < attributes.length; ++ i ) {
+
+ const attribute = attributes[ i ];
+
+ if ( TypedArray === undefined ) TypedArray = attribute.array.constructor;
+ if ( TypedArray !== attribute.array.constructor ) {
+
+ console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.array must be of consistent array types across matching attributes.' );
+ return null;
+
+ }
+
+ if ( itemSize === undefined ) itemSize = attribute.itemSize;
+ if ( itemSize !== attribute.itemSize ) {
+
+ console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.itemSize must be consistent across matching attributes.' );
+ return null;
+
+ }
+
+ if ( normalized === undefined ) normalized = attribute.normalized;
+ if ( normalized !== attribute.normalized ) {
+
+ console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.normalized must be consistent across matching attributes.' );
+ return null;
+
+ }
+
+ if ( gpuType === - 1 ) gpuType = attribute.gpuType;
+ if ( gpuType !== attribute.gpuType ) {
+
+ console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.gpuType must be consistent across matching attributes.' );
+ return null;
+
+ }
+
+ arrayLength += attribute.count * itemSize;
+
+ }
+
+ const array = new TypedArray( arrayLength );
+ const result = new BufferAttribute( array, itemSize, normalized );
+ let offset = 0;
+
+ for ( let i = 0; i < attributes.length; ++ i ) {
+
+ const attribute = attributes[ i ];
+ if ( attribute.isInterleavedBufferAttribute ) {
+
+ const tupleOffset = offset / itemSize;
+ for ( let j = 0, l = attribute.count; j < l; j ++ ) {
+
+ for ( let c = 0; c < itemSize; c ++ ) {
+
+ const value = attribute.getComponent( j, c );
+ result.setComponent( j + tupleOffset, c, value );
+
+ }
+
+ }
+
+ } else {
+
+ array.set( attribute.array, offset );
+
+ }
+
+ offset += attribute.count * itemSize;
+
+ }
+
+ if ( gpuType !== undefined ) {
+
+ result.gpuType = gpuType;
+
+ }
+
+ return result;
+
+}
+
+/**
+ * Performs a deep clone of the given buffer attribute.
+ *
+ * @param {BufferAttribute} attribute - The attribute to clone.
+ * @return {BufferAttribute} The cloned attribute.
+ */
+function deepCloneAttribute( attribute ) {
+
+ if ( attribute.isInstancedInterleavedBufferAttribute || attribute.isInterleavedBufferAttribute ) {
+
+ return deinterleaveAttribute( attribute );
+
+ }
+
+ if ( attribute.isInstancedBufferAttribute ) {
+
+ return new InstancedBufferAttribute().copy( attribute );
+
+ }
+
+ return new BufferAttribute().copy( attribute );
+
+}
+
+/**
+ * Interleaves a set of attributes and returns a new array of corresponding attributes that share a
+ * single {@link InterleavedBuffer} instance. All attributes must have compatible types.
+ *
+ * @param {Array<BufferAttribute>} attributes - The attributes to interleave.
+ * @return {?Array<InterleavedBufferAttribute>} An array of interleaved attributes. If interleave does not succeed, the method returns `null`.
+ */
+function interleaveAttributes( attributes ) {
+
+ // Interleaves the provided attributes into an InterleavedBuffer and returns
+ // a set of InterleavedBufferAttributes for each attribute
+ let TypedArray;
+ let arrayLength = 0;
+ let stride = 0;
+
+ // calculate the length and type of the interleavedBuffer
+ for ( let i = 0, l = attributes.length; i < l; ++ i ) {
+
+ const attribute = attributes[ i ];
+
+ if ( TypedArray === undefined ) TypedArray = attribute.array.constructor;
+ if ( TypedArray !== attribute.array.constructor ) {
+
+ console.error( 'AttributeBuffers of different types cannot be interleaved' );
+ return null;
+
+ }
+
+ arrayLength += attribute.array.length;
+ stride += attribute.itemSize;
+
+ }
+
+ // Create the set of buffer attributes
+ const interleavedBuffer = new InterleavedBuffer( new TypedArray( arrayLength ), stride );
+ let offset = 0;
+ const res = [];
+ const getters = [ 'getX', 'getY', 'getZ', 'getW' ];
+ const setters = [ 'setX', 'setY', 'setZ', 'setW' ];
+
+ for ( let j = 0, l = attributes.length; j < l; j ++ ) {
+
+ const attribute = attributes[ j ];
+ const itemSize = attribute.itemSize;
+ const count = attribute.count;
+ const iba = new InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, attribute.normalized );
+ res.push( iba );
+
+ offset += itemSize;
+
+ // Move the data for each attribute into the new interleavedBuffer
+ // at the appropriate offset
+ for ( let c = 0; c < count; c ++ ) {
+
+ for ( let k = 0; k < itemSize; k ++ ) {
+
+ iba[ setters[ k ] ]( c, attribute[ getters[ k ] ]( c ) );
+
+ }
+
+ }
+
+ }
+
+ return res;
+
+}
+
+/**
+ * Returns a new, non-interleaved version of the given attribute.
+ *
+ * @param {InterleavedBufferAttribute} attribute - The interleaved attribute.
+ * @return {BufferAttribute} The non-interleaved attribute.
+ */
+function deinterleaveAttribute( attribute ) {
+
+ const cons = attribute.data.array.constructor;
+ const count = attribute.count;
+ const itemSize = attribute.itemSize;
+ const normalized = attribute.normalized;
+
+ const array = new cons( count * itemSize );
+ let newAttribute;
+ if ( attribute.isInstancedInterleavedBufferAttribute ) {
+
+ newAttribute = new InstancedBufferAttribute( array, itemSize, normalized, attribute.meshPerAttribute );
+
+ } else {
+
+ newAttribute = new BufferAttribute( array, itemSize, normalized );
+
+ }
+
+ for ( let i = 0; i < count; i ++ ) {
+
+ newAttribute.setX( i, attribute.getX( i ) );
+
+ if ( itemSize >= 2 ) {
+
+ newAttribute.setY( i, attribute.getY( i ) );
+
+ }
+
+ if ( itemSize >= 3 ) {
+
+ newAttribute.setZ( i, attribute.getZ( i ) );
+
+ }
+
+ if ( itemSize >= 4 ) {
+
+ newAttribute.setW( i, attribute.getW( i ) );
+
+ }
+
+ }
+
+ return newAttribute;
+
+}
+
+/**
+ * Deinterleaves all attributes on the given geometry.
+ *
+ * @param {BufferGeometry} geometry - The geometry to deinterleave.
+ */
+function deinterleaveGeometry( geometry ) {
+
+ const attributes = geometry.attributes;
+ const morphTargets = geometry.morphTargets;
+ const attrMap = new Map();
+
+ for ( const key in attributes ) {
+
+ const attr = attributes[ key ];
+ if ( attr.isInterleavedBufferAttribute ) {
+
+ if ( ! attrMap.has( attr ) ) {
+
+ attrMap.set( attr, deinterleaveAttribute( attr ) );
+
+ }
+
+ attributes[ key ] = attrMap.get( attr );
+
+ }
+
+ }
+
+ for ( const key in morphTargets ) {
+
+ const attr = morphTargets[ key ];
+ if ( attr.isInterleavedBufferAttribute ) {
+
+ if ( ! attrMap.has( attr ) ) {
+
+ attrMap.set( attr, deinterleaveAttribute( attr ) );
+
+ }
+
+ morphTargets[ key ] = attrMap.get( attr );
+
+ }
+
+ }
+
+}
+
+/**
+ * Returns the amount of bytes used by all attributes to represent the geometry.
+ *
+ * @param {BufferGeometry} geometry - The geometry.
+ * @return {number} The estimate bytes used.
+ */
+function estimateBytesUsed( geometry ) {
+
+ // Return the estimated memory used by this geometry in bytes
+ // Calculate using itemSize, count, and BYTES_PER_ELEMENT to account
+ // for InterleavedBufferAttributes.
+ let mem = 0;
+ for ( const name in geometry.attributes ) {
+
+ const attr = geometry.getAttribute( name );
+ mem += attr.count * attr.itemSize * attr.array.BYTES_PER_ELEMENT;
+
+ }
+
+ const indices = geometry.getIndex();
+ mem += indices ? indices.count * indices.itemSize * indices.array.BYTES_PER_ELEMENT : 0;
+ return mem;
+
+}
+
+/**
+ * Returns a new geometry with vertices for which all similar vertex attributes (within tolerance) are merged.
+ *
+ * @param {BufferGeometry} geometry - The geometry to merge vertices for.
+ * @param {number} [tolerance=1e-4] - The tolerance value.
+ * @return {BufferGeometry} - The new geometry with merged vertices.
+ */
+function mergeVertices( geometry, tolerance = 1e-4 ) {
+
+ tolerance = Math.max( tolerance, Number.EPSILON );
+
+ // Generate an index buffer if the geometry doesn't have one, or optimize it
+ // if it's already available.
+ const hashToIndex = {};
+ const indices = geometry.getIndex();
+ const positions = geometry.getAttribute( 'position' );
+ const vertexCount = indices ? indices.count : positions.count;
+
+ // next value for triangle indices
+ let nextIndex = 0;
+
+ // attributes and new attribute arrays
+ const attributeNames = Object.keys( geometry.attributes );
+ const tmpAttributes = {};
+ const tmpMorphAttributes = {};
+ const newIndices = [];
+ const getters = [ 'getX', 'getY', 'getZ', 'getW' ];
+ const setters = [ 'setX', 'setY', 'setZ', 'setW' ];
+
+ // Initialize the arrays, allocating space conservatively. Extra
+ // space will be trimmed in the last step.
+ for ( let i = 0, l = attributeNames.length; i < l; i ++ ) {
+
+ const name = attributeNames[ i ];
+ const attr = geometry.attributes[ name ];
+
+ tmpAttributes[ name ] = new attr.constructor(
+ new attr.array.constructor( attr.count * attr.itemSize ),
+ attr.itemSize,
+ attr.normalized
+ );
+
+ const morphAttributes = geometry.morphAttributes[ name ];
+ if ( morphAttributes ) {
+
+ if ( ! tmpMorphAttributes[ name ] ) tmpMorphAttributes[ name ] = [];
+ morphAttributes.forEach( ( morphAttr, i ) => {
+
+ const array = new morphAttr.array.constructor( morphAttr.count * morphAttr.itemSize );
+ tmpMorphAttributes[ name ][ i ] = new morphAttr.constructor( array, morphAttr.itemSize, morphAttr.normalized );
+
+ } );
+
+ }
+
+ }
+
+ // convert the error tolerance to an amount of decimal places to truncate to
+ const halfTolerance = tolerance * 0.5;
+ const exponent = Math.log10( 1 / tolerance );
+ const hashMultiplier = Math.pow( 10, exponent );
+ const hashAdditive = halfTolerance * hashMultiplier;
+ for ( let i = 0; i < vertexCount; i ++ ) {
+
+ const index = indices ? indices.getX( i ) : i;
+
+ // Generate a hash for the vertex attributes at the current index 'i'
+ let hash = '';
+ for ( let j = 0, l = attributeNames.length; j < l; j ++ ) {
+
+ const name = attributeNames[ j ];
+ const attribute = geometry.getAttribute( name );
+ const itemSize = attribute.itemSize;
+
+ for ( let k = 0; k < itemSize; k ++ ) {
+
+ // Math.trunc() preserves the full Number range, ~~ would wrap to int32
+ hash += `${ Math.trunc( attribute[ getters[ k ] ]( index ) * hashMultiplier + hashAdditive ) },`;
+
+ }
+
+ }
+
+ // Add another reference to the vertex if it's already
+ // used by another index
+ if ( hash in hashToIndex ) {
+
+ newIndices.push( hashToIndex[ hash ] );
+
+ } else {
+
+ // copy data to the new index in the temporary attributes
+ for ( let j = 0, l = attributeNames.length; j < l; j ++ ) {
+
+ const name = attributeNames[ j ];
+ const attribute = geometry.getAttribute( name );
+ const morphAttributes = geometry.morphAttributes[ name ];
+ const itemSize = attribute.itemSize;
+ const newArray = tmpAttributes[ name ];
+ const newMorphArrays = tmpMorphAttributes[ name ];
+
+ for ( let k = 0; k < itemSize; k ++ ) {
+
+ const getterFunc = getters[ k ];
+ const setterFunc = setters[ k ];
+ newArray[ setterFunc ]( nextIndex, attribute[ getterFunc ]( index ) );
+
+ if ( morphAttributes ) {
+
+ for ( let m = 0, ml = morphAttributes.length; m < ml; m ++ ) {
+
+ newMorphArrays[ m ][ setterFunc ]( nextIndex, morphAttributes[ m ][ getterFunc ]( index ) );
+
+ }
+
+ }
+
+ }
+
+ }
+
+ hashToIndex[ hash ] = nextIndex;
+ newIndices.push( nextIndex );
+ nextIndex ++;
+
+ }
+
+ }
+
+ // generate result BufferGeometry
+ const result = geometry.clone();
+ for ( const name in geometry.attributes ) {
+
+ const tmpAttribute = tmpAttributes[ name ];
+
+ result.setAttribute( name, new tmpAttribute.constructor(
+ tmpAttribute.array.slice( 0, nextIndex * tmpAttribute.itemSize ),
+ tmpAttribute.itemSize,
+ tmpAttribute.normalized,
+ ) );
+
+ if ( ! ( name in tmpMorphAttributes ) ) continue;
+
+ for ( let j = 0; j < tmpMorphAttributes[ name ].length; j ++ ) {
+
+ const tmpMorphAttribute = tmpMorphAttributes[ name ][ j ];
+
+ result.morphAttributes[ name ][ j ] = new tmpMorphAttribute.constructor(
+ tmpMorphAttribute.array.slice( 0, nextIndex * tmpMorphAttribute.itemSize ),
+ tmpMorphAttribute.itemSize,
+ tmpMorphAttribute.normalized,
+ );
+
+ }
+
+ }
+
+ // indices
+
+ result.setIndex( newIndices );
+
+ return result;
+
+}
+
+/**
+ * Converts the given geometry to the `TrianglesDrawMode` draw mode, which
+ * corresponds to the `gl.TRIANGLES` primitive in WebGL. The conversion only
+ * rewrites the index, so the geometry is modified in place and returned.
+ *
+ * @param {BufferGeometry} geometry - The geometry to convert.
+ * @param {number} drawMode - The current draw mode.
+ * @return {BufferGeometry} The converted geometry using `TrianglesDrawMode`.
+ */
+function toTrianglesDrawMode( geometry, drawMode ) {
+
+ if ( drawMode === TrianglesDrawMode ) {
+
+ console.warn( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.' );
+ return geometry;
+
+ }
+
+ if ( drawMode === TriangleFanDrawMode || drawMode === TriangleStripDrawMode ) {
+
+ let index = geometry.getIndex();
+
+ // generate index if not present
+
+ if ( index === null ) {
+
+ const indices = [];
+
+ const position = geometry.getAttribute( 'position' );
+
+ if ( position !== undefined ) {
+
+ for ( let i = 0; i < position.count; i ++ ) {
+
+ indices.push( i );
+
+ }
+
+ geometry.setIndex( indices );
+ index = geometry.getIndex();
+
+ } else {
+
+ console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );
+ return geometry;
+
+ }
+
+ }
+
+ //
+
+ const numberOfTriangles = index.count - 2;
+ const newIndices = [];
+
+ if ( drawMode === TriangleFanDrawMode ) {
+
+ // gl.TRIANGLE_FAN
+
+ for ( let i = 1; i <= numberOfTriangles; i ++ ) {
+
+ newIndices.push( index.getX( 0 ) );
+ newIndices.push( index.getX( i ) );
+ newIndices.push( index.getX( i + 1 ) );
+
+ }
+
+ } else {
+
+ // gl.TRIANGLE_STRIP
+
+ for ( let i = 0; i < numberOfTriangles; i ++ ) {
+
+ if ( i % 2 === 0 ) {
+
+ newIndices.push( index.getX( i ) );
+ newIndices.push( index.getX( i + 1 ) );
+ newIndices.push( index.getX( i + 2 ) );
+
+ } else {
+
+ newIndices.push( index.getX( i + 2 ) );
+ newIndices.push( index.getX( i + 1 ) );
+ newIndices.push( index.getX( i ) );
+
+ }
+
+ }
+
+ }
+
+ if ( ( newIndices.length / 3 ) !== numberOfTriangles ) {
+
+ console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );
+
+ }
+
+ // updated indices
+
+ geometry.setIndex( newIndices );
+ geometry.clearGroups();
+
+ return geometry;
+
+ } else {
+
+ console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:', drawMode );
+ return geometry;
+
+ }
+
+}
+
+/**
+ * Calculates the morphed attributes of a morphed/skinned BufferGeometry.
+ *
+ * Helpful for Raytracing or Decals (i.e. a `DecalGeometry` applied to a morphed Object with a `BufferGeometry`
+ * will use the original `BufferGeometry`, not the morphed/skinned one, generating an incorrect result.
+ * Using this function to create a shadow `Object3`D the `DecalGeometry` can be correctly generated).
+ *
+ * @param {Mesh|Line|Points} object - The 3D object to compute morph attributes for.
+ * @return {Object} An object with original position/normal attributes and morphed ones.
+ */
+function computeMorphedAttributes( object ) {
+
+ const _vA = new Vector3();
+ const _vB = new Vector3();
+ const _vC = new Vector3();
+
+ const _tempA = new Vector3();
+ const _tempB = new Vector3();
+ const _tempC = new Vector3();
+
+ const _morphA = new Vector3();
+ const _morphB = new Vector3();
+ const _morphC = new Vector3();
+
+ function _calculateMorphedAttributeData(
+ object,
+ attribute,
+ morphAttribute,
+ morphTargetsRelative,
+ a,
+ b,
+ c,
+ modifiedAttributeArray
+ ) {
+
+ _vA.fromBufferAttribute( attribute, a );
+ _vB.fromBufferAttribute( attribute, b );
+ _vC.fromBufferAttribute( attribute, c );
+
+ const morphInfluences = object.morphTargetInfluences;
+
+ if ( morphAttribute && morphInfluences ) {
+
+ _morphA.set( 0, 0, 0 );
+ _morphB.set( 0, 0, 0 );
+ _morphC.set( 0, 0, 0 );
+
+ for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {
+
+ const influence = morphInfluences[ i ];
+ const morph = morphAttribute[ i ];
+
+ if ( influence === 0 ) continue;
+
+ _tempA.fromBufferAttribute( morph, a );
+ _tempB.fromBufferAttribute( morph, b );
+ _tempC.fromBufferAttribute( morph, c );
+
+ if ( morphTargetsRelative ) {
+
+ _morphA.addScaledVector( _tempA, influence );
+ _morphB.addScaledVector( _tempB, influence );
+ _morphC.addScaledVector( _tempC, influence );
+
+ } else {
+
+ _morphA.addScaledVector( _tempA.sub( _vA ), influence );
+ _morphB.addScaledVector( _tempB.sub( _vB ), influence );
+ _morphC.addScaledVector( _tempC.sub( _vC ), influence );
+
+ }
+
+ }
+
+ _vA.add( _morphA );
+ _vB.add( _morphB );
+ _vC.add( _morphC );
+
+ }
+
+ if ( object.isSkinnedMesh ) {
+
+ object.applyBoneTransform( a, _vA );
+ object.applyBoneTransform( b, _vB );
+ object.applyBoneTransform( c, _vC );
+
+ }
+
+ modifiedAttributeArray[ a * 3 + 0 ] = _vA.x;
+ modifiedAttributeArray[ a * 3 + 1 ] = _vA.y;
+ modifiedAttributeArray[ a * 3 + 2 ] = _vA.z;
+ modifiedAttributeArray[ b * 3 + 0 ] = _vB.x;
+ modifiedAttributeArray[ b * 3 + 1 ] = _vB.y;
+ modifiedAttributeArray[ b * 3 + 2 ] = _vB.z;
+ modifiedAttributeArray[ c * 3 + 0 ] = _vC.x;
+ modifiedAttributeArray[ c * 3 + 1 ] = _vC.y;
+ modifiedAttributeArray[ c * 3 + 2 ] = _vC.z;
+
+ }
+
+ const geometry = object.geometry;
+ const material = object.material;
+
+ let a, b, c;
+ const index = geometry.index;
+ const positionAttribute = geometry.attributes.position;
+ const morphPosition = geometry.morphAttributes.position;
+ const morphTargetsRelative = geometry.morphTargetsRelative;
+ const normalAttribute = geometry.attributes.normal;
+ const morphNormal = geometry.morphAttributes.normal;
+
+ const groups = geometry.groups;
+ const drawRange = geometry.drawRange;
+ let i, j, il, jl;
+ let group;
+ let start, end;
+
+ const modifiedPosition = new Float32Array( positionAttribute.count * positionAttribute.itemSize );
+ const modifiedNormal = new Float32Array( normalAttribute.count * normalAttribute.itemSize );
+
+ if ( index !== null ) {
+
+ // indexed buffer geometry
+
+ if ( Array.isArray( material ) ) {
+
+ for ( i = 0, il = groups.length; i < il; i ++ ) {
+
+ group = groups[ i ];
+
+ start = Math.max( group.start, drawRange.start );
+ end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
+
+ for ( j = start, jl = end; j < jl; j += 3 ) {
+
+ a = index.getX( j );
+ b = index.getX( j + 1 );
+ c = index.getX( j + 2 );
+
+ _calculateMorphedAttributeData(
+ object,
+ positionAttribute,
+ morphPosition,
+ morphTargetsRelative,
+ a, b, c,
+ modifiedPosition
+ );
+
+ _calculateMorphedAttributeData(
+ object,
+ normalAttribute,
+ morphNormal,
+ morphTargetsRelative,
+ a, b, c,
+ modifiedNormal
+ );
+
+ }
+
+ }
+
+ } else {
+
+ start = Math.max( 0, drawRange.start );
+ end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
+
+ for ( i = start, il = end; i < il; i += 3 ) {
+
+ a = index.getX( i );
+ b = index.getX( i + 1 );
+ c = index.getX( i + 2 );
+
+ _calculateMorphedAttributeData(
+ object,
+ positionAttribute,
+ morphPosition,
+ morphTargetsRelative,
+ a, b, c,
+ modifiedPosition
+ );
+
+ _calculateMorphedAttributeData(
+ object,
+ normalAttribute,
+ morphNormal,
+ morphTargetsRelative,
+ a, b, c,
+ modifiedNormal
+ );
+
+ }
+
+ }
+
+ } else {
+
+ // non-indexed buffer geometry
+
+ if ( Array.isArray( material ) ) {
+
+ for ( i = 0, il = groups.length; i < il; i ++ ) {
+
+ group = groups[ i ];
+
+ start = Math.max( group.start, drawRange.start );
+ end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
+
+ for ( j = start, jl = end; j < jl; j += 3 ) {
+
+ a = j;
+ b = j + 1;
+ c = j + 2;
+
+ _calculateMorphedAttributeData(
+ object,
+ positionAttribute,
+ morphPosition,
+ morphTargetsRelative,
+ a, b, c,
+ modifiedPosition
+ );
+
+ _calculateMorphedAttributeData(
+ object,
+ normalAttribute,
+ morphNormal,
+ morphTargetsRelative,
+ a, b, c,
+ modifiedNormal
+ );
+
+ }
+
+ }
+
+ } else {
+
+ start = Math.max( 0, drawRange.start );
+ end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );
+
+ for ( i = start, il = end; i < il; i += 3 ) {
+
+ a = i;
+ b = i + 1;
+ c = i + 2;
+
+ _calculateMorphedAttributeData(
+ object,
+ positionAttribute,
+ morphPosition,
+ morphTargetsRelative,
+ a, b, c,
+ modifiedPosition
+ );
+
+ _calculateMorphedAttributeData(
+ object,
+ normalAttribute,
+ morphNormal,
+ morphTargetsRelative,
+ a, b, c,
+ modifiedNormal
+ );
+
+ }
+
+ }
+
+ }
+
+ const morphedPositionAttribute = new Float32BufferAttribute( modifiedPosition, 3 );
+ const morphedNormalAttribute = new Float32BufferAttribute( modifiedNormal, 3 );
+
+ return {
+
+ positionAttribute: positionAttribute,
+ normalAttribute: normalAttribute,
+ morphedPositionAttribute: morphedPositionAttribute,
+ morphedNormalAttribute: morphedNormalAttribute
+
+ };
+
+}
+
+/**
+ * Merges the {@link BufferGeometry#groups} for the given geometry.
+ *
+ * @param {BufferGeometry} geometry - The geometry to modify.
+ * @return {BufferGeometry} - The updated geometry
+ */
+function mergeGroups( geometry ) {
+
+ if ( geometry.groups.length === 0 ) {
+
+ console.warn( 'THREE.BufferGeometryUtils.mergeGroups(): No groups are defined. Nothing to merge.' );
+ return geometry;
+
+ }
+
+ let groups = geometry.groups;
+
+ // sort groups by material index
+
+ groups = groups.sort( ( a, b ) => {
+
+ if ( a.materialIndex !== b.materialIndex ) return a.materialIndex - b.materialIndex;
+
+ return a.start - b.start;
+
+ } );
+
+ // create index for non-indexed geometries
+
+ if ( geometry.getIndex() === null ) {
+
+ const positionAttribute = geometry.getAttribute( 'position' );
+ const indices = [];
+
+ for ( let i = 0; i < positionAttribute.count; i += 3 ) {
+
+ indices.push( i, i + 1, i + 2 );
+
+ }
+
+ geometry.setIndex( indices );
+
+ }
+
+ // sort index
+
+ const index = geometry.getIndex();
+
+ const newIndices = [];
+
+ for ( let i = 0; i < groups.length; i ++ ) {
+
+ const group = groups[ i ];
+
+ const groupStart = group.start;
+ const groupLength = groupStart + group.count;
+
+ for ( let j = groupStart; j < groupLength; j ++ ) {
+
+ newIndices.push( index.getX( j ) );
+
+ }
+
+ }
+
+ geometry.dispose(); // Required to force buffer recreation
+ geometry.setIndex( newIndices );
+
+ // update groups indices
+
+ let start = 0;
+
+ for ( let i = 0; i < groups.length; i ++ ) {
+
+ const group = groups[ i ];
+
+ group.start = start;
+ start += group.count;
+
+ }
+
+ // merge groups
+
+ let currentGroup = groups[ 0 ];
+
+ geometry.groups = [ currentGroup ];
+
+ for ( let i = 1; i < groups.length; i ++ ) {
+
+ const group = groups[ i ];
+
+ if ( currentGroup.materialIndex === group.materialIndex ) {
+
+ currentGroup.count += group.count;
+
+ } else {
+
+ currentGroup = group;
+ geometry.groups.push( currentGroup );
+
+ }
+
+ }
+
+ return geometry;
+
+}
+
+/**
+ * Modifies the supplied geometry if it is non-indexed, otherwise creates a new,
+ * non-indexed geometry. Returns the geometry with smooth normals everywhere except
+ * faces that meet at an angle greater than the crease angle.
+ *
+ * @param {BufferGeometry} geometry - The geometry to modify.
+ * @param {number} [creaseAngle=Math.PI/3] - The crease angle in radians.
+ * @return {BufferGeometry} - The updated geometry
+ */
+function toCreasedNormals( geometry, creaseAngle = Math.PI / 3 /* 60 degrees */ ) {
+
+ // BufferGeometry.toNonIndexed() warns if the geometry is non-indexed
+ // and returns the original geometry
+ const resultGeometry = geometry.index ? geometry.toNonIndexed() : geometry;
+ const posAttr = resultGeometry.attributes.position;
+ const vertexCount = posAttr.count;
+
+ let positions;
+
+ if ( posAttr.isBufferAttribute === true && posAttr.itemSize === 3 && posAttr.normalized === false ) {
+
+ positions = posAttr.array;
+
+ } else {
+
+ // flatten the position buffer so the math below operates on plain numbers
+ positions = new Float64Array( vertexCount * 3 );
+
+ for ( let i = 0; i < vertexCount; i ++ ) {
+
+ positions[ 3 * i + 0 ] = posAttr.getX( i );
+ positions[ 3 * i + 1 ] = posAttr.getY( i );
+ positions[ 3 * i + 2 ] = posAttr.getZ( i );
+
+ }
+
+ }
+
+ const creaseDot = Math.cos( creaseAngle );
+ const hashMultiplier = ( 1 + 1e-10 ) * 1e2;
+ const faceCount = vertexCount / 3;
+
+ // compute the normal of each face
+ const faceNormals = new Float64Array( faceCount * 3 );
+ for ( let f = 0; f < faceCount; f ++ ) {
+
+ const f9 = 9 * f;
+ const ax = positions[ f9 + 0 ], ay = positions[ f9 + 1 ], az = positions[ f9 + 2 ];
+ const bx = positions[ f9 + 3 ], by = positions[ f9 + 4 ], bz = positions[ f9 + 5 ];
+ const cx = positions[ f9 + 6 ], cy = positions[ f9 + 7 ], cz = positions[ f9 + 8 ];
+
+ const v1x = cx - bx, v1y = cy - by, v1z = cz - bz;
+ const v2x = ax - bx, v2y = ay - by, v2z = az - bz;
+
+ const nx = v1y * v2z - v1z * v2y;
+ const ny = v1z * v2x - v1x * v2z;
+ const nz = v1x * v2y - v1y * v2x;
+
+ const invLength = 1 / ( Math.sqrt( nx * nx + ny * ny + nz * nz ) || 1 );
+ faceNormals[ 3 * f + 0 ] = nx * invLength;
+ faceNormals[ 3 * f + 1 ] = ny * invLength;
+ faceNormals[ 3 * f + 2 ] = nz * invLength;
+
+ }
+
+ // assign an id to each vertex, sharing the id between vertices with the same
+ // quantized position via an open-addressed hash table (slots hold id + 1, 0 means empty)
+ const vertexIds = new Int32Array( vertexCount );
+ const quantized = new Float64Array( vertexCount * 3 );
+
+ let tableSize = 1;
+ while ( tableSize < vertexCount * 2 ) tableSize <<= 1;
+ const tableMask = tableSize - 1;
+ const table = new Int32Array( tableSize );
+
+ let uniqueCount = 0;
+ for ( let i = 0; i < vertexCount; i ++ ) {
+
+ const i3 = 3 * i;
+ const qx = Math.trunc( positions[ i3 + 0 ] * hashMultiplier );
+ const qy = Math.trunc( positions[ i3 + 1 ] * hashMultiplier );
+ const qz = Math.trunc( positions[ i3 + 2 ] * hashMultiplier );
+
+ let slot = ( Math.imul( qx, 73856093 ) ^ Math.imul( qy, 19349663 ) ^ Math.imul( qz, 83492791 ) ) & tableMask;
+
+ while ( true ) {
+
+ const id = table[ slot ];
+
+ if ( id === 0 ) {
+
+ const q3 = 3 * uniqueCount;
+ quantized[ q3 + 0 ] = qx;
+ quantized[ q3 + 1 ] = qy;
+ quantized[ q3 + 2 ] = qz;
+
+ table[ slot ] = uniqueCount + 1;
+ vertexIds[ i ] = uniqueCount ++;
+ break;
+
+ }
+
+ const q3 = 3 * ( id - 1 );
+
+ if ( quantized[ q3 + 0 ] === qx && quantized[ q3 + 1 ] === qy && quantized[ q3 + 2 ] === qz ) {
+
+ vertexIds[ i ] = id - 1;
+ break;
+
+ }
+
+ slot = ( slot + 1 ) & tableMask;
+
+ }
+
+ }
+
+ // bucket the faces surrounding each unique vertex position
+ const bucketOffsets = new Int32Array( uniqueCount + 1 );
+ for ( let i = 0; i < vertexCount; i ++ ) bucketOffsets[ vertexIds[ i ] + 1 ] ++;
+ for ( let i = 0; i < uniqueCount; i ++ ) bucketOffsets[ i + 1 ] += bucketOffsets[ i ];
+
+ const bucketFaces = new Int32Array( vertexCount );
+ const bucketCursors = bucketOffsets.slice( 0, uniqueCount );
+ for ( let f = 0; f < faceCount; f ++ ) {
+
+ const f3 = 3 * f;
+ bucketFaces[ bucketCursors[ vertexIds[ f3 + 0 ] ] ++ ] = f;
+ bucketFaces[ bucketCursors[ vertexIds[ f3 + 1 ] ] ++ ] = f;
+ bucketFaces[ bucketCursors[ vertexIds[ f3 + 2 ] ] ++ ] = f;
+
+ }
+
+ // average the normals of the faces surrounding each vertex if they are within the
+ // provided crease threshold
+ const normalArray = new Float32Array( vertexCount * 3 );
+ for ( let f = 0; f < faceCount; f ++ ) {
+
+ const f3 = 3 * f;
+ const nx = faceNormals[ f3 + 0 ];
+ const ny = faceNormals[ f3 + 1 ];
+ const nz = faceNormals[ f3 + 2 ];
+
+ for ( let n = 0; n < 3; n ++ ) {
+
+ const i = f3 + n;
+ const id = vertexIds[ i ];
+
+ let sumX = 0, sumY = 0, sumZ = 0;
+
+ for ( let k = bucketOffsets[ id ], end = bucketOffsets[ id + 1 ]; k < end; k ++ ) {
+
+ const o3 = 3 * bucketFaces[ k ];
+ const ox = faceNormals[ o3 + 0 ];
+ const oy = faceNormals[ o3 + 1 ];
+ const oz = faceNormals[ o3 + 2 ];
+
+ if ( nx * ox + ny * oy + nz * oz > creaseDot ) {
+
+ sumX += ox;
+ sumY += oy;
+ sumZ += oz;
+
+ }
+
+ }
+
+ const invLength = 1 / ( Math.sqrt( sumX * sumX + sumY * sumY + sumZ * sumZ ) || 1 );
+ normalArray[ 3 * i + 0 ] = sumX * invLength;
+ normalArray[ 3 * i + 1 ] = sumY * invLength;
+ normalArray[ 3 * i + 2 ] = sumZ * invLength;
+
+ }
+
+ }
+
+ resultGeometry.setAttribute( 'normal', new BufferAttribute( normalArray, 3, false ) );
+ return resultGeometry;
+
+}
+
+export {
+ computeMikkTSpaceTangents,
+ mergeGeometries,
+ mergeAttributes,
+ deepCloneAttribute,
+ deinterleaveAttribute,
+ deinterleaveGeometry,
+ interleaveAttributes,
+ estimateBytesUsed,
+ mergeVertices,
+ toTrianglesDrawMode,
+ computeMorphedAttributes,
+ mergeGroups,
+ toCreasedNormals
+};
diff --git a/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js b/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js
new file mode 100644
index 0000000..836c2e2
--- /dev/null
+++ b/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js
@@ -0,0 +1,496 @@
+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,
+};