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@@ -2,416 +2,428 @@
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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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- * mesh.geometry needs to have iks array.
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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.
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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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- * ik = {
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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 THREE.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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-THREE.CCDIKSolver = function ( mesh ) {
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-
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- this.mesh = mesh;
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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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-THREE.CCDIKSolver.prototype = {
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-
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- constructor: THREE.CCDIKSolver,
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-
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- _valid: function () {
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-
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- var iks = this.mesh.geometry.iks;
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- var bones = this.mesh.skeleton.bones;
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+THREE.CCDIKSolver = ( function () {
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- for ( var i = 0, il = iks.length; i < il; i ++ ) {
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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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- var ik = iks[ i ];
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+ this.mesh = mesh;
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+ this.iks = iks || [];
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- var effector = bones[ ik.effector ];
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+ this._valid();
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- var links = ik.links;
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+ }
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- var link0, link1;
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+ CCDIKSolver.prototype = {
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- link0 = effector;
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+ constructor: CCDIKSolver,
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- for ( var j = 0, jl = links.length; j < jl; j ++ ) {
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+ /**
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+ * Update IK bones.
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+ *
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+ * @return {THREE.CCDIKSolver}
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+ */
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+ update: function () {
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- link1 = bones[ links[ j ].index ];
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+ var q = new THREE.Quaternion();
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+ var targetPos = new THREE.Vector3();
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+ var targetVec = new THREE.Vector3();
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+ var effectorPos = new THREE.Vector3();
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+ var effectorVec = new THREE.Vector3();
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+ var linkPos = new THREE.Vector3();
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+ var invLinkQ = new THREE.Quaternion();
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+ var linkScale = new THREE.Vector3();
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+ var axis = new THREE.Vector3();
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- if ( link0.parent !== link1 ) {
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+ return function update() {
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- console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
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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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- link0 = link1;
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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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- * save the bone matrices before solving IK.
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- * they're used for generating VMD and VPD.
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- */
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- _saveOriginalBonesInfo: function () {
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+ for ( var j = 0; j < iteration; j++ ) {
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- var bones = this.mesh.skeleton.bones;
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+ var rotated = false;
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- for ( var i = 0, il = bones.length; i < il; i ++ ) {
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+ for ( var k = 0, kl = links.length; k < kl; k++ ) {
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- var bone = bones[ i ];
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+ var link = bones[ links[ k ].index ];
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- if ( bone.userData.ik === undefined ) bone.userData.ik = {};
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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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- bone.userData.ik.originalMatrix = bone.matrix.toArray();
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+ var limitation = links[ k ].limitation;
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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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- update: function ( saveOriginalBones ) {
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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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- var q = new THREE.Quaternion();
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+ var angle = targetVec.dot( effectorVec );
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- var targetPos = new THREE.Vector3();
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- var targetVec = new THREE.Vector3();
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- var effectorPos = new THREE.Vector3();
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- var effectorVec = new THREE.Vector3();
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- var linkPos = new THREE.Vector3();
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- var invLinkQ = new THREE.Quaternion();
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- var linkScale = new THREE.Vector3();
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- var axis = new THREE.Vector3();
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+ if ( angle > 1.0 ) {
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- var bones = this.mesh.skeleton.bones;
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- var iks = this.mesh.geometry.iks;
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+ angle = 1.0;
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- var boneParams = this.mesh.geometry.bones;
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+ } else if ( angle < -1.0 ) {
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- // for reference overhead reduction in loop
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- var math = Math;
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+ angle = -1.0;
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- this.mesh.updateMatrixWorld( true );
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+ }
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- if ( saveOriginalBones === true ) this._saveOriginalBonesInfo();
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+ angle = math.acos( angle );
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- for ( var i = 0, il = iks.length; i < il; i++ ) {
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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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- 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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+ if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
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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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+ angle = ik.minAngle;
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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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+ if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
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- var rotated = false;
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+ angle = ik.maxAngle;
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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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+ axis.crossVectors( effectorVec, targetVec );
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+ axis.normalize();
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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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+ q.setFromAxisAngle( axis, angle );
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+ link.quaternion.multiply( q );
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- var limitation = links[ k ].limitation;
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+ // TODO: re-consider the limitation specification
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+ if ( limitation !== undefined ) {
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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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+ var c = link.quaternion.w;
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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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+ if ( c > 1.0 ) c = 1.0;
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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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+ 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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- var angle = targetVec.dot( effectorVec );
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+ }
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- if ( angle > 1.0 ) {
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+ link.updateMatrixWorld( true );
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- angle = 1.0;
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+ rotated = true;
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- } else if ( angle < -1.0 ) {
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+ }
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- angle = -1.0;
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+ if ( ! rotated ) break;
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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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+ return this;
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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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+ * 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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- if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
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+ return new CCDIKHelper( this.mesh, this.mesh.geometry.iks );
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- angle = ik.maxAngle;
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+ },
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- }
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+ // private methods
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- axis.crossVectors( effectorVec, targetVec );
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- axis.normalize();
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+ _valid: function () {
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- q.setFromAxisAngle( axis, angle );
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- link.quaternion.multiply( q );
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+ var iks = this.iks;
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+ var bones = this.mesh.skeleton.bones;
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- // TODO: re-consider the limitation specification
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- if ( limitation !== undefined ) {
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+ for ( var i = 0, il = iks.length; i < il; i ++ ) {
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- var c = link.quaternion.w;
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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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- if ( c > 1.0 ) {
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+ link0 = effector;
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- c = 1.0;
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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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- 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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+ console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
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}
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- link.updateMatrixWorld( true );
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- rotated = true;
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+ link0 = link1;
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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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- // just in case
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- this.mesh.updateMatrixWorld( true );
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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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+ THREE.Object3D.call( this );
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+ this.root = mesh;
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+ this.iks = iks || [];
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-THREE.CCDIKHelper = function ( mesh ) {
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+ this.matrix = mesh.matrixWorld;
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+ this.matrixAutoUpdate = false;
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- if ( mesh.geometry.iks === undefined || mesh.skeleton === undefined ) {
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+ this.sphereGeometry = new THREE.SphereBufferGeometry( 0.25, 16, 8 );
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- throw 'THREE.CCDIKHelper requires iks in mesh.geometry and skeleton in mesh.';
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+ this.targetSphereMaterial = new THREE.MeshBasicMaterial( {
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+ color: new THREE.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 THREE.MeshBasicMaterial( {
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+ color: new THREE.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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- THREE.Object3D.call( this );
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+ this.linkSphereMaterial = new THREE.MeshBasicMaterial( {
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+ color: new THREE.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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- this.root = mesh;
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+ this.lineMaterial = new THREE.LineBasicMaterial( {
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+ color: new THREE.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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- this.matrix = mesh.matrixWorld;
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- this.matrixAutoUpdate = false;
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+ this._init();
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- this.sphereGeometry = new THREE.SphereBufferGeometry( 0.25, 16, 8 );
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+ }
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- this.targetSphereMaterial = new THREE.MeshBasicMaterial( {
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- color: new THREE.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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+ CCDIKHelper.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
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- this.effectorSphereMaterial = new THREE.MeshBasicMaterial( {
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- color: new THREE.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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+ constructor: CCDIKHelper,
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- this.linkSphereMaterial = new THREE.MeshBasicMaterial( {
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- color: new THREE.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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+ * Updates IK bones visualization.
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+ *
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+ * @return {CCDIKHelper}
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+ */
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+ update: function () {
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- this.lineMaterial = new THREE.LineBasicMaterial( {
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- color: new THREE.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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+ var matrix = new THREE.Matrix4();
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+ var vector = new THREE.Vector3();
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- this._init();
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- this.update();
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+ function getPosition( bone, matrixWorldInv ) {
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-};
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+ vector.setFromMatrixPosition( bone.matrixWorld );
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+ vector.applyMatrix4( matrixWorldInv );
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-THREE.CCDIKHelper.prototype = Object.create( THREE.Object3D.prototype );
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-THREE.CCDIKHelper.prototype.constructor = THREE.CCDIKHelper;
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+ return vector;
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-THREE.CCDIKHelper.prototype._init = function () {
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+ }
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- var self = this;
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- var mesh = this.root;
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- var iks = mesh.geometry.iks;
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+ function setPositionOfBoneToAttributeArray( array, index, bone, matrixWorldInv ) {
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- function createLineGeometry( ik ) {
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+ var v = getPosition( bone, matrixWorldInv );
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- var geometry = new THREE.BufferGeometry();
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- var vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
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- geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
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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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- return geometry;
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+ }
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- }
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+ return function update() {
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- function createTargetMesh() {
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+ var offset = 0;
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|
- return new THREE.Mesh( self.sphereGeometry, self.targetSphereMaterial );
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+ var mesh = this.root;
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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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|
- }
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|
+ matrix.getInverse( mesh.matrixWorld );
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- function createEffectorMesh() {
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|
+ for ( var i = 0, il = iks.length; i < il; i ++ ) {
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|
|
|
|
- return new THREE.Mesh( self.sphereGeometry, self.effectorSphereMaterial );
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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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|
|
|
|
|
- function createLinkMesh() {
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|
|
+ var targetMesh = this.children[ offset ++ ];
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|
|
+ var effectorMesh = this.children[ offset ++ ];
|
|
|
|
|
|
- return new THREE.Mesh( self.sphereGeometry, self.linkSphereMaterial );
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|
|
+ targetMesh.position.copy( getPosition( targetBone, matrix ) );
|
|
|
+ effectorMesh.position.copy( getPosition( effectorBone, matrix ) );
|
|
|
|
|
|
- }
|
|
|
+ for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
|
|
|
|
|
|
- function createLine( ik ) {
|
|
|
+ var link = ik.links[ j ];
|
|
|
+ var linkBone = bones[ link.index ];
|
|
|
|
|
|
- return new THREE.Line( createLineGeometry( ik ), self.lineMaterial );
|
|
|
+ var linkMesh = this.children[ offset ++ ];
|
|
|
|
|
|
- }
|
|
|
+ linkMesh.position.copy( getPosition( linkBone, matrix ) );
|
|
|
|
|
|
- for ( var i = 0, il = iks.length; i < il; i ++ ) {
|
|
|
+ }
|
|
|
|
|
|
- var ik = iks[ i ];
|
|
|
+ var line = this.children[ offset ++ ];
|
|
|
+ var array = line.geometry.attributes.position.array;
|
|
|
|
|
|
- this.add( createTargetMesh() );
|
|
|
- this.add( createEffectorMesh() );
|
|
|
+ setPositionOfBoneToAttributeArray( array, 0, targetBone, matrix );
|
|
|
+ setPositionOfBoneToAttributeArray( array, 1, effectorBone, matrix );
|
|
|
|
|
|
- for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
|
|
|
+ for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
|
|
|
|
|
|
- this.add( createLinkMesh() );
|
|
|
+ var link = ik.links[ j ];
|
|
|
+ var linkBone = bones[ link.index ];
|
|
|
+ setPositionOfBoneToAttributeArray( array, j + 2, linkBone, matrix );
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- this.add( createLine( ik ) );
|
|
|
+ line.geometry.attributes.position.needsUpdate = true;
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
-};
|
|
|
+ }
|
|
|
|
|
|
-THREE.CCDIKHelper.prototype.update = function () {
|
|
|
+ }(),
|
|
|
|
|
|
- var offset = 0;
|
|
|
+ // private method
|
|
|
|
|
|
- var mesh = this.root;
|
|
|
- var iks = mesh.geometry.iks;
|
|
|
- var bones = mesh.skeleton.bones;
|
|
|
+ _init: function () {
|
|
|
|
|
|
- var matrixWorldInv = new THREE.Matrix4().getInverse( mesh.matrixWorld );
|
|
|
- var vector = new THREE.Vector3();
|
|
|
+ var self = this;
|
|
|
+ var mesh = this.root;
|
|
|
+ var iks = this.iks;
|
|
|
|
|
|
- function getPosition( bone ) {
|
|
|
+ function createLineGeometry( ik ) {
|
|
|
|
|
|
- vector.setFromMatrixPosition( bone.matrixWorld );
|
|
|
- vector.applyMatrix4( matrixWorldInv );
|
|
|
+ var geometry = new THREE.BufferGeometry();
|
|
|
+ var vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
|
|
|
+ geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
|
|
|
|
|
|
- return vector;
|
|
|
+ return geometry;
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- function setPositionOfBoneToAttributeArray( array, index, bone ) {
|
|
|
+ function createTargetMesh() {
|
|
|
|
|
|
- var v = getPosition( bone );
|
|
|
+ return new THREE.Mesh( self.sphereGeometry, self.targetSphereMaterial );
|
|
|
|
|
|
- array[ index * 3 + 0 ] = v.x;
|
|
|
- array[ index * 3 + 1 ] = v.y;
|
|
|
- array[ index * 3 + 2 ] = v.z;
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ function createEffectorMesh() {
|
|
|
+
|
|
|
+ return new THREE.Mesh( self.sphereGeometry, self.effectorSphereMaterial );
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
- for ( var i = 0, il = iks.length; i < il; i ++ ) {
|
|
|
+ function createLinkMesh() {
|
|
|
|
|
|
- var ik = iks[ i ];
|
|
|
+ return new THREE.Mesh( self.sphereGeometry, self.linkSphereMaterial );
|
|
|
|
|
|
- var targetBone = bones[ ik.target ];
|
|
|
- var effectorBone = bones[ ik.effector ];
|
|
|
+ }
|
|
|
|
|
|
- var targetMesh = this.children[ offset ++ ];
|
|
|
- var effectorMesh = this.children[ offset ++ ];
|
|
|
+ function createLine( ik ) {
|
|
|
|
|
|
- targetMesh.position.copy( getPosition( targetBone ) );
|
|
|
- effectorMesh.position.copy( getPosition( effectorBone ) );
|
|
|
+ return new THREE.Line( createLineGeometry( ik ), self.lineMaterial );
|
|
|
|
|
|
- for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
|
|
|
+ }
|
|
|
|
|
|
- var link = ik.links[ j ];
|
|
|
- var linkBone = bones[ link.index ];
|
|
|
+ for ( var i = 0, il = iks.length; i < il; i ++ ) {
|
|
|
|
|
|
- var linkMesh = this.children[ offset ++ ];
|
|
|
+ var ik = iks[ i ];
|
|
|
|
|
|
- linkMesh.position.copy( getPosition( linkBone ) );
|
|
|
+ this.add( createTargetMesh() );
|
|
|
+ this.add( createEffectorMesh() );
|
|
|
|
|
|
- }
|
|
|
+ for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
|
|
|
|
|
|
- var line = this.children[ offset ++ ];
|
|
|
- var array = line.geometry.attributes.position.array;
|
|
|
+ this.add( createLinkMesh() );
|
|
|
|
|
|
- setPositionOfBoneToAttributeArray( array, 0, targetBone );
|
|
|
- setPositionOfBoneToAttributeArray( array, 1, effectorBone );
|
|
|
+ }
|
|
|
|
|
|
- for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
|
|
|
+ this.add( createLine( ik ) );
|
|
|
|
|
|
- var link = ik.links[ j ];
|
|
|
- var linkBone = bones[ link.index ];
|
|
|
- setPositionOfBoneToAttributeArray( array, j + 2, linkBone );
|
|
|
+ }
|
|
|
|
|
|
}
|
|
|
|
|
|
- line.geometry.attributes.position.needsUpdate = true;
|
|
|
+ } );
|
|
|
|
|
|
- }
|
|
|
+ return CCDIKSolver;
|
|
|
|
|
|
-};
|
|
|
+} )();
|