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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;
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