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* MotionController โ unified animation system supporting VRMA and FBX actions.
*
* Uses a single persistent AnimationMixer with crossFade transitions to avoid
* T-pose flickering between animations.
*
* Simplified: removed dance system, kept action presets for human-like behavior.
*/
import * as THREE from 'three'
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'
import { VRMAnimationLoaderPlugin, createVRMAnimationClip } from '@pixiv/three-vrm-animation'
import type { VRMAnimation } from '@pixiv/three-vrm-animation'
import type { VRM } from '@pixiv/three-vrm'
import { loadMixamoAnimation } from './mixamo-loader'
// โโ Motion file types โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
export type MotionFileType = 'vrma' | 'fbx'
// โโ Motion presets โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
export interface MotionPreset {
label: string
type: MotionFileType
url: string
}
// Actions: short one-shot gestures triggered by emotions / interactions
export const actionPresets: Record<string, MotionPreset> = {
akimbo: { label: 'ๅ่
ฐ', type: 'vrma', url: '/friend/akimbo.vrma' },
playFingers: { label: 'ๆๆ', type: 'vrma', url: '/friend/playFingers.vrma' },
scratchHead: { label: 'ๆ ๅคด', type: 'vrma', url: '/friend/scratchHead.vrma' },
stretch: { label: 'ไผธๅฑ', type: 'vrma', url: '/friend/stretch.vrma' },
happy: { label: 'ๅผๅฟ', type: 'fbx', url: '/friend/happy.fbx' },
angry: { label: '็ๆฐ', type: 'fbx', url: '/friend/angry.fbx' },
greeting: { label: 'ๆๅผ', type: 'fbx', url: '/friend/greeting.fbx' },
excited: { label: 'ๅ
ดๅฅ', type: 'fbx', url: '/friend/excited.fbx' },
shy: { label: 'ๅฎณ็พ', type: 'fbx', url: '/friend/shy.fbx' },
point: { label: 'ๆ็น', type: 'fbx', url: '/friend/point.fbx' },
salute: { label: 'ๆฌ็คผ', type: 'fbx', url: '/friend/salute.fbx' },
angryPump: { label: 'ๆดๆ', type: 'fbx', url: '/friend/angryPump.fbx' },
}
// โโ Utility: re-anchor root position โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
function reAnchorRootPositionTrack(clip: THREE.AnimationClip, vrm: VRM) {
const hipNode = vrm.humanoid?.getNormalizedBoneNode('hips')
if (!hipNode) return
hipNode.updateMatrixWorld(true)
const defaultHipPos = new THREE.Vector3()
hipNode.getWorldPosition(defaultHipPos)
const hipsTrack = clip.tracks.find(
(t) =>
t instanceof THREE.VectorKeyframeTrack &&
t.name === `${hipNode.name}.position`,
)
if (!(hipsTrack instanceof THREE.VectorKeyframeTrack)) return
const animeHipPos = new THREE.Vector3(
hipsTrack.values[0],
hipsTrack.values[1],
hipsTrack.values[2],
)
const delta = new THREE.Vector3().subVectors(animeHipPos, defaultHipPos)
clip.tracks.forEach((track) => {
if (
track.name.endsWith('.position') &&
track instanceof THREE.VectorKeyframeTrack
) {
for (let i = 0; i < track.values.length; i += 3) {
track.values[i] -= delta.x
track.values[i + 1] -= delta.y
track.values[i + 2] -= delta.z
}
}
})
}
// โโ MotionController โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
export class MotionController {
private vrm: VRM
private mixer: THREE.AnimationMixer | null = null
private idleClip: THREE.AnimationClip | null = null
private idleAction: THREE.AnimationAction | null = null
private currentAction: THREE.AnimationAction | null = null
private clipCache = new Map<string, THREE.AnimationClip>()
private gltfLoader: GLTFLoader
private _actionPlaying = false
private holdTimer: ReturnType<typeof setTimeout> | null = null
private _actionSafetyTimer: ReturnType<typeof setTimeout> | null = null
private actionQueue: Array<{ name: string; hold: boolean }> = []
private _settleGen = 0 // generation at which the current settle is valid
private _settleHold = false // hold flag for current settle
constructor(vrm: VRM) {
this.vrm = vrm
this.mixer = new THREE.AnimationMixer(vrm.scene)
this.gltfLoader = new GLTFLoader()
this.gltfLoader.register((parser) => new VRMAnimationLoaderPlugin(parser))
}
get actionPlaying() { return this._actionPlaying }
update(delta: number) {
if (this.mixer) {
this.mixer.update(delta)
this.checkActionCompletion()
}
}
/**
* Frame-accurate action completion detection.
* THREE.AnimationMixer 'finished' event only fires when ALL actions finish,
* which never happens with a looping idle. So we check per-frame instead.
*/
private checkActionCompletion() {
if (!this._actionPlaying || !this.currentAction) return
const clip = this.currentAction.getClip()
if (!clip || clip.duration <= 0) return
// Allow a 1-frame epsilon (โ16ms at 60fps) to avoid precision issues
if (this.currentAction.time >= clip.duration - 0.02) {
this.finishCurrentAction()
}
}
// โโ CrossFade helper โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
private crossFadeTo(newAction: THREE.AnimationAction, duration = 0.3) {
newAction.reset().setEffectiveWeight(1).play()
const prev = this.currentAction ?? this.idleAction
if (prev && prev !== newAction) {
prev.crossFadeTo(newAction, duration, false)
}
this.currentAction = newAction
}
// โโ Load & play idle animation โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
async loadIdle(path: string) {
const clip = await this.loadVRMA(path)
if (!clip) return
reAnchorRootPositionTrack(clip, this.vrm)
this.idleClip = clip
this.startIdle()
}
/** (Re)start idle via crossFade. */
private startIdle() {
if (!this.idleClip || !this.mixer) return
this.idleAction = this.mixer.clipAction(this.idleClip)
this.crossFadeTo(this.idleAction)
}
// โโ Clear current action (private) โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
private clearTimers() {
if (this.holdTimer) { clearTimeout(this.holdTimer); this.holdTimer = null }
if (this._actionSafetyTimer) { clearTimeout(this._actionSafetyTimer); this._actionSafetyTimer = null }
}
// โโ Reset to idle (public) โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
resetToIdle() {
this.clearTimers()
this._actionPlaying = false
this._actionGeneration++
// CrossFade back to idle
if (this.mixer && this.idleClip) {
this.idleAction = this.mixer.clipAction(this.idleClip)
this.crossFadeTo(this.idleAction)
}
}
// โโ Play a one-shot action โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
private _actionGeneration = 0
async playAction(name: string, hold = false) {
const preset = actionPresets[name]
if (!preset) { console.warn('[Motion] unknown action:', name); return }
// If currently holding (pose frozen, not actively animating), interrupt hold
// and play the new action immediately. This prevents LLM text-message actions
// from being blocked by a stale 10s hold timer.
if (this._actionPlaying && this.holdTimer !== null) {
this.clearTimers()
this._actionPlaying = false
// fall through to play new action
} else if (this._actionPlaying) {
// Normal queue: only when an action is actively animating (e.g. two rapid
// LLM tool calls). Hold does NOT queue โ it interrupts.
const last = this.actionQueue[this.actionQueue.length - 1]
if (!last || last.name !== name) {
this.actionQueue.push({ name, hold })
}
return
}
// Set lock BEFORE async load to prevent concurrent playAction calls
this._actionPlaying = true
const gen = ++this._actionGeneration
this._settleGen = gen
this._settleHold = hold
const clip = await this.loadClip(preset)
// Check if state was reset or another action started during await
if (gen !== this._actionGeneration) return
if (!clip) { console.warn('[Motion] clip load failed for:', name); this._actionPlaying = false; return }
if (!this.mixer) { this._actionPlaying = false; return }
this.clearTimers()
const action = this.mixer.clipAction(clip)
action.setLoop(THREE.LoopOnce, 1)
action.clampWhenFinished = true
this.crossFadeTo(action)
// Frame-accurate completion is handled in checkActionCompletion() via update()
// Safety timer: generous fallback (should never fire if checkActionCompletion works)
const safeDuration = Math.max(clip.duration, 3) + 5
this._actionSafetyTimer = setTimeout(() => {
if (gen === this._actionGeneration && this._actionPlaying) {
this.finishCurrentAction()
}
}, safeDuration * 1000)
}
/** Called by checkActionCompletion() or safety timer when current action ends. */
private finishCurrentAction() {
if (!this._actionPlaying) return
this.clearTimers()
const gen = this._settleGen
const hold = this._settleHold
if (gen !== this._actionGeneration) return
// Process next queued action
const next = this.actionQueue.shift()
if (next) {
this._actionPlaying = false
this.playAction(next.name, next.hold)
return
}
if (hold) {
this.holdTimer = setTimeout(() => {
if (gen !== this._actionGeneration) return
this.clearTimers()
// Drain any actions queued during hold before going idle โ
// prevents the queue leak where LLM actions are silently dropped.
const queued = this.actionQueue.shift()
if (queued) {
this._actionPlaying = false
this.playAction(queued.name, queued.hold)
return
}
this._actionPlaying = false
this.startIdle()
}, 10000)
} else {
this._actionPlaying = false
this.startIdle()
}
}
/** Cleanup when controller is being destroyed (model reload etc.) */
dispose() {
this.clearTimers()
this._actionPlaying = false
this._actionGeneration++
if (this.mixer) {
this.mixer.stopAllAction()
this.mixer.uncacheRoot(this.vrm.scene)
this.mixer = null
}
this.idleAction = null
this.currentAction = null
}
// โโ Internal โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ
private async loadClip(preset: MotionPreset): Promise<THREE.AnimationClip | null> {
const cached = this.clipCache.get(preset.url)
if (cached) return cached
let clip: THREE.AnimationClip | null = null
try {
switch (preset.type) {
case 'vrma':
clip = await this.loadVRMA(preset.url)
if (clip) reAnchorRootPositionTrack(clip, this.vrm)
break
case 'fbx':
clip = await loadMixamoAnimation(preset.url, this.vrm)
break
}
} catch (err) {
console.error('Failed to load clip:', preset.url, err)
return null
}
if (clip) {
clip.name = preset.url
this.clipCache.set(preset.url, clip)
}
return clip
}
private async loadVRMA(url: string): Promise<THREE.AnimationClip | null> {
try {
const gltf = await this.gltfLoader.loadAsync(url)
const anims = gltf.userData.vrmAnimations as VRMAnimation[]
if (anims?.length) {
return createVRMAnimationClip(anims[0], this.vrm)
}
} catch (err) {
console.warn(`Failed to load VRMA: ${url}`, err)
}
return null
}
}
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