| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433 | ( function () {	const _q = new THREE.Quaternion();	const _targetPos = new THREE.Vector3();	const _targetVec = new THREE.Vector3();	const _effectorPos = new THREE.Vector3();	const _effectorVec = new THREE.Vector3();	const _linkPos = new THREE.Vector3();	const _invLinkQ = new THREE.Quaternion();	const _linkScale = new THREE.Vector3();	const _axis = new THREE.Vector3();	const _vector = new THREE.Vector3();	const _matrix = new THREE.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 THREE.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 THREE.Object3D {		constructor( mesh, iks = [] ) {			super();			this.root = mesh;			this.iks = iks;			this.matrix.copy( mesh.matrixWorld );			this.matrixAutoUpdate = false;			this.sphereGeometry = new THREE.SphereGeometry( 0.25, 16, 8 );			this.targetSphereMaterial = new THREE.MeshBasicMaterial( {				color: new THREE.Color( 0xff8888 ),				depthTest: false,				depthWrite: false,				transparent: true			} );			this.effectorSphereMaterial = new THREE.MeshBasicMaterial( {				color: new THREE.Color( 0x88ff88 ),				depthTest: false,				depthWrite: false,				transparent: true			} );			this.linkSphereMaterial = new THREE.MeshBasicMaterial( {				color: new THREE.Color( 0x8888ff ),				depthTest: false,				depthWrite: false,				transparent: true			} );			this.lineMaterial = new THREE.LineBasicMaterial( {				color: new THREE.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 THREE.BufferGeometry();				const vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );				geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );				return geometry;			}			function createTargetMesh() {				return new THREE.Mesh( scope.sphereGeometry, scope.targetSphereMaterial );			}			function createEffectorMesh() {				return new THREE.Mesh( scope.sphereGeometry, scope.effectorSphereMaterial );			}			function createLinkMesh() {				return new THREE.Mesh( scope.sphereGeometry, scope.linkSphereMaterial );			}			function createLine( ik ) {				return new THREE.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 ) );			}		}	}	THREE.CCDIKSolver = CCDIKSolver;} )();
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