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/* global AFRAME, THREE, CurrentWorld */
// A remote person's body: a VRM 0.x avatar that hangs from their tracked head,
// turns its body to follow where they look, reaches its arms to their tracked
// hands (two-bone IK), opens its mouth while they talk, and blinks. When they
// sit, its hips go on their seat, its back leans toward their head and its
// feet rest on the ground; when they jump, its knees tuck up.
//
// Lives on the remote copy of each person's rig. The head and hands are the
// networked child entities NAF creates inside that rig.
(function () {
const AVATAR_DIR = 'assets/avatars/';
const AVATAR_SLUG = /^[a-z0-9-]{1,40}$/;
// Avatars are scaled so their head bone sits this high when standing.
const HEAD_BONE_HEIGHT = 1.52;
// From the eyes (tracked camera) to the head bone's pivot, in camera space.
const EYES_TO_HEAD_PIVOT = new THREE.Vector3(0, -0.1, 0.07);
// From the tracked controller grip back to the wrist, in hand space.
const GRIP_TO_WRIST = new THREE.Vector3(0, -0.01, 0.07);
// Body turns to follow the head, never lagging more than this (radians).
const MAX_BODY_TWIST = 0.6;
// Sitting: the hip joints are this far above the seat, and the back leans
// at most this much (radians) to bring the head to where theirs is.
const HIP_ABOVE_SEAT = 0.08;
const MAX_LEAN = 0.6;
const UP = new THREE.Vector3(0, 1, 0);
const v1 = new THREE.Vector3();
const v2 = new THREE.Vector3();
const v3 = new THREE.Vector3();
const cross = new THREE.Vector3();
const shoulder = new THREE.Vector3();
const elbow = new THREE.Vector3();
const wrist = new THREE.Vector3();
const target = new THREE.Vector3();
const pole = new THREE.Vector3();
const pivot = new THREE.Vector3();
const forward = new THREE.Vector3();
const headPos = new THREE.Vector3();
const headQuat = new THREE.Quaternion();
const bodyQuat = new THREE.Quaternion();
const q1 = new THREE.Quaternion();
const q2 = new THREE.Quaternion();
const leanQuat = new THREE.Quaternion();
const noRotation = new THREE.Quaternion();
const loader = new THREE.GLTFLoader();
function wrapAngle(a) {
return Math.atan2(Math.sin(a), Math.cos(a));
}
function setBoneWorldQuaternion(bone, worldQuat) {
bone.parent.getWorldQuaternion(q1).invert();
bone.quaternion.copy(q1).multiply(worldQuat);
bone.updateMatrixWorld(true);
}
function rotateBoneWorld(bone, deltaQuat) {
bone.getWorldQuaternion(q2).premultiply(deltaQuat);
setBoneWorldQuaternion(bone, q2);
}
// Bend the elbow (or knee) so shoulder->wrist spans the target distance, aim
// the limb at the target, then roll it so the elbow points toward `poleDir`.
function solveLimb(upper, lower, end, targetPos, poleDir) {
upper.getWorldPosition(shoulder);
lower.getWorldPosition(elbow);
end.getWorldPosition(wrist);
const a = shoulder.distanceTo(elbow);
const b = elbow.distanceTo(wrist);
const reach = Math.min(Math.max(shoulder.distanceTo(targetPos), Math.abs(a - b) + 1e-3), (a + b) * 0.999);
// 1. Elbow bend (law of cosines), bending away from the pole.
const wantInterior = Math.acos(THREE.MathUtils.clamp((a * a + b * b - reach * reach) / (2 * a * b), -1, 1));
const haveInterior = v1.subVectors(shoulder, elbow).angleTo(v2.subVectors(wrist, elbow));
const upperDir = v1.subVectors(elbow, shoulder).normalize();
const bendDir = v2.copy(poleDir).negate();
bendDir.addScaledVector(upperDir, -bendDir.dot(upperDir)).normalize();
const axis = v3.crossVectors(upperDir, bendDir).normalize();
rotateBoneWorld(lower, q1.setFromAxisAngle(axis, haveInterior - wantInterior));
// 2. Aim the whole limb at the target.
end.getWorldPosition(wrist);
v1.subVectors(wrist, shoulder).normalize();
v2.subVectors(targetPos, shoulder).normalize();
rotateBoneWorld(upper, q1.setFromUnitVectors(v1, v2));
// 3. Roll around the shoulder->target axis so the elbow faces the pole.
const n = v3.subVectors(targetPos, shoulder).normalize();
lower.getWorldPosition(elbow);
const toElbow = v1.subVectors(elbow, shoulder);
toElbow.addScaledVector(n, -toElbow.dot(n));
const toPole = v2.copy(poleDir).addScaledVector(n, -poleDir.dot(n));
if (toElbow.lengthSq() > 1e-8 && toPole.lengthSq() > 1e-8) {
const roll = Math.atan2(n.dot(cross.crossVectors(toElbow, toPole)), toElbow.dot(toPole));
rotateBoneWorld(upper, q1.setFromAxisAngle(n, roll));
}
}
// No tracked hand (desktop, or controllers set down): let the arm hang.
function relaxArm(arm, bodyQuaternion) {
arm.upper.getWorldPosition(shoulder);
arm.hand.getWorldPosition(wrist);
v1.subVectors(wrist, shoulder).normalize();
v2.set(arm.side * 0.22, -1, -0.04).normalize().applyQuaternion(bodyQuaternion);
rotateBoneWorld(arm.upper, q1.setFromUnitVectors(v1, v2));
}
// VRM 0.x stores morph-target "blend shape" presets (a, blink, ...) by glTF mesh index.
function blendShape(gltf, meshesByIndex, preset) {
const groups = (gltf.parser.json.extensions.VRM.blendShapeMaster || {}).blendShapeGroups || [];
const group = groups.find((g) => g.presetName === preset);
if (!group) return [];
const binds = [];
for (const bind of group.binds || []) {
for (const mesh of meshesByIndex.get(bind.mesh) || []) {
if (mesh.morphTargetInfluences) binds.push({ mesh, index: bind.index, weight: bind.weight / 100 });
}
}
return binds;
}
function setBlendShape(binds, value) {
for (const b of binds) b.mesh.morphTargetInfluences[b.index] = value * b.weight;
}
// Lambert lighting lets the campfire light avatars; a little emissive keeps
// them readable in the dark.
function toLambert(material) {
const lambert = new THREE.MeshLambertMaterial({
map: material.map || null,
color: material.color ? material.color.clone() : new THREE.Color(0xffffff),
emissive: new THREE.Color(0xffffff),
emissiveMap: material.map || null,
emissiveIntensity: 0.3,
transparent: material.transparent,
alphaTest: material.alphaTest,
side: material.side,
});
material.dispose();
return lambert;
}
// Rest-pose positions of a VRM's humanoid bones, scaled like the drawn
// avatar, read from the glTF JSON alone.
function restBones(json) {
const nodes = json.nodes || [];
const parents = new Map();
nodes.forEach((n, i) => (n.children || []).forEach((c) => parents.set(c, i)));
const world = new Map();
const worldMatrix = (i) => {
if (!world.has(i)) {
const n = nodes[i];
const m = n.matrix ? new THREE.Matrix4().fromArray(n.matrix) : new THREE.Matrix4().compose(
new THREE.Vector3().fromArray(n.translation || [0, 0, 0]),
new THREE.Quaternion().fromArray(n.rotation || [0, 0, 0, 1]),
new THREE.Vector3().fromArray(n.scale || [1, 1, 1]),
);
world.set(i, parents.has(i) ? worldMatrix(parents.get(i)).clone().multiply(m) : m);
}
return world.get(i);
};
const pos = (name) => {
const hb = json.extensions.VRM.humanoid.humanBones.find((b) => b.bone === name);
return hb ? new THREE.Vector3().setFromMatrixPosition(worldMatrix(hb.node)) : null;
};
const head = pos('head');
const left = pos('leftUpperLeg');
const right = pos('rightUpperLeg');
if (!head || !left || !right) return null;
const scale = HEAD_BONE_HEIGHT / Math.max(0.2, head.y);
return {
head: head.multiplyScalar(scale),
hips: left.add(right).multiplyScalar(scale / 2), // between the hip joints
};
}
// Where your eyes go when you sit as this avatar, so that its hips land on
// the seat: how high above the seat, and how far in front of it.
const seatedEyesCache = new Map();
function seatedEyes(slug) {
if (!AVATAR_SLUG.test(slug || '')) return Promise.resolve(null);
if (!seatedEyesCache.has(slug)) {
seatedEyesCache.set(slug, fetch(AVATAR_DIR + slug + '.vrm')
.then((res) => {
if (!res.ok) throw new Error(`HTTP ${res.status}`);
return res.arrayBuffer();
})
.then((buf) => {
// GLB: 12-byte header, then the JSON chunk's length, type, and bytes.
const length = new DataView(buf).getUint32(12, true);
const bones = restBones(JSON.parse(new TextDecoder().decode(new Uint8Array(buf, 20, length))));
if (!bones) return null;
return {
height: THREE.MathUtils.clamp(HIP_ABOVE_SEAT + bones.head.y - bones.hips.y - EYES_TO_HEAD_PIVOT.y, 0.55, 1.25),
forward: bones.hips.z - bones.head.z + EYES_TO_HEAD_PIVOT.z, // the avatar faces -Z
};
})
.catch((err) => {
console.warn(`Couldn't measure avatar "${slug}"`, err);
return null;
}));
}
return seatedEyesCache.get(slug);
}
window.VrmBody = { seatedEyes };
AFRAME.registerComponent('vrm-avatar', {
init() {
this.root = null;
this.slug = '';
this.loadToken = 0;
this.bodyYaw = null;
this.nextBlink = 1 + Math.random() * 3;
this.blinkTime = -1;
this.seatIndex = -1;
this.tuck = 0;
this.onInfo = (evt) => {
this.seatIndex = evt.detail.seat;
this.setAvatar(evt.detail.avatar);
};
this.el.addEventListener('player-info-changed', this.onInfo);
const info = this.el.getAttribute('player-info');
if (info) {
this.seatIndex = info.seat;
if (info.avatar) this.setAvatar(info.avatar);
}
},
remove() {
this.el.removeEventListener('player-info-changed', this.onInfo);
this.loadToken++;
this.disposeAvatar();
},
setAvatar(slug) {
if (!AVATAR_SLUG.test(slug || '') || slug === this.slug) return;
this.slug = slug;
const token = ++this.loadToken;
loader.load(AVATAR_DIR + slug + '.vrm', (gltf) => {
if (token !== this.loadToken || !this.el.isConnected) return;
this.disposeAvatar();
this.buildAvatar(gltf);
}, undefined, (err) => console.warn(`Couldn't load avatar "${slug}"`, err));
},
buildAvatar(gltf) {
const vrm = gltf.parser.json.extensions && gltf.parser.json.extensions.VRM;
if (!vrm) {
console.warn(`Avatar "${this.slug}" is not a VRM 0.x file`);
return;
}
const nodes = new Map();
const meshesByIndex = new Map();
gltf.scene.traverse((obj) => {
const assoc = gltf.parser.associations.get(obj);
if (assoc && assoc.nodes !== undefined) nodes.set(assoc.nodes, obj);
if (obj.isMesh) {
obj.frustumCulled = false; // skinned bounds don't follow the bones
obj.material = Array.isArray(obj.material) ? obj.material.map(toLambert) : toLambert(obj.material);
if (assoc && assoc.meshes !== undefined) {
if (!meshesByIndex.has(assoc.meshes)) meshesByIndex.set(assoc.meshes, []);
meshesByIndex.get(assoc.meshes).push(obj);
}
}
});
const bone = (name) => {
const hb = vrm.humanoid.humanBones.find((b) => b.bone === name);
return hb ? nodes.get(hb.node) : null;
};
const root = new THREE.Group();
root.add(gltf.scene);
this.el.sceneEl.object3D.add(root);
root.updateMatrixWorld(true);
this.head = bone('head');
if (!this.head) {
console.warn(`Avatar "${this.slug}" has no head bone`);
this.el.sceneEl.object3D.remove(root);
return;
}
// Rest pose, measured with the root at the origin (VRM 0.x faces -Z, like the camera).
this.headRestPos = this.head.getWorldPosition(new THREE.Vector3());
this.headRestQuat = this.head.getWorldQuaternion(new THREE.Quaternion());
this.scale = HEAD_BONE_HEIGHT / Math.max(0.2, this.headRestPos.y);
this.arms = [['left', -1], ['right', 1]].map(([side, sign]) => {
const upper = bone(`${side}UpperArm`);
const lower = bone(`${side}LowerArm`);
const hand = bone(`${side}Hand`);
if (!upper || !lower || !hand) return null;
return {
name: side, side: sign, upper, lower, hand,
upperRest: upper.quaternion.clone(),
lowerRest: lower.quaternion.clone(),
handRestScale: hand.scale.clone(),
};
}).filter(Boolean);
this.legs = ['left', 'right'].map((side) => {
const upper = bone(`${side}UpperLeg`);
const lower = bone(`${side}LowerLeg`);
const foot = bone(`${side}Foot`);
if (!upper || !lower || !foot) return null;
const hip = upper.getWorldPosition(new THREE.Vector3());
const knee = lower.getWorldPosition(new THREE.Vector3());
const ankle = foot.getWorldPosition(new THREE.Vector3());
return {
upper, lower, foot,
upperRest: upper.quaternion.clone(),
lowerRest: lower.quaternion.clone(),
thigh: hip.distanceTo(knee),
length: hip.distanceTo(knee) + knee.distanceTo(ankle),
ankleHeight: ankle.y,
};
}).filter(Boolean);
this.spine = bone('spine');
this.spineRest = this.spine ? this.spine.quaternion.clone() : null;
const bones = restBones(gltf.parser.json);
this.hipsRestPos = bones ? bones.hips.divideScalar(this.scale) : null;
this.mouth = blendShape(gltf, meshesByIndex, 'a');
this.blink = blendShape(gltf, meshesByIndex, 'blink');
this.root = root;
this.root.visible = false;
},
disposeAvatar() {
if (!this.root) return;
this.el.sceneEl.object3D.remove(this.root);
this.root.traverse((obj) => {
if (!obj.isMesh) return;
obj.geometry.dispose();
for (const m of [].concat(obj.material)) {
if (m.map) m.map.dispose();
m.dispose();
}
});
this.root = null;
},
// The seat they're on, if any.
currentSeat() {
if (this.seatIndex < 0 || !this.hipsRestPos) return null;
const world = CurrentWorld(this.el.sceneEl);
return (world && world.seats[this.seatIndex]) || null;
},
findChild(predicate) {
for (const child of this.el.children) {
if (predicate(child)) return child;
}
return null;
},
findHand(side) {
return this.findChild((c) => {
const hc = c.components && c.components['networked-hand-controls'];
return hc && hc.data.hand === side;
});
},
tick(time, delta) {
if (!this.root) return;
const headEl = this.findChild((c) => c.classList.contains('remote-head'));
if (!headEl) {
this.root.visible = false;
return;
}
this.root.visible = true;
const dt = Math.min(delta, 100) / 1000;
const seat = this.currentSeat();
// Body: face the fire when seated, otherwise turn toward where they're
// looking, lazily.
headEl.object3D.getWorldPosition(headPos);
headEl.object3D.getWorldQuaternion(headQuat);
v1.set(0, 0, -1).applyQuaternion(headQuat);
const lookYaw = Math.atan2(-v1.x, -v1.z);
if (seat) {
this.bodyYaw = seat.yaw;
} else {
if (this.bodyYaw === null) this.bodyYaw = lookYaw;
let twist = wrapAngle(lookYaw - this.bodyYaw);
this.bodyYaw += twist * Math.min(1, dt * 2.5);
twist = wrapAngle(lookYaw - this.bodyYaw);
if (Math.abs(twist) > MAX_BODY_TWIST) this.bodyYaw += twist - Math.sign(twist) * MAX_BODY_TWIST;
}
bodyQuat.setFromAxisAngle(UP, this.bodyYaw);
// Hang the avatar from the head pivot, or sit its hips on the seat.
pivot.copy(EYES_TO_HEAD_PIVOT).applyQuaternion(headQuat).add(headPos);
if (seat) {
v3.copy(this.hipsRestPos).multiplyScalar(this.scale).applyQuaternion(bodyQuat);
this.root.position.set(seat.x, seat.y + HIP_ABOVE_SEAT, seat.z).sub(v3);
} else {
v3.copy(this.headRestPos).multiplyScalar(this.scale).applyQuaternion(bodyQuat);
this.root.position.subVectors(pivot, v3);
}
this.root.quaternion.copy(bodyQuat);
this.root.scale.setScalar(this.scale);
for (const limb of this.arms.concat(this.legs)) {
limb.upper.quaternion.copy(limb.upperRest);
limb.lower.quaternion.copy(limb.lowerRest);
}
if (this.spine) this.spine.quaternion.copy(this.spineRest);
this.root.updateMatrixWorld(true);
// Seated: lean the back so the head goes where their head is.
if (seat && this.spine) {
this.spine.getWorldPosition(v1);
this.head.getWorldPosition(v2).sub(v1).normalize();
v3.subVectors(pivot, v1).normalize();
leanQuat.setFromUnitVectors(v2, v3);
const lean = 2 * Math.acos(Math.min(1, Math.abs(leanQuat.w)));
if (lean > MAX_LEAN) leanQuat.slerp(noRotation, 1 - MAX_LEAN / lean);
rotateBoneWorld(this.spine, leanQuat);
}
// Head: same rotation as their real head.
setBoneWorldQuaternion(this.head, q2.copy(headQuat).multiply(this.headRestQuat));
// Arms: reach for tracked hands, otherwise hang.
for (const arm of this.arms) {
const handEl = this.findHand(arm.name);
if (handEl && handEl.object3D.visible) {
handEl.object3D.getWorldQuaternion(q2);
handEl.object3D.getWorldPosition(target);
target.add(v1.copy(GRIP_TO_WRIST).applyQuaternion(q2));
pole.set(arm.side * 0.5, -1, 0.6).normalize().applyQuaternion(bodyQuat);
solveLimb(arm.upper, arm.lower, arm.hand, target, pole);
arm.hand.scale.setScalar(0.001); // their networked hand model shows instead
} else {
relaxArm(arm, bodyQuat);
arm.hand.scale.copy(arm.handRestScale);
}
arm.hand.updateMatrixWorld(true);
}
// Legs: feet on the ground in front of the seat, knees tucked up while
// they're in the air (their rig only rises off the ground in a jump),
// otherwise straight down.
const world = CurrentWorld(this.el.sceneEl);
const rigPos = this.el.object3D.position;
const floor = world && world.floorAt ? world.floorAt(seat ? seat.x : rigPos.x, seat ? seat.z : rigPos.z) : 0;
const airborne = !seat && rigPos.y > floor + 0.02;
this.tuck += ((airborne ? 1 : 0) - this.tuck) * Math.min(1, dt * 12);
if (seat || this.tuck > 0.01) {
forward.set(0, 0, -1).applyQuaternion(bodyQuat);
pole.set(0, 0.3, -1).normalize().applyQuaternion(bodyQuat);
for (const leg of this.legs) {
leg.foot.getWorldPosition(target);
if (seat) {
target.addScaledVector(forward, leg.thigh * this.scale);
target.y = floor + leg.ankleHeight * this.scale;
} else {
target.addScaledVector(forward, 0.2 * leg.length * this.scale * this.tuck);
target.y += 0.35 * leg.length * this.scale * this.tuck;
}
solveLimb(leg.upper, leg.lower, leg.foot, target, pole);
}
}
// Face: talk and blink.
const voice = headEl.components['voice-level'];
setBlendShape(this.mouth, voice ? voice.level : 0);
const t = time / 1000;
if (this.blinkTime < 0 && t > this.nextBlink) this.blinkTime = t;
if (this.blinkTime >= 0) {
const p = (t - this.blinkTime) / 0.16;
setBlendShape(this.blink, p < 1 ? Math.sin(p * Math.PI) : 0);
if (p >= 1) {
this.blinkTime = -1;
this.nextBlink = t + 2 + Math.random() * 4;
}
}
},
});
})();
|