Editor: Use new character engine

This commit is contained in:
Tanish Manku committed 2024-12-19 18:40:03 -08:00
1 parent a0a4751a03
commit 0b64d5f3ea
1 file changed
+6 -6
+6 -6
View File
@@ -16,7 +16,6 @@ import TransformEngine from "./Engines/transform_engine.js";
import EmotionEngine from "./Engines/emotion_engine";
import { TimeLine } from "./timeline.js";
import { LipSyncEngine } from "./Engines/lip_sync_engine.js";
import { AnimationEngine } from "./Engines/animation_engine.js";
import { PointerLockControls } from "three/addons/controls/PointerLockControls.js";
import { EditorStates, CameraAspectRatio } from "~/pages/PageEnigma/enums";
import { AssetType, ClipGroup } from "~/enums";
@@ -52,6 +51,7 @@ import {
import { BufferType, EngineFrameBuffers } from "./VideoProcessor/engine_buffer";
import Stats from "three/examples/jsm/libs/stats.module.js";
import { CharacterAnimationEngine } from "./Engines/CharacterAnimationEngine";
export type EditorInitializeConfig = {
sceneToken: string;
@@ -105,7 +105,7 @@ class Editor {
transform_engine: TransformEngine;
emotion_engine: EmotionEngine;
lipsync_engine: LipSyncEngine;
animation_engine: AnimationEngine;
animation_engine: CharacterAnimationEngine;
timeline: TimeLine;
current_frame: number;
lockControls: PointerLockControls | undefined;
@@ -259,7 +259,7 @@ class Editor {
this.emotion_engine = new EmotionEngine(this.version);
this.transform_engine = new TransformEngine(this.version);
this.lipsync_engine = new LipSyncEngine();
this.animation_engine = new AnimationEngine(this.version);
this.animation_engine = new CharacterAnimationEngine(this.version);
this.timeline = new TimeLine(
this,
@@ -645,7 +645,7 @@ class Editor {
this.emotion_engine = new EmotionEngine(this.version);
this.transform_engine = new TransformEngine(this.version);
this.lipsync_engine = new LipSyncEngine();
this.animation_engine = new AnimationEngine(this.version);
this.animation_engine = new CharacterAnimationEngine(this.version);
this.timeline = new TimeLine(
this,
@@ -946,14 +946,14 @@ class Editor {
this.render_camera_aspect_ratio === CameraAspectRatio.HORIZONTAL_16_9
? 1024
: this.render_camera_aspect_ratio ===
CameraAspectRatio.VERTICAL_9_16
CameraAspectRatio.VERTICAL_9_16
? 576
: 1000;
const height =
this.render_camera_aspect_ratio === CameraAspectRatio.HORIZONTAL_16_9
? 576
: this.render_camera_aspect_ratio ===
CameraAspectRatio.VERTICAL_9_16
CameraAspectRatio.VERTICAL_9_16
? 1024
: 1000;