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Diffstat (limited to 'public/bluebey-studio/src/rig.js')
| -rw-r--r-- | public/bluebey-studio/src/rig.js | 212 |
1 files changed, 0 insertions, 212 deletions
diff --git a/public/bluebey-studio/src/rig.js b/public/bluebey-studio/src/rig.js deleted file mode 100644 index e3c8a8e..0000000 --- a/public/bluebey-studio/src/rig.js +++ /dev/null @@ -1,212 +0,0 @@ -import * as THREE from 'three'; -import { TransformControls } from 'three/addons/controls/TransformControls.js'; - -/** - * Posing. Each bone is driven as a rotation *relative to its rest pose*, so - * every bone reads 0/0/0 in the original stance and a saved pose stays valid - * even if the model is re-exported with different bone orientations. - * - * `bone.quaternion = rest * delta` and `delta = rest⁻¹ * quaternion`, with the - * delta expressed as XYZ Euler angles in degrees for the UI. - */ - -const RAD = Math.PI / 180; -const DEG = 180 / Math.PI; - -/** three sanitises node names, so `armsupport.l` arrives as `armsupportl`. */ -const normalizeName = (name) => (name ?? '').replace(/[.\s]/g, '').toLowerCase(); - -/** - * The same angle shifted by whole turns to sit next to `reference`. On an exact - * half-turn tie the lower (smaller-magnitude) value wins, which keeps the - * canonical -180..180 reading when two are equally close. - */ -const nearestAngle = (angle, reference) => { - const turns = (reference - angle) / 360; - const low = angle + 360 * Math.floor(turns); - const high = angle + 360 * Math.ceil(turns); - return Math.abs(low - reference) <= Math.abs(high - reference) ? low : high; -}; - -/** True when two quaternions describe the same rotation (double cover included). */ -const sameRotation = (a, b) => Math.abs(Math.abs(a.dot(b)) - 1) < 1e-6; - -export class Rig { - constructor({ bones, scene, camera, domElement, orbit, pickTargets, onChange = null }) { - this.bones = bones; - this.byName = new Map(); - for (const entry of bones) { - this.byName.set(entry.name, entry); - const alias = normalizeName(entry.name); - if (!this.byName.has(alias)) this.byName.set(alias, entry); - } - this.scene = scene; - this.domElement = domElement; - this.orbit = orbit; - this.pickTargets = pickTargets; - this.onChange = onChange; - this.selected = null; - // The delta last handed to (or written by) the UI, in degrees. An XYZ Euler - // has several equivalent triples for one rotation, so getDelta returns the - // one closest to this. That keeps a single-axis drag smooth through the - // wrap at 90 deg (the middle axis) instead of jumping to the gimbal-flipped - // twin, which made the sliders and the next setDelta spin the character. - this.lastDelta = new Map(); - - this.controls = new TransformControls(camera, domElement); - this.controls.setMode('rotate'); - this.controls.setSpace('local'); - this.controls.setSize(0.8); - // A *hidden* TransformControls still grabs the pointer in three: its picker - // stays raycastable even when the helper is not drawn, so grabbing the body - // (the rings sit on the `master` bone, right where you grab) silently turned - // the character. Keep the controls disabled until the gizmo is actually - // shown, so the mouse can only move the character (see setGizmoVisible). - this.controls.enabled = false; - this.helper = this.controls.getHelper(); - this.helper.visible = false; - // Whether the user wants the gizmo at all. It starts OFF: the model is the - // point, and the rings sat on top of it until you went looking for them. - // Selecting a bone must not switch it back on by itself, so `select()` - // consults this instead of always showing the helper. - this.gizmoWanted = false; - scene.add(this.helper); - - this.controls.addEventListener('dragging-changed', (event) => { - this.orbit.enabled = !event.value; - }); - this.controls.addEventListener('objectChange', () => { - if (this.selected) this.onChange?.(this.selected); - }); - } - - /* ------------------------------------------------------------ selection */ - - select(name, { silent = false } = {}) { - if (name && !this.byName.has(name)) return; - this.selected = name ?? null; - if (name) { - this.controls.attach(this.byName.get(name).bone); - this.helper.visible = this.gizmoWanted; - } else { - this.controls.detach(); - this.helper.visible = false; - } - // Only an actually-shown gizmo may take the pointer (see the constructor). - this.controls.enabled = this.helper.visible; - if (!silent) this.onChange?.(this.selected); - } - - // Clicking the model no longer reaches for a bone: the mouse is for composing - // (see the drag handling in src/main.js), and bones are picked from the panel's - // bone list, which calls `select()` directly. So there is no pointer handler on - // the canvas here at all. - - /* ----------------------------------------------------------------- pose */ - - getDelta(name) { - const entry = this.byName.get(name); - if (!entry) return { x: 0, y: 0, z: 0 }; - const delta = entry.rest.clone().invert().multiply(entry.bone.quaternion); - const base = new THREE.Euler().setFromQuaternion(delta, 'XYZ'); - const reference = this.lastDelta.get(entry) ?? { x: 0, y: 0, z: 0 }; - - // For one rotation an XYZ Euler has a second solution - its "flipped" twin - // `(x+180, 180-y, z+180)`. Three always returns the one whose middle angle - // stays within +/-90, so past 90 the twin is what continues the drag; offer - // both and keep whichever is closest to the last value. Near gimbal lock the - // twin no longer reproduces the rotation, so it is dropped by the check. - const candidates = [{ x: base.x, y: base.y, z: base.z }]; - const flipped = new THREE.Euler(base.x + Math.PI, Math.PI - base.y, base.z + Math.PI, 'XYZ'); - if (sameRotation(delta, new THREE.Quaternion().setFromEuler(flipped))) { - candidates.push({ x: flipped.x, y: flipped.y, z: flipped.z }); - } - - let best = { x: 0, y: 0, z: 0 }; - let bestDistance = Infinity; - for (const candidate of candidates) { - const x = nearestAngle(candidate.x * DEG, reference.x); - const y = nearestAngle(candidate.y * DEG, reference.y); - const z = nearestAngle(candidate.z * DEG, reference.z); - const distance = (x - reference.x) ** 2 + (y - reference.y) ** 2 + (z - reference.z) ** 2; - if (distance < bestDistance) { - bestDistance = distance; - best = { x, y, z }; - } - } - - this.lastDelta.set(entry, best); - return { ...best }; - } - - setDelta(name, { x = 0, y = 0, z = 0 }) { - const entry = this.byName.get(name); - if (!entry) return; - const delta = new THREE.Quaternion().setFromEuler( - new THREE.Euler(x * RAD, y * RAD, z * RAD, 'XYZ'), - ); - entry.bone.quaternion.copy(entry.rest).multiply(delta); - // Remember exactly what the UI asked for so getDelta can hand it straight - // back (this keeps applyPose/getPose an exact round-trip). Keyed by the bone - // entry, not the name, so a raw name and its normalised alias agree. - this.lastDelta.set(entry, { x, y, z }); - } - - /** `pose.bones` maps a bone name to `[x, y, z]` degrees; `pose.root` is a translation. */ - applyPose(pose = {}) { - // Presets and saved files use the glTF bone names (`armsupport.l`) while - // three sanitises them to `armsupportl`, so compare on the normalised form - - // otherwise every preset that touches an arm or leg is silently ignored. - const rotations = new Map(); - for (const [key, value] of Object.entries(pose.bones ?? {})) { - rotations.set(normalizeName(key), value); - } - for (const entry of this.bones) { - const value = rotations.get(normalizeName(entry.name)); - if (Array.isArray(value)) this.setDelta(entry.name, { x: value[0], y: value[1], z: value[2] }); - else this.setDelta(entry.name, { x: 0, y: 0, z: 0 }); - } - } - - getPose({ onlyMoved = true } = {}) { - const rotations = {}; - for (const entry of this.bones) { - const { x, y, z } = this.getDelta(entry.name); - const rounded = [round1(x), round1(y), round1(z)]; - if (onlyMoved && rounded.every((value) => value === 0)) continue; - rotations[entry.name] = rounded; - } - return { bones: rotations }; - } - - reset(name) { - if (name) { - this.setDelta(name, { x: 0, y: 0, z: 0 }); - return; - } - for (const entry of this.bones) this.setDelta(entry.name, { x: 0, y: 0, z: 0 }); - } - - /** True when every bone sits at its rest rotation. */ - isRestPose() { - return this.bones.every((entry) => { - const { x, y, z } = this.getDelta(entry.name); - return Math.abs(x) < 0.01 && Math.abs(y) < 0.01 && Math.abs(z) < 0.01; - }); - } - - setGizmoVisible(visible) { - this.gizmoWanted = visible !== false; - this.helper.visible = this.gizmoWanted && this.selected != null; - // A hidden gizmo must not grab the pointer (see the constructor). - this.controls.enabled = this.helper.visible; - } - - dispose() { - this.controls.detach(); - this.controls.dispose(); - this.helper.removeFromParent(); - } -} - -const round1 = (value) => Math.round(value * 10) / 10; |
