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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 THREE.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 THREE.Vector3();		}		freeThreeVector3( v ) {			this.threeVector3s.push( v );		}		allocThreeMatrix4() {			return this.threeMatrix4s.length > 0 ? this.threeMatrix4s.pop() : new THREE.Matrix4();		}		freeThreeMatrix4( m ) {			this.threeMatrix4s.push( m );		}		allocThreeQuaternion() {			return this.threeQuaternions.length > 0 ? this.threeQuaternions.pop() : new THREE.Quaternion();		}		freeThreeQuaternion( q ) {			this.threeQuaternions.push( q );		}		allocThreeEuler() {			return this.threeEulers.length > 0 ? this.threeEulers.pop() : new THREE.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 THREE.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 THREE.Vector3();	const _quaternion = new THREE.Quaternion();	const _scale = new THREE.Vector3();	const _matrixWorldInv = new THREE.Matrix4();	class MMDPhysicsHelper extends THREE.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 THREE.MeshBasicMaterial( {				color: new THREE.Color( 0xff8888 ),				wireframe: true,				depthTest: false,				depthWrite: false,				opacity: 0.25,				transparent: true			} ) );			this.materials.push( new THREE.MeshBasicMaterial( {				color: new THREE.Color( 0x88ff88 ),				wireframe: true,				depthTest: false,				depthWrite: false,				opacity: 0.25,				transparent: true			} ) );			this.materials.push( new THREE.MeshBasicMaterial( {				color: new THREE.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 THREE.SphereGeometry( param.width, 16, 8 );					case 1:						return new THREE.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 THREE.CylinderGeometry( radius, radius, cylinderHeight, segmentsRadius, segmentsHeight, true );				var upperSphere = new THREE.Mesh( new THREE.SphereGeometry( radius, segmentsRadius, segmentsHeight, 0, Math.PI * 2, 0, Math.PI / 2 ) );				var lowerSphere = new THREE.Mesh( new THREE.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 THREE.Mesh( createGeometry( param ), this.materials[ param.type ] ) );			}		}	}	THREE.MMDPhysics = MMDPhysics;} )();
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