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-rw-r--r--public/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js1501
-rw-r--r--public/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js496
2 files changed, 0 insertions, 1997 deletions
diff --git a/public/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js b/public/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js
deleted file mode 100644
index a167e11..0000000
--- a/public/bluebey-studio/vendor/three/examples/jsm/utils/BufferGeometryUtils.js
+++ /dev/null
@@ -1,1501 +0,0 @@
-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/public/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js b/public/bluebey-studio/vendor/three/examples/jsm/utils/SkeletonUtils.js
deleted file mode 100644
index 836c2e2..0000000
--- 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,
-};