File size: 11,894 Bytes
970fc3e | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 | import { UI_THEME as T } from "../../shared/ui-theme.mjs";
import * as THREE from "three";
import { JOINTS, sampleMotion } from "../../shared/authoring-motion.mjs";
import { MOTION_PRESETS } from "../../shared/actor-presets.mjs";
function numbers(a, length, name) {
if (!Array.isArray(a) || a.length !== length || a.some((x) => !Number.isFinite(x))) throw new Error(`Invalid actor asset: ${name}`);
}
function validateActorAsset(template, motion) {
const count = template.format === "vrbuild-wooden-template/1" && motion.format === "vrbuild-hymotion-native/1" ? 52 : template.format === "vrbuild-humanoid24-template/1" && motion.format === "vrbuild-humanoid24/1" ? 24 : 0;
if (!count || motion.jointCount !== count || template.coordinateSystem !== "right-handed-y-up" || motion.coordinateSystem !== "right-handed-y-up") throw new Error("Unsupported actor skeleton");
const n = template.vertices?.length / 3;
if (!Number.isInteger(n) || n < 1 || n > 1e5) throw new Error("Invalid mesh vertex count");
numbers(template.vertices, n * 3, "vertices");
numbers(template.joints, count * 3, "joints");
numbers(template.parents, count, "parents");
numbers(template.skinIndices, n * 4, "skin indices");
numbers(template.skinWeights, n * 4, "skin weights");
if (!Array.isArray(template.faces) || template.faces.length % 3 || template.faces.some((i) => !Number.isInteger(i) || i < 0 || i >= n) || template.parents[0] !== -1 || template.parents.some((p, i) => i && (!Number.isInteger(p) || p < 0 || p >= i)) || template.skinIndices.some((i) => !Number.isInteger(i) || i < 0 || i >= count) || template.skinWeights.some((w) => w < 0)) throw new Error("Invalid mesh topology");
if (!Number.isInteger(motion.frames) || motion.frames < 1 || motion.frames > 3600 || !Number.isFinite(motion.fps) || motion.fps < 1 || motion.fps > 240) throw new Error("Invalid motion timing");
numbers(motion.quaternions, motion.frames * count * 4, "quaternions");
numbers(motion.translations, motion.frames * 3, "translations");
numbers(motion.normalization?.origin, 3, "normalization");
if (!Number.isFinite(motion.normalization.yaw)) throw new Error("Invalid normalized actor orientation");
for (let i = 0; i < motion.quaternions.length; i += 4) {
if (Math.abs(Math.hypot(...motion.quaternions.slice(i, i + 4)) - 1) > 1e-4) throw new Error("Motion quaternions are not normalized");
}
return { template, motion };
}
class SkinnedActorView extends THREE.Group {
constructor({ template, motion }, { validate = true } = {}) {
super();
if (validate) validateActorAsset(template, motion);
this.motion = motion;
const geometry = new THREE.BufferGeometry();
geometry.setAttribute("position", new THREE.Float32BufferAttribute(template.vertices, 3));
geometry.setIndex(template.faces);
geometry.computeVertexNormals();
geometry.setAttribute("skinIndex", new THREE.Uint16BufferAttribute(template.skinIndices, 4));
geometry.setAttribute("skinWeight", new THREE.Float32BufferAttribute(template.skinWeights, 4));
const material = new THREE.MeshStandardMaterial({ color: "#e7e9e5", roughness: 0.85, metalness: 0 });
this.mesh = new THREE.SkinnedMesh(geometry, material);
this.mesh.frustumCulled = false;
this.mesh.boundingSphere = new THREE.Sphere();
this.worldToMesh = new THREE.Matrix4();
this.bones = template.parents.map(() => new THREE.Bone());
this.bones.forEach((bone, i) => {
bone.name = template.jointNames?.[i] || String(i);
bone.position.fromArray(template.joints, i * 3);
const parent = template.parents[i];
if (parent >= 0) {
bone.position.sub(new THREE.Vector3().fromArray(template.joints, parent * 3));
this.bones[parent].add(bone);
}
});
this.mesh.add(this.bones[0]);
this.skeleton = new THREE.Skeleton(this.bones);
this.mesh.bind(this.skeleton);
let floor = Infinity;
for (let i = 1; i < template.vertices.length; i += 3) floor = Math.min(floor, template.vertices[i]);
this.restOrigin = new THREE.Vector3(template.joints[0], floor, template.joints[2]);
this.normalization = new THREE.Group();
this.normalization.rotation.y = motion.normalization.yaw;
this.offset = new THREE.Group();
this.offset.position.fromArray(motion.normalization.origin).negate();
this.normalization.add(this.offset);
this.offset.add(this.mesh);
this.add(this.normalization);
this.qa = new THREE.Quaternion();
this.qb = new THREE.Quaternion();
this.bounds = new THREE.Box3();
this.helper = new THREE.Box3Helper(this.bounds, T.accent);
this.helper.material.toneMapped = false;
this.helper.visible = false;
}
seek(seconds, motionOffset = [0, 0, 0], inPlace = false) {
if (!Number.isFinite(seconds)) throw new Error("Motion time must be finite");
this.normalization.position.fromArray(motionOffset);
this.normalization.rotation.y = this.motion.normalization.yaw;
this.offset.position.fromArray(this.motion.normalization.origin).negate();
const m = this.motion, t = THREE.MathUtils.clamp(seconds, 0, (m.frames - 1) / m.fps) * m.fps, a = Math.floor(t), b = Math.min(a + 1, m.frames - 1), alpha = t - a;
for (let i = 0; i < m.jointCount; i++) {
this.qa.fromArray(m.quaternions, (a * m.jointCount + i) * 4);
this.qb.fromArray(m.quaternions, (b * m.jointCount + i) * 4);
this.bones[i].quaternion.slerpQuaternions(this.qa, this.qb, alpha);
}
for (let axis = 0; axis < 3; axis++) this.mesh.position.setComponent(axis, THREE.MathUtils.lerp(m.translations[a * 3 + axis], m.translations[b * 3 + axis], alpha));
if (inPlace) {
this.mesh.position.x = m.translations[0];
this.mesh.position.z = m.translations[2];
}
this.updateWorldMatrix(true, false);
this.updateMatrixWorld(true);
this.skeleton.update();
}
restPose() {
for (const bone of this.bones) bone.quaternion.identity();
this.mesh.position.set(0, 0, 0);
this.normalization.position.set(0, 0, 0);
this.normalization.rotation.y = 0;
this.offset.position.copy(this.restOrigin).negate();
this.updateWorldMatrix(true, false);
this.updateMatrixWorld(true);
this.skeleton.update();
}
apply(frame, { opacity = 1, selected = false } = {}) {
this.position.fromArray(frame.position);
this.rotation.y = frame.yaw;
this.visible = frame.visible;
if (frame.pose === "generated" && frame.motionPlan) {
this.restPose();
const sample = sampleMotion(frame.motionPlan, frame.clipTime), euler = new THREE.Euler();
for (let i = 0; i < 24 && i < this.bones.length; i++) {
const a = sample.a.joints.find((j) => j.joint === JOINTS[i])?.rotation || [0, 0, 0], b = sample.b.joints.find((j) => j.joint === JOINTS[i])?.rotation || [0, 0, 0];
this.qa.setFromEuler(euler.set(...a.map(THREE.MathUtils.degToRad)));
this.qb.setFromEuler(euler.set(...b.map(THREE.MathUtils.degToRad)));
this.bones[i].quaternion.slerpQuaternions(this.qa, this.qb, sample.alpha);
}
this.mesh.position.fromArray(sample.root);
if (sample.position) this.position.fromArray(sample.position);
if (sample.yaw !== null) this.rotation.y = sample.yaw;
this.updateWorldMatrix(true, false);
this.updateMatrixWorld(true);
this.skeleton.update();
} else if (frame.pose === "rest" || frame.preview) this.restPose();
else this.seek(frame.clipTime, frame.motionOffset, frame.inPlace);
const material = this.mesh.material;
material.color.set(frame.color);
material.emissive.set("#000000");
material.emissiveIntensity = 0.25;
material.opacity = opacity;
material.transparent = opacity < 1;
material.depthWrite = opacity >= 1;
this.bounds.makeEmpty();
const p = new THREE.Vector3();
for (const bone of this.bones) this.bounds.expandByPoint(bone.getWorldPosition(p));
this.bounds.expandByScalar(0.12);
this.bounds.getBoundingSphere(this.mesh.boundingSphere);
this.mesh.boundingSphere.applyMatrix4(this.worldToMesh.copy(this.mesh.matrixWorld).invert());
this.helper.visible = selected && this.visible;
this.helper.updateMatrixWorld(true);
}
dispose() {
this.helper.removeFromParent();
this.helper.geometry.dispose();
this.helper.material.dispose();
this.mesh.geometry.dispose();
this.mesh.material.dispose();
this.skeleton.dispose();
this.removeFromParent();
}
}
function createActorLayer(parent, assets) {
const views = /* @__PURE__ */ new Map();
let frames = [];
function apply(next, { opacity = 1, selected = null, clean = false } = {}) {
frames = next;
const ids = new Set(next.map((f) => f.id));
for (const [id, v] of views) if (!ids.has(id)) {
v.dispose();
views.delete(id);
}
for (const frame of next) {
const asset = assets.get(frame.assetId);
if (!asset) continue;
let view = views.get(frame.id);
if (view && view.userData.assetId !== frame.assetId) {
const previous = assets.get(view.userData.assetId);
if (previous?.template === asset.template || previous?.templateHash && previous.templateHash === asset.templateHash) {
view.motion = asset.motion;
view.userData.assetId = frame.assetId;
} else {
view.dispose();
views.delete(frame.id);
view = null;
}
}
if (!view) {
view = new SkinnedActorView(asset, { validate: false });
view.userData.assetId = frame.assetId;
views.set(frame.id, view);
parent.add(view);
parent.parent?.add(view.helper);
}
view.apply({ ...frame, visible: frame.visible && !(clean && frame.preview) }, { opacity, selected: Array.isArray(selected) ? selected.includes(frame.id) : selected === frame.id });
}
}
const point = new THREE.Vector3(), nearPoint = new THREE.Vector3();
function pick(raycaster, { maxDistance = Infinity } = {}) {
let best = null, limit = Math.min(maxDistance, raycaster.far);
raycaster.ray.at(raycaster.near, nearPoint);
for (const [id, view] of views) {
if (!view.visible) continue;
if (view.bounds.containsPoint(nearPoint)) point.copy(nearPoint);
else if (!raycaster.ray.intersectBox(view.bounds, point)) continue;
const distance = point.distanceTo(raycaster.ray.origin);
if (distance >= raycaster.near && distance <= limit) {
limit = distance;
best = { id, distance, approximate: true };
}
}
return best;
}
return { apply, views, pick, dispose() {
for (const v of views.values()) v.dispose();
views.clear();
}, snapshot: () => frames.map((f) => ({ id: f.id, visible: f.visible, preview: f.preview, pose: f.pose, clipTime: f.clipTime, position: [...f.position], yaw: f.yaw })) };
}
async function loadActorAssets(fetcher = fetch) {
const response = await fetcher("/api/actor-assets");
if (!response.ok) throw new Error("Actor asset directory is unavailable");
const catalog = await response.json(), templates = /* @__PURE__ */ new Map();
const json = async (entry, file) => {
const r = await fetcher(`/actor-assets/${entry.id}/${file}.json`);
if (!r.ok) throw new Error(`Could not load motion: ${entry.name}`);
return r.json();
};
const entries = await Promise.all(catalog.map(async (entry) => {
const key = /^[a-f0-9]{64}$/.test(entry.templateHash) ? entry.templateHash : entry.id;
if (!templates.has(key)) templates.set(key, json(entry, "template"));
const [template, motion] = await Promise.all([templates.get(key), json(entry, "motion")]);
validateActorAsset(template, motion);
return [entry.id, { ...entry, ...MOTION_PRESETS.find((p) => p.id === entry.id), template, motion }];
}));
return new Map(entries);
}
export {
SkinnedActorView,
createActorLayer,
loadActorAssets,
validateActorAsset
};
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