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