425 lines
8.2 KiB
JavaScript
425 lines
8.2 KiB
JavaScript
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import {
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AnimationClip,
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AnimationMixer,
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Matrix4,
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Quaternion,
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QuaternionKeyframeTrack,
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SkeletonHelper,
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Vector3,
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VectorKeyframeTrack
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} from 'three';
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function retarget( target, source, options = {} ) {
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const pos = new Vector3(),
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quat = new Quaternion(),
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scale = new Vector3(),
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bindBoneMatrix = new Matrix4(),
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relativeMatrix = new Matrix4(),
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globalMatrix = new Matrix4();
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options.preserveMatrix = options.preserveMatrix !== undefined ? options.preserveMatrix : true;
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options.preservePosition = options.preservePosition !== undefined ? options.preservePosition : true;
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options.preserveHipPosition = options.preserveHipPosition !== undefined ? options.preserveHipPosition : false;
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options.useTargetMatrix = options.useTargetMatrix !== undefined ? options.useTargetMatrix : false;
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options.hip = options.hip !== undefined ? options.hip : 'hip';
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options.names = options.names || {};
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const sourceBones = source.isObject3D ? source.skeleton.bones : getBones( source ),
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bones = target.isObject3D ? target.skeleton.bones : getBones( target );
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let bindBones,
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bone, name, boneTo,
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bonesPosition;
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// reset bones
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if ( target.isObject3D ) {
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target.skeleton.pose();
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} else {
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options.useTargetMatrix = true;
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options.preserveMatrix = false;
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}
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if ( options.preservePosition ) {
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bonesPosition = [];
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for ( let i = 0; i < bones.length; i ++ ) {
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bonesPosition.push( bones[ i ].position.clone() );
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}
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}
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if ( options.preserveMatrix ) {
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// reset matrix
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target.updateMatrixWorld();
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target.matrixWorld.identity();
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// reset children matrix
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for ( let i = 0; i < target.children.length; ++ i ) {
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target.children[ i ].updateMatrixWorld( true );
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}
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}
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if ( options.offsets ) {
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bindBones = [];
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for ( let i = 0; i < bones.length; ++ i ) {
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bone = bones[ i ];
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name = options.names[ bone.name ] || bone.name;
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if ( options.offsets[ name ] ) {
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bone.matrix.multiply( options.offsets[ name ] );
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bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
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bone.updateMatrixWorld();
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}
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bindBones.push( bone.matrixWorld.clone() );
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}
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}
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for ( let i = 0; i < bones.length; ++ i ) {
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bone = bones[ i ];
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name = options.names[ bone.name ] || bone.name;
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boneTo = getBoneByName( name, sourceBones );
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globalMatrix.copy( bone.matrixWorld );
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if ( boneTo ) {
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boneTo.updateMatrixWorld();
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if ( options.useTargetMatrix ) {
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relativeMatrix.copy( boneTo.matrixWorld );
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} else {
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relativeMatrix.copy( target.matrixWorld ).invert();
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relativeMatrix.multiply( boneTo.matrixWorld );
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}
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// ignore scale to extract rotation
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scale.setFromMatrixScale( relativeMatrix );
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relativeMatrix.scale( scale.set( 1 / scale.x, 1 / scale.y, 1 / scale.z ) );
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// apply to global matrix
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globalMatrix.makeRotationFromQuaternion( quat.setFromRotationMatrix( relativeMatrix ) );
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if ( target.isObject3D ) {
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const boneIndex = bones.indexOf( bone ),
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wBindMatrix = bindBones ? bindBones[ boneIndex ] : bindBoneMatrix.copy( target.skeleton.boneInverses[ boneIndex ] ).invert();
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globalMatrix.multiply( wBindMatrix );
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}
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globalMatrix.copyPosition( relativeMatrix );
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}
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if ( bone.parent && bone.parent.isBone ) {
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bone.matrix.copy( bone.parent.matrixWorld ).invert();
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bone.matrix.multiply( globalMatrix );
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} else {
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bone.matrix.copy( globalMatrix );
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}
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if ( options.preserveHipPosition && name === options.hip ) {
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bone.matrix.setPosition( pos.set( 0, bone.position.y, 0 ) );
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}
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bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
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bone.updateMatrixWorld();
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}
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if ( options.preservePosition ) {
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for ( let i = 0; i < bones.length; ++ i ) {
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bone = bones[ i ];
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name = options.names[ bone.name ] || bone.name;
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if ( name !== options.hip ) {
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bone.position.copy( bonesPosition[ i ] );
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}
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}
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}
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if ( options.preserveMatrix ) {
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// restore matrix
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target.updateMatrixWorld( true );
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}
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}
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function retargetClip( target, source, clip, options = {} ) {
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options.useFirstFramePosition = options.useFirstFramePosition !== undefined ? options.useFirstFramePosition : false;
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// Calculate the fps from the source clip based on the track with the most frames, unless fps is already provided.
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options.fps = options.fps !== undefined ? options.fps : ( Math.max( ...clip.tracks.map( track => track.times.length ) ) / clip.duration );
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options.names = options.names || [];
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if ( ! source.isObject3D ) {
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source = getHelperFromSkeleton( source );
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}
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const numFrames = Math.round( clip.duration * ( options.fps / 1000 ) * 1000 ),
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delta = clip.duration / ( numFrames - 1 ),
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convertedTracks = [],
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mixer = new AnimationMixer( source ),
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bones = getBones( target.skeleton ),
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boneDatas = [];
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let positionOffset,
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bone, boneTo, boneData,
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name;
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mixer.clipAction( clip ).play();
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mixer.update( 0 );
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source.updateMatrixWorld();
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for ( let i = 0; i < numFrames; ++ i ) {
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const time = i * delta;
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retarget( target, source, options );
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for ( let j = 0; j < bones.length; ++ j ) {
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name = options.names[ bones[ j ].name ] || bones[ j ].name;
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boneTo = getBoneByName( name, source.skeleton );
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if ( boneTo ) {
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bone = bones[ j ];
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boneData = boneDatas[ j ] = boneDatas[ j ] || { bone: bone };
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if ( options.hip === name ) {
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if ( ! boneData.pos ) {
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boneData.pos = {
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times: new Float32Array( numFrames ),
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values: new Float32Array( numFrames * 3 )
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};
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}
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if ( options.useFirstFramePosition ) {
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if ( i === 0 ) {
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positionOffset = bone.position.clone();
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}
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bone.position.sub( positionOffset );
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}
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boneData.pos.times[ i ] = time;
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bone.position.toArray( boneData.pos.values, i * 3 );
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}
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if ( ! boneData.quat ) {
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boneData.quat = {
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times: new Float32Array( numFrames ),
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values: new Float32Array( numFrames * 4 )
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};
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}
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boneData.quat.times[ i ] = time;
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bone.quaternion.toArray( boneData.quat.values, i * 4 );
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}
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}
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if ( i === numFrames - 2 ) {
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// last mixer update before final loop iteration
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// make sure we do not go over or equal to clip duration
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mixer.update( delta - 0.0000001 );
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} else {
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mixer.update( delta );
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}
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source.updateMatrixWorld();
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}
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for ( let i = 0; i < boneDatas.length; ++ i ) {
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boneData = boneDatas[ i ];
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if ( boneData ) {
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if ( boneData.pos ) {
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convertedTracks.push( new VectorKeyframeTrack(
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'.bones[' + boneData.bone.name + '].position',
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boneData.pos.times,
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boneData.pos.values
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) );
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}
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convertedTracks.push( new QuaternionKeyframeTrack(
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'.bones[' + boneData.bone.name + '].quaternion',
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boneData.quat.times,
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boneData.quat.values
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) );
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}
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}
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mixer.uncacheAction( clip );
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return new AnimationClip( clip.name, - 1, convertedTracks );
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}
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function clone( source ) {
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const sourceLookup = new Map();
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const cloneLookup = new Map();
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const clone = source.clone();
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parallelTraverse( source, clone, function ( sourceNode, clonedNode ) {
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sourceLookup.set( clonedNode, sourceNode );
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cloneLookup.set( sourceNode, clonedNode );
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} );
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clone.traverse( function ( node ) {
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if ( ! node.isSkinnedMesh ) return;
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const clonedMesh = node;
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const sourceMesh = sourceLookup.get( node );
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const sourceBones = sourceMesh.skeleton.bones;
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clonedMesh.skeleton = sourceMesh.skeleton.clone();
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clonedMesh.bindMatrix.copy( sourceMesh.bindMatrix );
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clonedMesh.skeleton.bones = sourceBones.map( function ( bone ) {
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return cloneLookup.get( bone );
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} );
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clonedMesh.bind( clonedMesh.skeleton, clonedMesh.bindMatrix );
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} );
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return clone;
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}
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// internal helper
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function getBoneByName( name, skeleton ) {
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for ( let i = 0, bones = getBones( skeleton ); i < bones.length; i ++ ) {
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if ( name === bones[ i ].name )
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return bones[ i ];
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}
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}
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function getBones( skeleton ) {
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return Array.isArray( skeleton ) ? skeleton : skeleton.bones;
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}
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function getHelperFromSkeleton( skeleton ) {
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const source = new SkeletonHelper( skeleton.bones[ 0 ] );
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source.skeleton = skeleton;
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return source;
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}
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function parallelTraverse( a, b, callback ) {
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callback( a, b );
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for ( let i = 0; i < a.children.length; i ++ ) {
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parallelTraverse( a.children[ i ], b.children[ i ], callback );
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}
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}
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export {
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retarget,
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retargetClip,
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clone,
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};
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