| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465 | 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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