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diff --git a/public/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js b/public/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js
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--- a/public/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js
+++ /dev/null
@@ -1,496 +0,0 @@
-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,
-};