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							- import {
 
- 	BufferAttribute,
 
- 	BufferGeometry,
 
- 	Color,
 
- 	Line,
 
- 	LineBasicMaterial,
 
- 	Matrix4,
 
- 	Mesh,
 
- 	MeshBasicMaterial,
 
- 	Object3D,
 
- 	Quaternion,
 
- 	SphereGeometry,
 
- 	Vector3
 
- } from '../../../build/three.module.js';
 
- const _q = new Quaternion();
 
- const _targetPos = new Vector3();
 
- const _targetVec = new Vector3();
 
- const _effectorPos = new Vector3();
 
- const _effectorVec = new Vector3();
 
- const _linkPos = new Vector3();
 
- const _invLinkQ = new Quaternion();
 
- const _linkScale = new Vector3();
 
- const _axis = new Vector3();
 
- const _vector = new Vector3();
 
- const _matrix = new Matrix4();
 
- /**
 
-  * CCD Algorithm
 
-  *  - https://sites.google.com/site/auraliusproject/ccd-algorithm
 
-  *
 
-  * // ik parameter example
 
-  * //
 
-  * // target, effector, index in links are bone index in skeleton.bones.
 
-  * // the bones relation should be
 
-  * // <-- parent                                  child -->
 
-  * // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector
 
-  * iks = [ {
 
-  *	target: 1,
 
-  *	effector: 2,
 
-  *	links: [ { index: 5, limitation: new Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],
 
-  *	iteration: 10,
 
-  *	minAngle: 0.0,
 
-  *	maxAngle: 1.0,
 
-  * } ];
 
-  */
 
- class CCDIKSolver {
 
- 	/**
 
- 	 * @param {THREE.SkinnedMesh} mesh
 
- 	 * @param {Array<Object>} iks
 
- 	 */
 
- 	constructor( mesh, iks = [] ) {
 
- 		this.mesh = mesh;
 
- 		this.iks = iks;
 
- 		this._valid();
 
- 	}
 
- 	/**
 
- 	 * Update all IK bones.
 
- 	 *
 
- 	 * @return {CCDIKSolver}
 
- 	 */
 
- 	update() {
 
- 		const iks = this.iks;
 
- 		for ( let i = 0, il = iks.length; i < il; i ++ ) {
 
- 			this.updateOne( iks[ i ] );
 
- 		}
 
- 		return this;
 
- 	}
 
- 	/**
 
- 	 * Update one IK bone
 
- 	 *
 
- 	 * @param {Object} ik parameter
 
- 	 * @return {CCDIKSolver}
 
- 	 */
 
- 	updateOne( ik ) {
 
- 		const bones = this.mesh.skeleton.bones;
 
- 		// for reference overhead reduction in loop
 
- 		const math = Math;
 
- 		const effector = bones[ ik.effector ];
 
- 		const target = bones[ ik.target ];
 
- 		// don't use getWorldPosition() here for the performance
 
- 		// because it calls updateMatrixWorld( true ) inside.
 
- 		_targetPos.setFromMatrixPosition( target.matrixWorld );
 
- 		const links = ik.links;
 
- 		const iteration = ik.iteration !== undefined ? ik.iteration : 1;
 
- 		for ( let i = 0; i < iteration; i ++ ) {
 
- 			let rotated = false;
 
- 			for ( let j = 0, jl = links.length; j < jl; j ++ ) {
 
- 				const link = bones[ links[ j ].index ];
 
- 				// skip this link and following links.
 
- 				// this skip is used for MMD performance optimization.
 
- 				if ( links[ j ].enabled === false ) break;
 
- 				const limitation = links[ j ].limitation;
 
- 				const rotationMin = links[ j ].rotationMin;
 
- 				const rotationMax = links[ j ].rotationMax;
 
- 				// don't use getWorldPosition/Quaternion() here for the performance
 
- 				// because they call updateMatrixWorld( true ) inside.
 
- 				link.matrixWorld.decompose( _linkPos, _invLinkQ, _linkScale );
 
- 				_invLinkQ.invert();
 
- 				_effectorPos.setFromMatrixPosition( effector.matrixWorld );
 
- 				// work in link world
 
- 				_effectorVec.subVectors( _effectorPos, _linkPos );
 
- 				_effectorVec.applyQuaternion( _invLinkQ );
 
- 				_effectorVec.normalize();
 
- 				_targetVec.subVectors( _targetPos, _linkPos );
 
- 				_targetVec.applyQuaternion( _invLinkQ );
 
- 				_targetVec.normalize();
 
- 				let angle = _targetVec.dot( _effectorVec );
 
- 				if ( angle > 1.0 ) {
 
- 					angle = 1.0;
 
- 				} else if ( angle < - 1.0 ) {
 
- 					angle = - 1.0;
 
- 				}
 
- 				angle = math.acos( angle );
 
- 				// skip if changing angle is too small to prevent vibration of bone
 
- 				// Refer to http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
 
- 				if ( angle < 1e-5 ) continue;
 
- 				if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
 
- 					angle = ik.minAngle;
 
- 				}
 
- 				if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
 
- 					angle = ik.maxAngle;
 
- 				}
 
- 				_axis.crossVectors( _effectorVec, _targetVec );
 
- 				_axis.normalize();
 
- 				_q.setFromAxisAngle( _axis, angle );
 
- 				link.quaternion.multiply( _q );
 
- 				// TODO: re-consider the limitation specification
 
- 				if ( limitation !== undefined ) {
 
- 					let c = link.quaternion.w;
 
- 					if ( c > 1.0 ) c = 1.0;
 
- 					const c2 = math.sqrt( 1 - c * c );
 
- 					link.quaternion.set( limitation.x * c2,
 
- 					                     limitation.y * c2,
 
- 					                     limitation.z * c2,
 
- 					                     c );
 
- 				}
 
- 				if ( rotationMin !== undefined ) {
 
- 					link.rotation.setFromVector3(
 
- 						link.rotation
 
- 							.toVector3( _vector )
 
- 							.max( rotationMin ) );
 
- 				}
 
- 				if ( rotationMax !== undefined ) {
 
- 					link.rotation.setFromVector3(
 
- 						link.rotation
 
- 							.toVector3( _vector )
 
- 							.min( rotationMax ) );
 
- 				}
 
- 				link.updateMatrixWorld( true );
 
- 				rotated = true;
 
- 			}
 
- 			if ( ! rotated ) break;
 
- 		}
 
- 		return this;
 
- 	}
 
- 	/**
 
- 	 * Creates Helper
 
- 	 *
 
- 	 * @return {CCDIKHelper}
 
- 	 */
 
- 	createHelper() {
 
- 		return new CCDIKHelper( this.mesh, this.mesh.geometry.userData.MMD.iks );
 
- 	}
 
- 	// private methods
 
- 	_valid() {
 
- 		const iks = this.iks;
 
- 		const bones = this.mesh.skeleton.bones;
 
- 		for ( let i = 0, il = iks.length; i < il; i ++ ) {
 
- 			const ik = iks[ i ];
 
- 			const effector = bones[ ik.effector ];
 
- 			const links = ik.links;
 
- 			let link0, link1;
 
- 			link0 = effector;
 
- 			for ( let j = 0, jl = links.length; j < jl; j ++ ) {
 
- 				link1 = bones[ links[ j ].index ];
 
- 				if ( link0.parent !== link1 ) {
 
- 					console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
 
- 				}
 
- 				link0 = link1;
 
- 			}
 
- 		}
 
- 	}
 
- }
 
- function getPosition( bone, matrixWorldInv ) {
 
- 	return _vector
 
- 		.setFromMatrixPosition( bone.matrixWorld )
 
- 		.applyMatrix4( matrixWorldInv );
 
- }
 
- function setPositionOfBoneToAttributeArray( array, index, bone, matrixWorldInv ) {
 
- 	const v = getPosition( bone, matrixWorldInv );
 
- 	array[ index * 3 + 0 ] = v.x;
 
- 	array[ index * 3 + 1 ] = v.y;
 
- 	array[ index * 3 + 2 ] = v.z;
 
- }
 
- /**
 
-  * Visualize IK bones
 
-  *
 
-  * @param {SkinnedMesh} mesh
 
-  * @param {Array<Object>} iks
 
-  */
 
- class CCDIKHelper extends Object3D {
 
- 	constructor( mesh, iks = [] ) {
 
- 		super();
 
- 		this.root = mesh;
 
- 		this.iks = iks;
 
- 		this.matrix.copy( mesh.matrixWorld );
 
- 		this.matrixAutoUpdate = false;
 
- 		this.sphereGeometry = new SphereGeometry( 0.25, 16, 8 );
 
- 		this.targetSphereMaterial = new MeshBasicMaterial( {
 
- 			color: new Color( 0xff8888 ),
 
- 			depthTest: false,
 
- 			depthWrite: false,
 
- 			transparent: true
 
- 		} );
 
- 		this.effectorSphereMaterial = new MeshBasicMaterial( {
 
- 			color: new Color( 0x88ff88 ),
 
- 			depthTest: false,
 
- 			depthWrite: false,
 
- 			transparent: true
 
- 		} );
 
- 		this.linkSphereMaterial = new MeshBasicMaterial( {
 
- 			color: new Color( 0x8888ff ),
 
- 			depthTest: false,
 
- 			depthWrite: false,
 
- 			transparent: true
 
- 		} );
 
- 		this.lineMaterial = new LineBasicMaterial( {
 
- 			color: new Color( 0xff0000 ),
 
- 			depthTest: false,
 
- 			depthWrite: false,
 
- 			transparent: true
 
- 		} );
 
- 		this._init();
 
- 	}
 
- 	/**
 
- 	 * Updates IK bones visualization.
 
- 	 */
 
- 	updateMatrixWorld( force ) {
 
- 		const mesh = this.root;
 
- 		if ( this.visible ) {
 
- 			let offset = 0;
 
- 			const iks = this.iks;
 
- 			const bones = mesh.skeleton.bones;
 
- 			_matrix.copy( mesh.matrixWorld ).invert();
 
- 			for ( let i = 0, il = iks.length; i < il; i ++ ) {
 
- 				const ik = iks[ i ];
 
- 				const targetBone = bones[ ik.target ];
 
- 				const effectorBone = bones[ ik.effector ];
 
- 				const targetMesh = this.children[ offset ++ ];
 
- 				const effectorMesh = this.children[ offset ++ ];
 
- 				targetMesh.position.copy( getPosition( targetBone, _matrix ) );
 
- 				effectorMesh.position.copy( getPosition( effectorBone, _matrix ) );
 
- 				for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {
 
- 					const link = ik.links[ j ];
 
- 					const linkBone = bones[ link.index ];
 
- 					const linkMesh = this.children[ offset ++ ];
 
- 					linkMesh.position.copy( getPosition( linkBone, _matrix ) );
 
- 				}
 
- 				const line = this.children[ offset ++ ];
 
- 				const array = line.geometry.attributes.position.array;
 
- 				setPositionOfBoneToAttributeArray( array, 0, targetBone, _matrix );
 
- 				setPositionOfBoneToAttributeArray( array, 1, effectorBone, _matrix );
 
- 				for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {
 
- 					const link = ik.links[ j ];
 
- 					const linkBone = bones[ link.index ];
 
- 					setPositionOfBoneToAttributeArray( array, j + 2, linkBone, _matrix );
 
- 				}
 
- 				line.geometry.attributes.position.needsUpdate = true;
 
- 			}
 
- 		}
 
- 		this.matrix.copy( mesh.matrixWorld );
 
- 		super.updateMatrixWorld( force );
 
- 	}
 
- 	// private method
 
- 	_init() {
 
- 		const scope = this;
 
- 		const iks = this.iks;
 
- 		function createLineGeometry( ik ) {
 
- 			const geometry = new BufferGeometry();
 
- 			const vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
 
- 			geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );
 
- 			return geometry;
 
- 		}
 
- 		function createTargetMesh() {
 
- 			return new Mesh( scope.sphereGeometry, scope.targetSphereMaterial );
 
- 		}
 
- 		function createEffectorMesh() {
 
- 			return new Mesh( scope.sphereGeometry, scope.effectorSphereMaterial );
 
- 		}
 
- 		function createLinkMesh() {
 
- 			return new Mesh( scope.sphereGeometry, scope.linkSphereMaterial );
 
- 		}
 
- 		function createLine( ik ) {
 
- 			return new Line( createLineGeometry( ik ), scope.lineMaterial );
 
- 		}
 
- 		for ( let i = 0, il = iks.length; i < il; i ++ ) {
 
- 			const ik = iks[ i ];
 
- 			this.add( createTargetMesh() );
 
- 			this.add( createEffectorMesh() );
 
- 			for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {
 
- 				this.add( createLinkMesh() );
 
- 			}
 
- 			this.add( createLine( ik ) );
 
- 		}
 
- 	}
 
- }
 
- export { CCDIKSolver };
 
 
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