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Functions854 in github.com/Mesh2Motion/mesh2motion-app

↓ 1 callersMethodanimation_frame_logic
(delta_time: number)
src/retarget/RetargetAnimationPreview.ts:204
↓ 1 callersMethodanimation_name_clean
(input: string)
src/lib/processes/animations-listing/AnimationSearch.ts:258
↓ 1 callersMethodanimation_name_clean
(input: string)
src/lib/processes/animations-listing/AnimationPlayer.ts:56
↓ 1 callersMethodapplyChain
* Retargets a whole chain of bones (like an arm or leg) by matching the swing and twist * orientation of each source bone to its corresponding targ
src/retarget/human-retargeting/Retargeter.ts:189
↓ 1 callersMethodapplyEndInterp
(k: string)
src/retarget/human-retargeting/Retargeter.ts:285
↓ 1 callersMethodapplyScaledTranslation
(k: string)
src/retarget/human-retargeting/Retargeter.ts:348
↓ 1 callersMethodapplySwingTwist
* Make a rotation's invert directions match the target directions * Create neutral transfroms for each joint as a starting point * which is the
src/retarget/human-retargeting/Retargeter.ts:421
↓ 1 callersMethodapply_animation_mirroring
* Mirrors animations by swapping left and right bone tracks. * This swaps tracks that end with 'L' or 'R' to create mirrored animations.
src/lib/processes/animations-listing/AnimationUtility.ts:127
↓ 1 callersMethodapply_arm_extension_warp
(animation_clips: TransformedAnimationClipPair[], percentage: number)
src/lib/processes/animations-listing/AnimationUtility.ts:66
↓ 1 callersMethodapply_center_bone_mirroring
* Mirrors center bone rotations and hips position by inverting specific components. * This handles bones like spine, hips, neck, head that don't ha
src/lib/processes/animations-listing/AnimationUtility.ts:214
↓ 1 callersMethodapply_download_settings
( skinned_meshes: SkinnedMesh[], animation_clips: AnimationClip[], bone_naming_structure: BoneNami
src/lib/processes/export-to-file/ExportBoneNamingService.ts:7
↓ 1 callersMethodapply_head_weight_correction
* Apply head weight correction to the skin indices and weights * @param skin_indices Array of bone indices for each vertex (4 per vertex) * @p
src/lib/solvers/HeadWeightCorrector.ts:31
↓ 1 callersMethodapply_hips_position_mirroring
* Mirrors hips position tracks by inverting the X component. * This handles the hips bone position for locomotion and falling animations.
src/lib/processes/animations-listing/AnimationUtility.ts:265
↓ 1 callersMethodapply_human_swing_twist_retargeting
(source_clip: AnimationClip, target_mapping_type: TargetBoneMappingType)
src/retarget/AnimationRetargetService.ts:182
↓ 1 callersMethodapply_limb_smoothing
* Limb smoothing: only blends in the direction of the child bone. * When bone A is the parent of bone B, only vertices on the B side * get blend
src/lib/solvers/WeightSmoother.ts:188
↓ 1 callersMethodapply_skeleton_scale_to_position_keyframes
(animation_clips: AnimationClip[], scaleAmount: number)
src/lib/processes/animations-listing/AnimationUtility.ts:10
↓ 1 callersMethodapply_standard_smoothing
* Standard smoothing: simple 50/50 blend at boundaries (original behavior).
src/lib/solvers/WeightSmoother.ts:222
↓ 1 callersMethodapply_torso_smoothing
* Torso smoothing: expands the blend region outward from the boundary * by multiple rings, applying tapering weight gradients. * This creates a
src/lib/solvers/WeightSmoother.ts:101
↓ 1 callersMethodare_source_and_target_bones_identical
* Determines if our target rig is a perfect match to the source rig (M2M) by comparing bone names * When this happens, we don't need any bone mappi
src/retarget/RetargetUtils.ts:90
↓ 1 callersMethodattachEventListeners
(container: HTMLElement)
src/lib/components/download-success/StarRating.ts:22
↓ 1 callersMethodauto_map_bones
()
src/retarget/steps/StepBoneMapping.ts:417
↓ 1 callersMethodbake_and_disable_model_gizmo
()
src/Mesh2MotionEngine.ts:263
↓ 1 callersMethodbake_animation_to_tracks
* Bake the retargeted animation into Three.js keyframe tracks * Samples the animation at the specified frame rate and captures bone transforms *
src/retarget/human-retargeting/Retargeter.ts:108
↓ 1 callersMethodbake_scale_for_armature
(armature: Object3D)
src/lib/processes/load-skeleton/StepLoadSkeleton.ts:270
↓ 1 callersMethodbone_naming_structure
()
src/lib/processes/export-to-file/DownloadSettings.ts:22
↓ 1 callersMethodbuildRigScalar
(chain_key: string)
src/retarget/human-retargeting/Rig.ts:129
↓ 1 callersFunctionbuildSurveyInsertStatements
* Validates each survey item and converts valid entries into prepared insert * statements so all writes remain parameterized and safe.
src/survey-worker.js:96
↓ 1 callersMethodbuild_animation_clip_ui
(animation_clips: TransformedAnimationClipPair[])
src/retarget/RetargetAnimationListing.ts:160
↓ 1 callersMethodbuild_animation_clip_ui
(animation_clips_to_load: TransformedAnimationClipPair[], theme_manager: ThemeManager)
src/lib/processes/animations-listing/StepAnimationsListing.ts:501
↓ 1 callersMethodbuild_custom_source_config
(bone_mapping: Map<string, string>)
src/retarget/human-retargeting/HumanChainConfig.ts:50
↓ 1 callersMethodbuild_custom_target_config
(source_config: Record<string, string[]>, bone_mapping: Map<string, string>)
src/retarget/human-retargeting/HumanChainConfig.ts:86
↓ 1 callersMethodbuild_file_map
* Builds a map of all relevant files (textures, dae) by filename (case-insensitive, handles spaces).
src/lib/processes/load-model/CustomDAELoader.ts:90
↓ 1 callersMethodbuild_file_map
* Builds a map of all relevant files (textures, bin, gltf) by filename (case-insensitive, handles spaces).
src/lib/processes/load-model/CustomGLTFLoader.ts:119
↓ 1 callersMethodbuild_geometry_list_from_mesh
* bring in a mesh object, extract geometry data and return only attributes we need * Removes Interleaved buffer attributes and converted to normal
src/lib/processes/load-model/StepLoadModel.ts:113
↓ 1 callersMethodbuild_position_map
()
src/lib/solvers/WeightSmoother.ts:342
↓ 1 callersMethodbuild_vertex_adjacency
* Builds a spatial adjacency map for the mesh vertices using geometry's index (faces). * Returns an array of Sets, where each Set contains the indi
src/lib/solvers/WeightSmoother.ts:359
↓ 1 callersMethodcalculate_bone_hover_effect
* @param event This will be called every mouse move event * the event listener was originally setup in the EventListener.ts file * it is needed
src/lib/processes/edit-skeleton/StepEditSkeleton.ts:578
↓ 1 callersMethodcalculate_bounding_box
(scene_object: Scene | Group<Object3DEventMap>)
src/lib/processes/load-model/ModelCleanupUtility.ts:8
↓ 1 callersMethodcalculate_distance_to_bottom_of_position_tracking_bone
()
src/lib/solvers/WeightCalculator.ts:106
↓ 1 callersMethodcalculate_geometry_and_materials
(scene_to_analyze: Scene)
src/lib/processes/load-model/StepLoadModel.ts:73
↓ 1 callersMethodcalculate_indexes_and_weights
()
src/lib/solvers/SkinningAlgorithm.ts:49
↓ 1 callersMethodcalculate_max_mesh_dimension
(retargetable_meshes: Scene)
src/retarget/steps/StepLoadTargetModel.ts:187
↓ 1 callersMethodcalculate_median_bone_weights
* Assigns the closest bone to each vertex. * Modifies the skin_indices and skin_weights arrays in place.
src/lib/solvers/WeightCalculator.ts:52
↓ 1 callersMethodcalculate_mesh_metrics
(buffer_geometry: BufferGeometry[])
src/lib/processes/load-model/StepLoadModel.ts:58
↓ 1 callersMethodcalculate_weights
()
src/lib/processes/weight-skin/StepWeightSkin.ts:153
↓ 1 callersMethodcalculate_weights_for_all_mesh_data
(regenerate_weight_painted_mesh: boolean = false)
src/lib/processes/weight-skin/StepWeightSkin.ts:158
↓ 1 callersMethodcast_intersection_ray_down_from_bone
(bone: Bone)
src/lib/solvers/WeightCalculator.ts:131
↓ 1 callersMethodchange_active_skeleton
(active_dom_button: HTMLElement)
src/marketing/MarketingBootstrap.ts:24
↓ 1 callersMethodchanged_transform_controls_mode
(radio_button_selected: string)
src/Mesh2MotionEngine.ts:500
↓ 1 callersMethodchanged_transform_controls_space
(radio_button_selected: TransformSpace | undefined)
src/Mesh2MotionEngine.ts:516
↓ 1 callersMethodclassify_all_bones
(bones: Bone[])
src/lib/solvers/BoneClassifier.ts:51
↓ 1 callersMethodclassify_bone
(bone: Bone)
src/lib/solvers/BoneClassifier.ts:58
↓ 1 callersMethodcleanup
* Clean up all resources and reset state
src/lib/processes/edit-skeleton/PreviewPlaneManager.ts:206
↓ 1 callersMethodcleanup_on_exit_step
()
src/lib/processes/edit-skeleton/StepEditSkeleton.ts:496
↓ 1 callersMethodclear_bone_mapping
(target_bone_name: string)
src/retarget/steps/StepBoneMapping.ts:392
↓ 1 callersMethodclear_bone_mappings
()
src/retarget/AnimationRetargetService.ts:39
↓ 1 callersMethodclear_hover_point_if_exists
* Remove the hover point. This is important when we change steps
src/lib/processes/edit-skeleton/StepEditSkeleton.ts:602
↓ 1 callersMethodclear_previous_skeleton
()
src/retarget/steps/StepLoadSourceSkeleton.ts:164
↓ 1 callersMethodclear_undo_history
()
src/lib/processes/edit-skeleton/StepEditSkeleton.ts:445
↓ 1 callersMethodclone
()
src/retarget/human-retargeting/Vec3.ts:89
↓ 1 callersMethodclone_skeleton
* Clone a skeleton into a detached working copy for retargeting. * * Why this exists instead of the native three.js `Skeleton.clone()`: * - `
src/retarget/RetargetUtils.ts:187
↓ 1 callersMethodcollect_bones
* Recursively collect all bones from an Object3D subtree.
src/retarget/RetargetUtils.ts:38
↓ 1 callersMethodconnect
(element: HTMLElement)
src/lib/components/CustomTransformControls.ts:259
↓ 1 callersMethodcopy
(t: Transform)
src/retarget/human-retargeting/Transform.ts:29
↓ 1 callersMethodcopy
(v: Quat)
src/retarget/human-retargeting/Quat.ts:38
↓ 1 callersMethodcorrect_vertex_weights
* Correct vertex weights for vertices above the height threshold
src/lib/solvers/HeadWeightCorrector.ts:101
↓ 1 callersMethodcreate_binding_skeleton
()
src/lib/processes/weight-skin/StepWeightSkin.ts:71
↓ 1 callersMethodcreate_bone_tree_html
(bone: Bone, target_bones: Map<string, Bone>)
src/retarget/TargetBoneTreeDialog.ts:72
↓ 1 callersMethodcreate_default_metadata
()
src/lib/processes/animations-listing/AnimationLoader.ts:30
↓ 1 callersMethodcreate_skeleton_from_group_object
* Convert a Group (with Armature and Bone hierarchy) to a detached THREE.Skeleton * @param group The root Group containing the Armature and Bone hi
src/retarget/RetargetUtils.ts:16
↓ 1 callersMethodcreate_skinned_mesh
(geometry: BufferGeometry, material: Material, idx: number)
src/lib/processes/weight-skin/StepWeightSkin.ts:118
↓ 1 callersMethodcreate_test_plane_mesh
(size: number = 0.08, color: number = 0x0000ff)
src/lib/Generators.ts:175
↓ 1 callersMethodcreate_threejs_skeleton_object
()
src/lib/processes/edit-skeleton/StepEditSkeleton.ts:522
↓ 1 callersMethodcreate_weight_painted_mesh
* This function will create a mesh to show the weights of the vertices * It will use the skin_indices to assign colors to the vertices * @param
src/lib/Generators.ts:299
↓ 1 callersMethodcreate_window_resize_listener
(renderer: WebGLRenderer, camera: PerspectiveCamera)
src/lib/Generators.ts:238
↓ 1 callersMethodcreate_wireframe_mesh_from_geometry
(orig_geometry: BufferGeometry)
src/lib/Generators.ts:282
↓ 1 callersMethodcreate_x_markers
(points: Vector3[], size = 0.1, color = 0xff0000, name = '')
src/lib/Generators.ts:127
↓ 1 callersMethoddeep_clone_animation_clips
(animation_clips: AnimationClip[])
src/lib/processes/animations-listing/AnimationUtility.ts:30
↓ 1 callersMethoddetectFormat
(file_name: string)
src/lib/processes/load-model/ModelZipLoader.ts:88
↓ 1 callersMethoddetect_bone_category
* Detect anatomical category based on normalized bone name and parent relationships
src/retarget/bone-automap/BoneAutoMapper.ts:261
↓ 1 callersMethoddetect_bone_side
* Detect which side of the body a bone belongs to * Based on common naming conventions (L/R, Left/Right)
src/retarget/bone-automap/BoneAutoMapper.ts:249
↓ 1 callersMethoddisconnect
()
src/lib/components/CustomTransformControls.ts:270
↓ 1 callersMethoddistance_between_objects
( object_1: Object3D, object_2: Object3D )
src/lib/Utilities.ts:11
↓ 1 callersMethodenable_model_gizmo
()
src/Mesh2MotionEngine.ts:256
↓ 1 callersMethodenable_orbit_controls
(enabled: boolean)
src/lib/SceneEnvironmentManager.ts:85
↓ 1 callersMethodend
()
src/retarget/RetargetAnimationListing.ts:49
↓ 1 callersMethodenum_from_value
(val: TVal, enumType: TEnum)
src/lib/Utilities.ts:317
↓ 1 callersMethodescape_html
(value: string)
src/retarget/TargetBoneTreeDialog.ts:84
↓ 1 callersMethodexport
(filename = 'exported_model')
src/retarget/steps/StepExportRetargetedAnimations.ts:17
↓ 1 callersMethodexport
( skinned_meshes: SkinnedMesh[], filename: string = 'exported_model', download_settings: Download
src/lib/processes/export-to-file/StepExportToFile.ts:21
↓ 1 callersMethodexport_glb
(exported_scene: Scene, animations_to_export: AnimationClip[], file_name: string)
src/retarget/steps/StepExportRetargetedAnimations.ts:38
↓ 1 callersMethodexport_glb
(exported_scene: Scene, animations_to_export: AnimationClip[], file_name: string)
src/lib/processes/export-to-file/StepExportToFile.ts:77
↓ 1 callersMethodfiltered_animations
()
src/lib/processes/animations-listing/AnimationSearch.ts:128
↓ 1 callersMethodfindModelFile
(file_names: string[])
src/lib/processes/load-model/ModelZipLoader.ts:78
↓ 1 callersMethodfind_arm_bone_indices
* Find the indices of arm bones (looking for arm, shoulder, hand bones)
src/lib/solvers/HeadWeightCorrector.ts:71
↓ 1 callersMethodfind_boundary_pairs
* A boundary pair tracks two adjacent vertices assigned to different bones.
src/lib/solvers/WeightSmoother.ts:57
↓ 1 callersMethodfind_dae_file
* Scans the ZIP for .dae file and returns its file object.
src/lib/processes/load-model/CustomDAELoader.ts:77
↓ 1 callersMethodfind_gltf_and_bin_files
* Scans the ZIP for .gltf and .bin files and returns their file objects and names.
src/lib/processes/load-model/CustomGLTFLoader.ts:76
↓ 1 callersMethodfind_head_bone_index
* Find the index of the head bone (looking for "DEF-head" or similar)
src/lib/solvers/HeadWeightCorrector.ts:44
↓ 1 callersMethodfind_neighbor_bone_from_boundary
* Finds the secondary bone index from a vertex that was already blended, * used when expanding torso rings outward.
src/lib/solvers/WeightSmoother.ts:321
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