| 1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162636465666768697071727374757677787980818283848586878889909192939495969798991001011021031041051061071081091101111121131141151161171181191201211221231241251261271281291301311321331341351361371381391401411421431441451461471481491501511521531541551561571581591601611621631641651661671681691701711721731741751761771781791801811821831841851861871881891901911921931941951961971981992002012022032042052062072082092102112122132142152162172182192202212222232242252262272282292302312322332342352362372382392402412422432442452462472482492502512522532542552562572582592602612622632642652662672682692702712722732742752762772782792802812822832842852862872882892902912922932942952962972982993003013023033043053063073083093103113123133143153163173183193203213223233243253263273283293303313323333343353363373383393403413423433443453463473483493503513523533543553563573583593603613623633643653663673683693703713723733743753763773783793803813823833843853863873883893903913923933943953963973983994004014024034044054064074084094104114124134144154164174184194204214224234244254264274284294304314324334344354364374384394404414424434444454464474484494504514524534544554564574584594604614624634644654664674684694704714724734744754764774784794804814824834844854864874884894904914924934944954964974984995005015025035045055065075085095105115125135145155165175185195205215225235245255265275285295305315325335345355365375385395405415425435445455465475485495505515525535545555565575585595605615625635645655665675685695705715725735745755765775785795805815825835845855865875885895905915925935945955965975985996006016026036046056066076086096106116126136146156166176186196206216226236246256266276286296306316326336346356366376386396406416426436446456466476486496506516526536546556566576586596606616626636646656666676686696706716726736746756766776786796806816826836846856866876886896906916926936946956966976986997007017027037047057067077087097107117127137147157167177187197207217227237247257267277287297307317327337347357367377387397407417427437447457467477487497507517527537547557567577587597607617627637647657667677687697707717727737747757767777787797807817827837847857867877887897907917927937947957967977987998008018028038048058068078088098108118128138148158168178188198208218228238248258268278288298308318328338348358368378388398408418428438448458468478488498508518528538548558568578588598608618628638648658668678688698708718728738748758768778788798808818828838848858868878888898908918928938948958968978988999009019029039049059069079089099109119129139149159169179189199209219229239249259269279289299309319329339349359369379389399409419429439449459469479489499509519529539549559569579589599609619629639649659669679689699709719729739749759769779789799809819829839849859869879889899909919929939949959969979989991000100110021003100410051006100710081009101010111012101310141015101610171018101910201021102210231024102510261027102810291030103110321033103410351036103710381039104010411042104310441045104610471048104910501051105210531054105510561057105810591060106110621063106410651066106710681069107010711072107310741075107610771078107910801081108210831084108510861087108810891090109110921093109410951096109710981099110011011102110311041105110611071108110911101111111211131114111511161117111811191120112111221123112411251126112711281129113011311132113311341135113611371138113911401141114211431144114511461147114811491150115111521153115411551156115711581159116011611162116311641165116611671168116911701171117211731174117511761177117811791180118111821183118411851186118711881189119011911192119311941195119611971198119912001201120212031204120512061207120812091210121112121213121412151216121712181219122012211222122312241225122612271228122912301231123212331234123512361237123812391240124112421243124412451246124712481249125012511252125312541255125612571258125912601261126212631264126512661267126812691270127112721273127412751276127712781279128012811282128312841285128612871288128912901291129212931294129512961297129812991300130113021303130413051306130713081309131013111312131313141315131613171318131913201321132213231324132513261327132813291330133113321333133413351336133713381339134013411342134313441345134613471348134913501351135213531354135513561357135813591360136113621363136413651366136713681369137013711372137313741375137613771378137913801381138213831384138513861387138813891390139113921393139413951396139713981399140014011402 | import {	Bone,	BoxGeometry,	Color,	CylinderGeometry,	Euler,	Matrix4,	Mesh,	MeshBasicMaterial,	Object3D,	Quaternion,	SphereGeometry,	Vector3} from '../../../build/three.module.js';/** * Dependencies *  - Ammo.js https://github.com/kripken/ammo.js * * MMDPhysics calculates physics with Ammo(Bullet based JavaScript Physics engine) * for MMD model loaded by MMDLoader. * * TODO *  - Physics in Worker *//* global Ammo */class MMDPhysics {	/**	 * @param {THREE.SkinnedMesh} mesh	 * @param {Array<Object>} rigidBodyParams	 * @param {Array<Object>} (optional) constraintParams	 * @param {Object} params - (optional)	 * @param {Number} params.unitStep - Default is 1 / 65.	 * @param {Integer} params.maxStepNum - Default is 3.	 * @param {Vector3} params.gravity - Default is ( 0, - 9.8 * 10, 0 )	 */	constructor( mesh, rigidBodyParams, constraintParams = [], params = {} ) {		if ( typeof Ammo === 'undefined' ) {			throw new Error( 'THREE.MMDPhysics: Import ammo.js https://github.com/kripken/ammo.js' );		}		this.manager = new ResourceManager();		this.mesh = mesh;		/*		 * I don't know why but 1/60 unitStep easily breaks models		 * so I set it 1/65 so far.		 * Don't set too small unitStep because		 * the smaller unitStep can make the performance worse.		 */		this.unitStep = ( params.unitStep !== undefined ) ? params.unitStep : 1 / 65;		this.maxStepNum = ( params.maxStepNum !== undefined ) ? params.maxStepNum : 3;		this.gravity = new Vector3( 0, - 9.8 * 10, 0 );		if ( params.gravity !== undefined ) this.gravity.copy( params.gravity );		this.world = params.world !== undefined ? params.world : null; // experimental		this.bodies = [];		this.constraints = [];		this._init( mesh, rigidBodyParams, constraintParams );	}	/**	 * Advances Physics calculation and updates bones.	 *	 * @param {Number} delta - time in second	 * @return {MMDPhysics}	 */	update( delta ) {		const manager = this.manager;		const mesh = this.mesh;		// rigid bodies and constrains are for		// mesh's world scale (1, 1, 1).		// Convert to (1, 1, 1) if it isn't.		let isNonDefaultScale = false;		const position = manager.allocThreeVector3();		const quaternion = manager.allocThreeQuaternion();		const scale = manager.allocThreeVector3();		mesh.matrixWorld.decompose( position, quaternion, scale );		if ( scale.x !== 1 || scale.y !== 1 || scale.z !== 1 ) {			isNonDefaultScale = true;		}		let parent;		if ( isNonDefaultScale ) {			parent = mesh.parent;			if ( parent !== null ) mesh.parent = null;			scale.copy( this.mesh.scale );			mesh.scale.set( 1, 1, 1 );			mesh.updateMatrixWorld( true );		}		// calculate physics and update bones		this._updateRigidBodies();		this._stepSimulation( delta );		this._updateBones();		// restore mesh if converted above		if ( isNonDefaultScale ) {			if ( parent !== null ) mesh.parent = parent;			mesh.scale.copy( scale );		}		manager.freeThreeVector3( scale );		manager.freeThreeQuaternion( quaternion );		manager.freeThreeVector3( position );		return this;	}	/**	 * Resets rigid bodies transorm to current bone's.	 *	 * @return {MMDPhysics}	 */	reset() {		for ( let i = 0, il = this.bodies.length; i < il; i ++ ) {			this.bodies[ i ].reset();		}		return this;	}	/**	 * Warm ups Rigid bodies. Calculates cycles steps.	 *	 * @param {Integer} cycles	 * @return {MMDPhysics}	 */	warmup( cycles ) {		for ( let i = 0; i < cycles; i ++ ) {			this.update( 1 / 60 );		}		return this;	}	/**	 * Sets gravity.	 *	 * @param {Vector3} gravity	 * @return {MMDPhysicsHelper}	 */	setGravity( gravity ) {		this.world.setGravity( new Ammo.btVector3( gravity.x, gravity.y, gravity.z ) );		this.gravity.copy( gravity );		return this;	}	/**	 * Creates MMDPhysicsHelper	 *	 * @return {MMDPhysicsHelper}	 */	createHelper() {		return new MMDPhysicsHelper( this.mesh, this );	}	// private methods	_init( mesh, rigidBodyParams, constraintParams ) {		const manager = this.manager;		// rigid body/constraint parameters are for		// mesh's default world transform as position(0, 0, 0),		// quaternion(0, 0, 0, 1) and scale(0, 0, 0)		let parent = mesh.parent;		if ( parent !== null ) parent = null;		const currentPosition = manager.allocThreeVector3();		const currentQuaternion = manager.allocThreeQuaternion();		const currentScale = manager.allocThreeVector3();		currentPosition.copy( mesh.position );		currentQuaternion.copy( mesh.quaternion );		currentScale.copy( mesh.scale );		mesh.position.set( 0, 0, 0 );		mesh.quaternion.set( 0, 0, 0, 1 );		mesh.scale.set( 1, 1, 1 );		mesh.updateMatrixWorld( true );		if ( this.world === null ) {			this.world = this._createWorld();			this.setGravity( this.gravity );		}		this._initRigidBodies( rigidBodyParams );		this._initConstraints( constraintParams );		if ( parent !== null ) mesh.parent = parent;		mesh.position.copy( currentPosition );		mesh.quaternion.copy( currentQuaternion );		mesh.scale.copy( currentScale );		mesh.updateMatrixWorld( true );		this.reset();		manager.freeThreeVector3( currentPosition );		manager.freeThreeQuaternion( currentQuaternion );		manager.freeThreeVector3( currentScale );	}	_createWorld() {		const config = new Ammo.btDefaultCollisionConfiguration();		const dispatcher = new Ammo.btCollisionDispatcher( config );		const cache = new Ammo.btDbvtBroadphase();		const solver = new Ammo.btSequentialImpulseConstraintSolver();		const world = new Ammo.btDiscreteDynamicsWorld( dispatcher, cache, solver, config );		return world;	}	_initRigidBodies( rigidBodies ) {		for ( let i = 0, il = rigidBodies.length; i < il; i ++ ) {			this.bodies.push( new RigidBody(				this.mesh, this.world, rigidBodies[ i ], this.manager ) );		}	}	_initConstraints( constraints ) {		for ( let i = 0, il = constraints.length; i < il; i ++ ) {			const params = constraints[ i ];			const bodyA = this.bodies[ params.rigidBodyIndex1 ];			const bodyB = this.bodies[ params.rigidBodyIndex2 ];			this.constraints.push( new Constraint( this.mesh, this.world, bodyA, bodyB, params, this.manager ) );		}	}	_stepSimulation( delta ) {		const unitStep = this.unitStep;		let stepTime = delta;		let maxStepNum = ( ( delta / unitStep ) | 0 ) + 1;		if ( stepTime < unitStep ) {			stepTime = unitStep;			maxStepNum = 1;		}		if ( maxStepNum > this.maxStepNum ) {			maxStepNum = this.maxStepNum;		}		this.world.stepSimulation( stepTime, maxStepNum, unitStep );	}	_updateRigidBodies() {		for ( let i = 0, il = this.bodies.length; i < il; i ++ ) {			this.bodies[ i ].updateFromBone();		}	}	_updateBones() {		for ( let i = 0, il = this.bodies.length; i < il; i ++ ) {			this.bodies[ i ].updateBone();		}	}}/** * This manager's responsibilies are * * 1. manage Ammo.js and Three.js object resources and *    improve the performance and the memory consumption by *    reusing objects. * * 2. provide simple Ammo object operations. */class ResourceManager {	constructor() {		// for Three.js		this.threeVector3s = [];		this.threeMatrix4s = [];		this.threeQuaternions = [];		this.threeEulers = [];		// for Ammo.js		this.transforms = [];		this.quaternions = [];		this.vector3s = [];	}	allocThreeVector3() {		return ( this.threeVector3s.length > 0 )			? this.threeVector3s.pop()			: new Vector3();	}	freeThreeVector3( v ) {		this.threeVector3s.push( v );	}	allocThreeMatrix4() {		return ( this.threeMatrix4s.length > 0 )			? this.threeMatrix4s.pop()			: new Matrix4();	}	freeThreeMatrix4( m ) {		this.threeMatrix4s.push( m );	}	allocThreeQuaternion() {		return ( this.threeQuaternions.length > 0 )			? this.threeQuaternions.pop()			: new Quaternion();	}	freeThreeQuaternion( q ) {		this.threeQuaternions.push( q );	}	allocThreeEuler() {		return ( this.threeEulers.length > 0 )			? this.threeEulers.pop()			: new Euler();	}	freeThreeEuler( e ) {		this.threeEulers.push( e );	}	allocTransform() {		return ( this.transforms.length > 0 )			? this.transforms.pop()			: new Ammo.btTransform();	}	freeTransform( t ) {		this.transforms.push( t );	}	allocQuaternion() {		return ( this.quaternions.length > 0 )			? this.quaternions.pop()			: new Ammo.btQuaternion();	}	freeQuaternion( q ) {		this.quaternions.push( q );	}	allocVector3() {		return ( this.vector3s.length > 0 )			? this.vector3s.pop()			: new Ammo.btVector3();	}	freeVector3( v ) {		this.vector3s.push( v );	}	setIdentity( t ) {		t.setIdentity();	}	getBasis( t ) {		var q = this.allocQuaternion();		t.getBasis().getRotation( q );		return q;	}	getBasisAsMatrix3( t ) {		var q = this.getBasis( t );		var m = this.quaternionToMatrix3( q );		this.freeQuaternion( q );		return m;	}	getOrigin( t ) {		return t.getOrigin();	}	setOrigin( t, v ) {		t.getOrigin().setValue( v.x(), v.y(), v.z() );	}	copyOrigin( t1, t2 ) {		var o = t2.getOrigin();		this.setOrigin( t1, o );	}	setBasis( t, q ) {		t.setRotation( q );	}	setBasisFromMatrix3( t, m ) {		var q = this.matrix3ToQuaternion( m );		this.setBasis( t, q );		this.freeQuaternion( q );	}	setOriginFromArray3( t, a ) {		t.getOrigin().setValue( a[ 0 ], a[ 1 ], a[ 2 ] );	}	setOriginFromThreeVector3( t, v ) {		t.getOrigin().setValue( v.x, v.y, v.z );	}	setBasisFromArray3( t, a ) {		var thQ = this.allocThreeQuaternion();		var thE = this.allocThreeEuler();		thE.set( a[ 0 ], a[ 1 ], a[ 2 ] );		this.setBasisFromThreeQuaternion( t, thQ.setFromEuler( thE ) );		this.freeThreeEuler( thE );		this.freeThreeQuaternion( thQ );	}	setBasisFromThreeQuaternion( t, a ) {		var q = this.allocQuaternion();		q.setX( a.x );		q.setY( a.y );		q.setZ( a.z );		q.setW( a.w );		this.setBasis( t, q );		this.freeQuaternion( q );	}	multiplyTransforms( t1, t2 ) {		var t = this.allocTransform();		this.setIdentity( t );		var m1 = this.getBasisAsMatrix3( t1 );		var m2 = this.getBasisAsMatrix3( t2 );		var o1 = this.getOrigin( t1 );		var o2 = this.getOrigin( t2 );		var v1 = this.multiplyMatrix3ByVector3( m1, o2 );		var v2 = this.addVector3( v1, o1 );		this.setOrigin( t, v2 );		var m3 = this.multiplyMatrices3( m1, m2 );		this.setBasisFromMatrix3( t, m3 );		this.freeVector3( v1 );		this.freeVector3( v2 );		return t;	}	inverseTransform( t ) {		var t2 = this.allocTransform();		var m1 = this.getBasisAsMatrix3( t );		var o = this.getOrigin( t );		var m2 = this.transposeMatrix3( m1 );		var v1 = this.negativeVector3( o );		var v2 = this.multiplyMatrix3ByVector3( m2, v1 );		this.setOrigin( t2, v2 );		this.setBasisFromMatrix3( t2, m2 );		this.freeVector3( v1 );		this.freeVector3( v2 );		return t2;	}	multiplyMatrices3( m1, m2 ) {		var m3 = [];		var v10 = this.rowOfMatrix3( m1, 0 );		var v11 = this.rowOfMatrix3( m1, 1 );		var v12 = this.rowOfMatrix3( m1, 2 );		var v20 = this.columnOfMatrix3( m2, 0 );		var v21 = this.columnOfMatrix3( m2, 1 );		var v22 = this.columnOfMatrix3( m2, 2 );		m3[ 0 ] = this.dotVectors3( v10, v20 );		m3[ 1 ] = this.dotVectors3( v10, v21 );		m3[ 2 ] = this.dotVectors3( v10, v22 );		m3[ 3 ] = this.dotVectors3( v11, v20 );		m3[ 4 ] = this.dotVectors3( v11, v21 );		m3[ 5 ] = this.dotVectors3( v11, v22 );		m3[ 6 ] = this.dotVectors3( v12, v20 );		m3[ 7 ] = this.dotVectors3( v12, v21 );		m3[ 8 ] = this.dotVectors3( v12, v22 );		this.freeVector3( v10 );		this.freeVector3( v11 );		this.freeVector3( v12 );		this.freeVector3( v20 );		this.freeVector3( v21 );		this.freeVector3( v22 );		return m3;	}	addVector3( v1, v2 ) {		var v = this.allocVector3();		v.setValue( v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z() );		return v;	}	dotVectors3( v1, v2 ) {		return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z();	}	rowOfMatrix3( m, i ) {		var v = this.allocVector3();		v.setValue( m[ i * 3 + 0 ], m[ i * 3 + 1 ], m[ i * 3 + 2 ] );		return v;	}	columnOfMatrix3( m, i ) {		var v = this.allocVector3();		v.setValue( m[ i + 0 ], m[ i + 3 ], m[ i + 6 ] );		return v;	}	negativeVector3( v ) {		var v2 = this.allocVector3();		v2.setValue( - v.x(), - v.y(), - v.z() );		return v2;	}	multiplyMatrix3ByVector3( m, v ) {		var v4 = this.allocVector3();		var v0 = this.rowOfMatrix3( m, 0 );		var v1 = this.rowOfMatrix3( m, 1 );		var v2 = this.rowOfMatrix3( m, 2 );		var x = this.dotVectors3( v0, v );		var y = this.dotVectors3( v1, v );		var z = this.dotVectors3( v2, v );		v4.setValue( x, y, z );		this.freeVector3( v0 );		this.freeVector3( v1 );		this.freeVector3( v2 );		return v4;	}	transposeMatrix3( m ) {		var m2 = [];		m2[ 0 ] = m[ 0 ];		m2[ 1 ] = m[ 3 ];		m2[ 2 ] = m[ 6 ];		m2[ 3 ] = m[ 1 ];		m2[ 4 ] = m[ 4 ];		m2[ 5 ] = m[ 7 ];		m2[ 6 ] = m[ 2 ];		m2[ 7 ] = m[ 5 ];		m2[ 8 ] = m[ 8 ];		return m2;	}	quaternionToMatrix3( q ) {		var m = [];		var x = q.x();		var y = q.y();		var z = q.z();		var w = q.w();		var xx = x * x;		var yy = y * y;		var zz = z * z;		var xy = x * y;		var yz = y * z;		var zx = z * x;		var xw = x * w;		var yw = y * w;		var zw = z * w;		m[ 0 ] = 1 - 2 * ( yy + zz );		m[ 1 ] = 2 * ( xy - zw );		m[ 2 ] = 2 * ( zx + yw );		m[ 3 ] = 2 * ( xy + zw );		m[ 4 ] = 1 - 2 * ( zz + xx );		m[ 5 ] = 2 * ( yz - xw );		m[ 6 ] = 2 * ( zx - yw );		m[ 7 ] = 2 * ( yz + xw );		m[ 8 ] = 1 - 2 * ( xx + yy );		return m;	}	matrix3ToQuaternion( m ) {		var t = m[ 0 ] + m[ 4 ] + m[ 8 ];		var s, x, y, z, w;		if ( t > 0 ) {			s = Math.sqrt( t + 1.0 ) * 2;			w = 0.25 * s;			x = ( m[ 7 ] - m[ 5 ] ) / s;			y = ( m[ 2 ] - m[ 6 ] ) / s;			z = ( m[ 3 ] - m[ 1 ] ) / s;		} else if ( ( m[ 0 ] > m[ 4 ] ) && ( m[ 0 ] > m[ 8 ] ) ) {			s = Math.sqrt( 1.0 + m[ 0 ] - m[ 4 ] - m[ 8 ] ) * 2;			w = ( m[ 7 ] - m[ 5 ] ) / s;			x = 0.25 * s;			y = ( m[ 1 ] + m[ 3 ] ) / s;			z = ( m[ 2 ] + m[ 6 ] ) / s;		} else if ( m[ 4 ] > m[ 8 ] ) {			s = Math.sqrt( 1.0 + m[ 4 ] - m[ 0 ] - m[ 8 ] ) * 2;			w = ( m[ 2 ] - m[ 6 ] ) / s;			x = ( m[ 1 ] + m[ 3 ] ) / s;			y = 0.25 * s;			z = ( m[ 5 ] + m[ 7 ] ) / s;		} else {			s = Math.sqrt( 1.0 + m[ 8 ] - m[ 0 ] - m[ 4 ] ) * 2;			w = ( m[ 3 ] - m[ 1 ] ) / s;			x = ( m[ 2 ] + m[ 6 ] ) / s;			y = ( m[ 5 ] + m[ 7 ] ) / s;			z = 0.25 * s;		}		var q = this.allocQuaternion();		q.setX( x );		q.setY( y );		q.setZ( z );		q.setW( w );		return q;	}}/** * @param {THREE.SkinnedMesh} mesh * @param {Ammo.btDiscreteDynamicsWorld} world * @param {Object} params * @param {ResourceManager} manager */class RigidBody {	constructor( mesh, world, params, manager ) {		this.mesh = mesh;		this.world = world;		this.params = params;		this.manager = manager;		this.body = null;		this.bone = null;		this.boneOffsetForm = null;		this.boneOffsetFormInverse = null;		this._init();	}	/**	 * Resets rigid body transform to the current bone's.	 *	 * @return {RigidBody}	 */	reset() {		this._setTransformFromBone();		return this;	}	/**	 * Updates rigid body's transform from the current bone.	 *	 * @return {RidigBody}	 */	updateFromBone() {		if ( this.params.boneIndex !== - 1 && this.params.type === 0 ) {			this._setTransformFromBone();		}		return this;	}	/**	 * Updates bone from the current ridid body's transform.	 *	 * @return {RidigBody}	 */	updateBone() {		if ( this.params.type === 0 || this.params.boneIndex === - 1 ) {			return this;		}		this._updateBoneRotation();		if ( this.params.type === 1 ) {			this._updateBonePosition();		}		this.bone.updateMatrixWorld( true );		if ( this.params.type === 2 ) {			this._setPositionFromBone();		}		return this;	}	// private methods	_init() {		function generateShape( p ) {			switch ( p.shapeType ) {				case 0:					return new Ammo.btSphereShape( p.width );				case 1:					return new Ammo.btBoxShape( new Ammo.btVector3( p.width, p.height, p.depth ) );				case 2:					return new Ammo.btCapsuleShape( p.width, p.height );				default:					throw 'unknown shape type ' + p.shapeType;			}		}		const manager = this.manager;		const params = this.params;		const bones = this.mesh.skeleton.bones;		const bone = ( params.boneIndex === - 1 )			? new Bone()			: bones[ params.boneIndex ];		const shape = generateShape( params );		const weight = ( params.type === 0 ) ? 0 : params.weight;		const localInertia = manager.allocVector3();		localInertia.setValue( 0, 0, 0 );		if ( weight !== 0 ) {			shape.calculateLocalInertia( weight, localInertia );		}		const boneOffsetForm = manager.allocTransform();		manager.setIdentity( boneOffsetForm );		manager.setOriginFromArray3( boneOffsetForm, params.position );		manager.setBasisFromArray3( boneOffsetForm, params.rotation );		const vector = manager.allocThreeVector3();		const boneForm = manager.allocTransform();		manager.setIdentity( boneForm );		manager.setOriginFromThreeVector3( boneForm, bone.getWorldPosition( vector ) );		const form = manager.multiplyTransforms( boneForm, boneOffsetForm );		const state = new Ammo.btDefaultMotionState( form );		const info = new Ammo.btRigidBodyConstructionInfo( weight, state, shape, localInertia );		info.set_m_friction( params.friction );		info.set_m_restitution( params.restitution );		const body = new Ammo.btRigidBody( info );		if ( params.type === 0 ) {			body.setCollisionFlags( body.getCollisionFlags() | 2 );			/*			 * It'd be better to comment out this line though in general I should call this method			 * because I'm not sure why but physics will be more like MMD's			 * if I comment out.			 */			body.setActivationState( 4 );		}		body.setDamping( params.positionDamping, params.rotationDamping );		body.setSleepingThresholds( 0, 0 );		this.world.addRigidBody( body, 1 << params.groupIndex, params.groupTarget );		this.body = body;		this.bone = bone;		this.boneOffsetForm = boneOffsetForm;		this.boneOffsetFormInverse = manager.inverseTransform( boneOffsetForm );		manager.freeVector3( localInertia );		manager.freeTransform( form );		manager.freeTransform( boneForm );		manager.freeThreeVector3( vector );	}	_getBoneTransform() {		const manager = this.manager;		const p = manager.allocThreeVector3();		const q = manager.allocThreeQuaternion();		const s = manager.allocThreeVector3();		this.bone.matrixWorld.decompose( p, q, s );		const tr = manager.allocTransform();		manager.setOriginFromThreeVector3( tr, p );		manager.setBasisFromThreeQuaternion( tr, q );		const form = manager.multiplyTransforms( tr, this.boneOffsetForm );		manager.freeTransform( tr );		manager.freeThreeVector3( s );		manager.freeThreeQuaternion( q );		manager.freeThreeVector3( p );		return form;	}	_getWorldTransformForBone() {		const manager = this.manager;		const tr = this.body.getCenterOfMassTransform();		return manager.multiplyTransforms( tr, this.boneOffsetFormInverse );	}	_setTransformFromBone() {		const manager = this.manager;		const form = this._getBoneTransform();		// TODO: check the most appropriate way to set		//this.body.setWorldTransform( form );		this.body.setCenterOfMassTransform( form );		this.body.getMotionState().setWorldTransform( form );		manager.freeTransform( form );	}	_setPositionFromBone() {		const manager = this.manager;		const form = this._getBoneTransform();		const tr = manager.allocTransform();		this.body.getMotionState().getWorldTransform( tr );		manager.copyOrigin( tr, form );		// TODO: check the most appropriate way to set		//this.body.setWorldTransform( tr );		this.body.setCenterOfMassTransform( tr );		this.body.getMotionState().setWorldTransform( tr );		manager.freeTransform( tr );		manager.freeTransform( form );	}	_updateBoneRotation() {		const manager = this.manager;		const tr = this._getWorldTransformForBone();		const q = manager.getBasis( tr );		const thQ = manager.allocThreeQuaternion();		const thQ2 = manager.allocThreeQuaternion();		const thQ3 = manager.allocThreeQuaternion();		thQ.set( q.x(), q.y(), q.z(), q.w() );		thQ2.setFromRotationMatrix( this.bone.matrixWorld );		thQ2.conjugate();		thQ2.multiply( thQ );		//this.bone.quaternion.multiply( thQ2 );		thQ3.setFromRotationMatrix( this.bone.matrix );		// Renormalizing quaternion here because repeatedly transforming		// quaternion continuously accumulates floating point error and		// can end up being overflow. See #15335		this.bone.quaternion.copy( thQ2.multiply( thQ3 ).normalize() );		manager.freeThreeQuaternion( thQ );		manager.freeThreeQuaternion( thQ2 );		manager.freeThreeQuaternion( thQ3 );		manager.freeQuaternion( q );		manager.freeTransform( tr );	}	_updateBonePosition() {		const manager = this.manager;		const tr = this._getWorldTransformForBone();		const thV = manager.allocThreeVector3();		const o = manager.getOrigin( tr );		thV.set( o.x(), o.y(), o.z() );		if ( this.bone.parent ) {			this.bone.parent.worldToLocal( thV );		}		this.bone.position.copy( thV );		manager.freeThreeVector3( thV );		manager.freeTransform( tr );	}}//class Constraint {	/**	 * @param {THREE.SkinnedMesh} mesh	 * @param {Ammo.btDiscreteDynamicsWorld} world	 * @param {RigidBody} bodyA	 * @param {RigidBody} bodyB	 * @param {Object} params	 * @param {ResourceManager} manager	 */	constructor( mesh, world, bodyA, bodyB, params, manager ) {		this.mesh = mesh;		this.world = world;		this.bodyA = bodyA;		this.bodyB = bodyB;		this.params = params;		this.manager = manager;		this.constraint = null;		this._init();	}	// private method	_init() {		const manager = this.manager;		const params = this.params;		const bodyA = this.bodyA;		const bodyB = this.bodyB;		const form = manager.allocTransform();		manager.setIdentity( form );		manager.setOriginFromArray3( form, params.position );		manager.setBasisFromArray3( form, params.rotation );		const formA = manager.allocTransform();		const formB = manager.allocTransform();		bodyA.body.getMotionState().getWorldTransform( formA );		bodyB.body.getMotionState().getWorldTransform( formB );		const formInverseA = manager.inverseTransform( formA );		const formInverseB = manager.inverseTransform( formB );		const formA2 = manager.multiplyTransforms( formInverseA, form );		const formB2 = manager.multiplyTransforms( formInverseB, form );		const constraint = new Ammo.btGeneric6DofSpringConstraint( bodyA.body, bodyB.body, formA2, formB2, true );		const lll = manager.allocVector3();		const lul = manager.allocVector3();		const all = manager.allocVector3();		const aul = manager.allocVector3();		lll.setValue( params.translationLimitation1[ 0 ],		              params.translationLimitation1[ 1 ],		              params.translationLimitation1[ 2 ] );		lul.setValue( params.translationLimitation2[ 0 ],		              params.translationLimitation2[ 1 ],		              params.translationLimitation2[ 2 ] );		all.setValue( params.rotationLimitation1[ 0 ],		              params.rotationLimitation1[ 1 ],		              params.rotationLimitation1[ 2 ] );		aul.setValue( params.rotationLimitation2[ 0 ],		              params.rotationLimitation2[ 1 ],		              params.rotationLimitation2[ 2 ] );		constraint.setLinearLowerLimit( lll );		constraint.setLinearUpperLimit( lul );		constraint.setAngularLowerLimit( all );		constraint.setAngularUpperLimit( aul );		for ( let i = 0; i < 3; i ++ ) {			if ( params.springPosition[ i ] !== 0 ) {				constraint.enableSpring( i, true );				constraint.setStiffness( i, params.springPosition[ i ] );			}		}		for ( let i = 0; i < 3; i ++ ) {			if ( params.springRotation[ i ] !== 0 ) {				constraint.enableSpring( i + 3, true );				constraint.setStiffness( i + 3, params.springRotation[ i ] );			}		}		/*		 * Currently(10/31/2016) official ammo.js doesn't support		 * btGeneric6DofSpringConstraint.setParam method.		 * You need custom ammo.js (add the method into idl) if you wanna use.		 * By setting this parameter, physics will be more like MMD's		 */		if ( constraint.setParam !== undefined ) {			for ( let i = 0; i < 6; i ++ ) {				// this parameter is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js				constraint.setParam( 2, 0.475, i );			}		}		this.world.addConstraint( constraint, true );		this.constraint = constraint;		manager.freeTransform( form );		manager.freeTransform( formA );		manager.freeTransform( formB );		manager.freeTransform( formInverseA );		manager.freeTransform( formInverseB );		manager.freeTransform( formA2 );		manager.freeTransform( formB2 );		manager.freeVector3( lll );		manager.freeVector3( lul );		manager.freeVector3( all );		manager.freeVector3( aul );	}}//const _position = new Vector3();const _quaternion = new Quaternion();const _scale = new Vector3();const _matrixWorldInv = new Matrix4();class MMDPhysicsHelper extends Object3D {	/**	 * Visualize Rigid bodies	 *	 * @param {THREE.SkinnedMesh} mesh	 * @param {Physics} physics	 */	constructor( mesh, physics ) {		super();		this.root = mesh;		this.physics = physics;		this.matrix.copy( mesh.matrixWorld );		this.matrixAutoUpdate = false;		this.materials = [];		this.materials.push(			new MeshBasicMaterial( {				color: new Color( 0xff8888 ),				wireframe: true,				depthTest: false,				depthWrite: false,				opacity: 0.25,				transparent: true			} )		);		this.materials.push(			new MeshBasicMaterial( {				color: new Color( 0x88ff88 ),				wireframe: true,				depthTest: false,				depthWrite: false,				opacity: 0.25,				transparent: true			} )		);		this.materials.push(			new MeshBasicMaterial( {				color: new Color( 0x8888ff ),				wireframe: true,				depthTest: false,				depthWrite: false,				opacity: 0.25,				transparent: true			} )		);		this._init();	}	/**	 * Updates Rigid Bodies visualization.	 */	updateMatrixWorld( force ) {		var mesh = this.root;		if ( this.visible ) {			var bodies = this.physics.bodies;			_matrixWorldInv				.copy( mesh.matrixWorld )				.decompose( _position, _quaternion, _scale )				.compose( _position, _quaternion, _scale.set( 1, 1, 1 ) )				.invert();			for ( var i = 0, il = bodies.length; i < il; i ++ ) {				var body = bodies[ i ].body;				var child = this.children[ i ];				var tr = body.getCenterOfMassTransform();				var origin = tr.getOrigin();				var rotation = tr.getRotation();				child.position					.set( origin.x(), origin.y(), origin.z() )					.applyMatrix4( _matrixWorldInv );				child.quaternion					.setFromRotationMatrix( _matrixWorldInv )					.multiply(						_quaternion.set( rotation.x(), rotation.y(), rotation.z(), rotation.w() )					);			}		}		this.matrix			.copy( mesh.matrixWorld )			.decompose( _position, _quaternion, _scale )			.compose( _position, _quaternion, _scale.set( 1, 1, 1 ) );		super.updateMatrixWorld( force );	}	// private method	_init() {		var bodies = this.physics.bodies;		function createGeometry( param ) {			switch ( param.shapeType ) {				case 0:					return new SphereGeometry( param.width, 16, 8 );				case 1:					return new BoxGeometry( param.width * 2, param.height * 2, param.depth * 2, 8, 8, 8 );				case 2:					return new createCapsuleGeometry( param.width, param.height, 16, 8 );				default:					return null;			}		}		// copy from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mytest37.js?ver=20160815		function createCapsuleGeometry( radius, cylinderHeight, segmentsRadius, segmentsHeight ) {			var geometry = new CylinderGeometry( radius, radius, cylinderHeight, segmentsRadius, segmentsHeight, true );			var upperSphere = new Mesh( new SphereGeometry( radius, segmentsRadius, segmentsHeight, 0, Math.PI * 2, 0, Math.PI / 2 ) );			var lowerSphere = new Mesh( new SphereGeometry( radius, segmentsRadius, segmentsHeight, 0, Math.PI * 2, Math.PI / 2, Math.PI / 2 ) );			upperSphere.position.set( 0, cylinderHeight / 2, 0 );			lowerSphere.position.set( 0, - cylinderHeight / 2, 0 );			upperSphere.updateMatrix();			lowerSphere.updateMatrix();			geometry.merge( upperSphere.geometry, upperSphere.matrix );			geometry.merge( lowerSphere.geometry, lowerSphere.matrix );			return geometry;		}		for ( var i = 0, il = bodies.length; i < il; i ++ ) {			var param = bodies[ i ].params;			this.add( new Mesh( createGeometry( param ), this.materials[ param.type ] ) );		}	}}export { MMDPhysics };
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