فهرست منبع

Merge pull request #7585 from takahirox/MMDLoader

Physics support for THREE.MMDLoader.
Mr.doob 9 سال پیش
والد
کامیت
a5642d0f90
5فایلهای تغییر یافته به همراه1554 افزوده شده و 77 حذف شده
  1. 0 33
      examples/js/animation/CCDIKSolver.js
  2. 938 0
      examples/js/animation/MMDPhysics.js
  3. 5 0
      examples/js/libs/ammo.js
  4. 532 30
      examples/js/loaders/MMDLoader.js
  5. 79 14
      examples/webgl_loader_mmd.html

+ 0 - 33
examples/js/animation/CCDIKSolver.js

@@ -22,14 +22,6 @@ THREE.CCDIKSolver = function ( mesh ) {
 
 	this.mesh = mesh;
 
-	var bones = mesh.skeleton.bones;
-	this.orgBones = [];
-	for ( var i = 0; i < bones.length; i++ ) {
-
-		this.orgBones.push( bones[ i ].clone() );
-
-	}
-
 };
 
 THREE.CCDIKSolver.prototype = {
@@ -139,31 +131,6 @@ THREE.CCDIKSolver.prototype = {
 
 		}
 
-	},
-
-	resetLinks: function () {
-
-		var bones = this.mesh.skeleton.bones;
-		var iks = this.mesh.geometry.iks;
-
-		for ( var i = 0, il = iks.length; i < il; i++ ) {
-
-			var ik = iks[ i ];
-			var links = ik.links;
-
-			for ( var j = 0; j < links.length; j++ ) {
-
-				var link = links[ j ];
-				var index = link.index;
-				var b = bones[ index ];
-				var b2 = this.orgBones[ index ];
-				//b.position.copy( b2.position );
-				b.quaternion.copy( b2.quaternion );
-
-			}
-
-		}
-
 	}
 
 };

+ 938 - 0
examples/js/animation/MMDPhysics.js

@@ -0,0 +1,938 @@
+/**
+ * @author takahiro / https://github.com/takahirox
+ *
+ * Dependencies
+ *  - Ammo.js https://github.com/kripken/ammo.js
+ *
+ *
+ * MMD specific Physics class.
+ *
+ * See THREE.MMDLoader for the passed parameter list of RigidBody/Constraint.
+ *
+ *
+ * TODO
+ *  - use Physijs http://chandlerprall.github.io/Physijs/
+ *    and improve the performance by making use of Web worker.
+ *  - if possible, make this class being non-MMD specific.
+ */
+
+THREE.MMDPhysics = function ( mesh ) {
+
+	this.mesh = mesh;
+	this.helper = new THREE.MMDPhysics.PhysicsHelper();
+
+	this.world = null;
+	this.bodies = [];
+	this.constraints = [];
+
+	this.init();
+
+};
+
+THREE.MMDPhysics.prototype = {
+
+	constructor: THREE.MMDPhysics,
+
+	init: function () {
+
+		this.initWorld();
+		this.initRigidBodies();
+		this.initConstraints();
+		this.reset();
+
+	},
+
+	initWorld: function () {
+
+		var config = new Ammo.btDefaultCollisionConfiguration();
+		var dispatcher = new Ammo.btCollisionDispatcher( config );
+		var cache = new Ammo.btDbvtBroadphase();
+		var solver = new Ammo.btSequentialImpulseConstraintSolver();
+		var world = new Ammo.btDiscreteDynamicsWorld( dispatcher, cache, solver, config );
+		world.setGravity( new Ammo.btVector3( 0, -10 * 10, 0 ) );
+		this.world = world;
+
+	},
+
+	initRigidBodies: function () {
+
+		var bodies = this.mesh.geometry.rigidBodies;
+
+		for ( var i = 0; i < bodies.length; i++ ) {
+
+			var b = new THREE.MMDPhysics.RigidBody( this.mesh, this.world, bodies[ i ], this.helper );
+			this.bodies.push( b );
+
+		}
+
+	},
+
+	initConstraints: function () {
+
+		var constraints = this.mesh.geometry.constraints;
+
+		for ( var i = 0; i < constraints.length; i++ ) {
+
+			var params = constraints[ i ];
+			var bodyA = this.bodies[ params.rigidBodyIndex1 ];
+			var bodyB = this.bodies[ params.rigidBodyIndex2 ];
+			var c = new THREE.MMDPhysics.Constraint( this.mesh, this.world, bodyA, bodyB, params, this.helper );
+			this.constraints.push( c );
+
+		}
+
+
+	},
+
+	update: function ( delta ) {
+
+		var unitStep = 1 / 60;
+		var stepTime = delta;
+		var maxStepNum = ( ( delta / unitStep ) | 0 ) + 1;
+
+		if ( maxStepNum > 3 ) {
+
+			maxStepNum = 3;
+
+		}
+
+		this.updateRigidBodies();
+		this.world.stepSimulation( stepTime, maxStepNum, unitStep );
+		this.updateBones();
+
+	},
+
+	updateRigidBodies: function () {
+
+		for ( var i = 0; i < this.bodies.length; i++ ) {
+
+			this.bodies[ i ].updateFromBone();
+
+		}
+
+	},
+
+	updateBones: function () {
+
+		for ( var i = 0; i < this.bodies.length; i++ ) {
+
+			this.bodies[ i ].updateBone();
+
+		}
+
+	},
+
+	reset: function () {
+
+		for ( var i = 0; i < this.bodies.length; i++ ) {
+
+			this.bodies[ i ].reset();
+
+		}
+
+	},
+
+	warmup: function ( cycles ) {
+
+		for ( var i = 0; i < cycles; i++ ) {
+
+			this.update( 1 );
+
+		}
+
+	}
+
+};
+
+/**
+ * This helper class 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.
+ */
+THREE.MMDPhysics.PhysicsHelper = function () {
+
+	// for Three.js
+	this.threeVector3s = [];
+	this.threeMatrix4s = [];
+	this.threeQuaternions = [];
+
+	// for Ammo.js
+	this.transforms = [];
+	this.quaternions = [];
+	this.vector3s = [];
+
+};
+
+THREE.MMDPhysics.PhysicsHelper.prototype = {
+
+	allocThreeVector3: function () {
+
+		return ( this.threeVector3s.length > 0 ) ? this.threeVector3s.pop() : new THREE.Vector3();
+
+	},
+
+	freeThreeVector3: function ( v ) {
+
+		this.threeVector3s.push( v );
+
+	},
+
+	allocThreeMatrix4: function () {
+
+		return ( this.threeMatrix4s.length > 0 ) ? this.threeMatrix4s.pop() : new THREE.Matrix4();
+
+	},
+
+	freeThreeMatrix4: function ( m ) {
+
+		this.threeMatrix4s.push( m );
+
+	},
+
+	allocThreeQuaternion: function () {
+
+		return ( this.threeQuaternions.length > 0 ) ? this.threeQuaternions.pop() : new THREE.Quaternion();
+
+	},
+
+	freeThreeQuaternion: function ( q ) {
+
+		this.threeQuaternions.push( q );
+
+	},
+
+	allocTransform: function () {
+
+		return ( this.transforms.length > 0 ) ? this.transforms.pop() : new Ammo.btTransform();
+
+	},
+
+	freeTransform: function ( t ) {
+
+		this.transforms.push( t );
+
+	},
+
+	allocQuaternion: function () {
+
+		return ( this.quaternions.length > 0 ) ? this.quaternions.pop() : new Ammo.btQuaternion();
+
+	},
+
+	freeQuaternion: function ( q ) {
+
+		this.quaternions.push( q );
+
+	},
+
+	allocVector3: function () {
+
+		return ( this.vector3s.length > 0 ) ? this.vector3s.pop() : new Ammo.btVector3();
+
+	},
+
+	freeVector3: function ( v ) {
+
+		this.vector3s.push( v );
+
+	},
+
+	setIdentity: function ( t ) {
+
+		t.setIdentity();
+
+	},
+
+	getBasis: function ( t ) {
+
+		var q = this.allocQuaternion();
+		t.getBasis().getRotation( q );
+		return q;
+
+	},
+
+	getBasisAsMatrix3: function ( t ) {
+
+		var q = this.getBasis( t );
+		var m = this.quaternionToMatrix3( q );
+		this.freeQuaternion( q );
+		return m;
+
+	},
+
+	getOrigin: function( t ) {
+
+		return t.getOrigin();
+
+	},
+
+	setOrigin: function( t, v ) {
+
+		t.getOrigin().setValue( v.x(), v.y(), v.z() );
+
+	},
+
+	copyOrigin: function( t1, t2 ) {
+
+		var o = t2.getOrigin();
+		this.setOrigin( t1, o );
+
+	},
+
+	setBasis: function( t, q ) {
+
+		t.setRotation( q );
+
+	},
+
+	setBasisFromMatrix3: function( t, m ) {
+
+		var q = this.matrix3ToQuaternion( m );
+		this.setBasis( t, q );
+		this.freeQuaternion( q );
+
+	},
+
+	setOriginFromArray3: function ( t, a ) {
+
+		t.getOrigin().setValue( a[ 0 ], a[ 1 ], a[ 2 ] );
+
+	},
+
+	setBasisFromArray3: function ( t, a ) {
+
+		t.getBasis().setEulerZYX( a[ 0 ], a[ 1 ], a[ 2 ] );
+
+	},
+
+	setBasisFromArray4: function ( t, a ) {
+
+		var q = this.array4ToQuaternion( a );
+		this.setBasis( t, q );
+		this.freeQuaternion( q );
+
+	},
+
+	array4ToQuaternion: function( a ) {
+
+		var q = this.allocQuaternion();
+		q.setX( a[ 0 ] );
+		q.setY( a[ 1 ] );
+		q.setZ( a[ 2 ] );
+		q.setW( a[ 3 ] );
+		return q;
+
+	},
+
+	multiplyTransforms: function ( 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: function ( 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: function ( 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: function( v1, v2 ) {
+
+		var v = this.allocVector3();
+		v.setValue( v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z() );
+		return v;
+
+	},
+
+	dotVectors3: function( v1, v2 ) {
+
+		return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z();
+
+	},
+
+	rowOfMatrix3: function( m, i ) {
+
+		var v = this.allocVector3();
+		v.setValue( m[ i * 3 + 0 ], m[ i * 3 + 1 ], m[ i * 3 + 2 ] );
+		return v;
+
+	},
+
+	columnOfMatrix3: function( m, i ) {
+
+		var v = this.allocVector3();
+		v.setValue( m[ i + 0 ], m[ i + 3 ], m[ i + 6 ] );
+		return v;
+
+	},
+
+	negativeVector3: function( v ) {
+
+		var v2 = this.allocVector3();
+		v2.setValue( -v.x(), -v.y(), -v.z() );
+		return v2;
+
+	},
+
+	multiplyMatrix3ByVector3: function ( 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: function( 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: function ( 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: function( 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;
+
+	},
+
+};
+
+THREE.MMDPhysics.RigidBody = function ( mesh, world, params, helper ) {
+
+	this.mesh  = mesh;
+	this.world = world;
+	this.params = params;
+	this.helper = helper;
+
+	this.body = null;
+	this.bone = null;
+	this.boneOffsetForm = null;
+	this.boneOffsetFormInverse = null;
+
+	this.init();
+
+};
+
+THREE.MMDPhysics.RigidBody.prototype = {
+
+	constructor: THREE.MMDPhysics.RigidBody,
+
+	init: function () {
+
+		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;
+
+			}
+
+		};
+
+		var helper = this.helper;
+		var params = this.params;
+		var bones = this.mesh.skeleton.bones;
+		var bone = ( params.boneIndex === -1 ) ? new THREE.Bone() : bones[ params.boneIndex ];
+
+		var shape = generateShape( params );
+		var weight = ( params.type === 0 ) ? 0 : params.weight;
+		var localInertia = helper.allocVector3();
+		localInertia.setValue( 0, 0, 0 );
+
+		if( weight !== 0 ) {
+
+			shape.calculateLocalInertia( weight, localInertia );
+
+		}
+
+		var boneOffsetForm = helper.allocTransform();
+		helper.setIdentity( boneOffsetForm );
+		helper.setOriginFromArray3( boneOffsetForm, params.position );
+		helper.setBasisFromArray3( boneOffsetForm, params.rotation );
+
+		var boneForm = helper.allocTransform();
+		helper.setIdentity( boneForm );
+		helper.setOriginFromArray3( boneForm, bone.getWorldPosition().toArray() );
+
+		var form = helper.multiplyTransforms( boneForm, boneOffsetForm );
+		var state = new Ammo.btDefaultMotionState( form );
+
+		var info = new Ammo.btRigidBodyConstructionInfo( weight, state, shape, localInertia );
+		info.set_m_friction( params.friction );
+		info.set_m_restitution( params.restriction );
+
+		var body = new Ammo.btRigidBody( info );
+
+		if ( params.type === 0 ) {
+
+			body.setCollisionFlags( body.getCollisionFlags() | 2 );
+			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 = helper.inverseTransform( boneOffsetForm );
+
+		helper.freeVector3( localInertia );
+		helper.freeTransform( form );
+		helper.freeTransform( boneForm );
+
+	},
+
+	reset: function () {
+
+		this.setTransformFromBone();
+
+	},
+
+	updateFromBone: function () {
+
+		if ( this.params.boneIndex === -1 ) {
+
+			return;
+
+		}
+
+		if ( this.params.type === 0 ) {
+
+			this.setTransformFromBone();
+
+		}
+
+		if ( this.params.type === 2 ) {
+
+			this.setPositionFromBone();
+
+		}
+
+	},
+
+	updateBone: function () {
+
+		if ( this.params.type === 0 || this.params.boneIndex === -1 ) {
+
+			return;
+
+		}
+
+		this.updateBoneRotation();
+
+		if ( this.params.type === 1 ) {
+
+			this.updateBonePosition();
+
+		}
+
+		this.bone.updateMatrixWorld( true );
+
+	},
+
+	getBoneTransform: function () {
+
+		var helper = this.helper;
+		var p = this.bone.getWorldPosition();
+		var q = this.bone.getWorldQuaternion();
+
+		var tr = helper.allocTransform();
+		helper.setOriginFromArray3( tr, p.toArray() );
+		helper.setBasisFromArray4( tr, q.toArray() );
+
+		var form = helper.multiplyTransforms( tr, this.boneOffsetForm );
+
+		helper.freeTransform( tr );
+
+		return form;
+
+	},
+
+	getWorldTransformForBone: function () {
+
+		var helper = this.helper;
+
+		var tr = helper.allocTransform();
+		this.body.getMotionState().getWorldTransform( tr );
+		var tr2 = helper.multiplyTransforms( tr, this.boneOffsetFormInverse );
+
+		helper.freeTransform( tr );
+
+		return tr2;
+
+	},
+
+	setTransformFromBone: function () {
+
+		var helper = this.helper;
+		var form = this.getBoneTransform();
+
+		// TODO: check the most appropriate way to set
+		//this.body.setWorldTransform( form );
+		this.body.setCenterOfMassTransform( form );
+		this.body.getMotionState().setWorldTransform( form );
+
+		helper.freeTransform( form );
+
+	},
+
+	setPositionFromBone: function () {
+
+		var helper = this.helper;
+		var form = this.getBoneTransform();
+
+		var tr = helper.allocTransform();
+		this.body.getMotionState().getWorldTransform( tr );
+		helper.copyOrigin( tr, form );
+
+		// TODO: check the most appropriate way to set
+		//this.body.setWorldTransform( tr );
+		this.body.setCenterOfMassTransform( tr );
+		this.body.getMotionState().setWorldTransform( tr );
+
+		helper.freeTransform( tr );
+		helper.freeTransform( form );
+
+	},
+
+	updateBoneRotation: function () {
+
+		this.bone.updateMatrixWorld( true );
+
+		var helper = this.helper;
+
+		var tr = this.getWorldTransformForBone();
+		var q = helper.getBasis( tr );
+
+		var thQ = helper.allocThreeQuaternion();
+		var thQ2 = helper.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 );
+
+		helper.freeThreeQuaternion( thQ );
+		helper.freeThreeQuaternion( thQ2 );
+
+		helper.freeQuaternion( q );
+		helper.freeTransform( tr );
+
+	},
+
+	updateBonePosition: function () {
+
+		var helper = this.helper;
+
+		var tr = this.getWorldTransformForBone();
+
+		var thV = helper.allocThreeVector3();
+
+		var o = helper.getOrigin( tr );
+		thV.set( o.x(), o.y(), o.z() );
+
+		var v = this.bone.worldToLocal( thV );
+		this.bone.position.add( v );
+
+		helper.freeThreeVector3( thV );
+
+		helper.freeTransform( tr );
+
+	}
+
+};
+
+THREE.MMDPhysics.Constraint = function ( mesh, world, bodyA, bodyB, params, helper ) {
+
+	this.mesh  = mesh;
+	this.world = world;
+	this.bodyA = bodyA;
+	this.bodyB = bodyB;
+	this.params = params;
+	this.helper = helper;
+
+	this.constraint = null;
+
+	this.init();
+
+};
+
+THREE.MMDPhysics.Constraint.prototype = {
+
+	constructor: THREE.MMDPhysics.Constraint,
+
+	init: function () {
+
+		var helper = this.helper;
+		var params = this.params;
+		var bodyA = this.bodyA;
+		var bodyB = this.bodyB;
+
+		var form = helper.allocTransform();
+		helper.setIdentity( form );
+		helper.setOriginFromArray3( form, params.position );
+		helper.setBasisFromArray3( form, params.rotation );
+
+		var formA = helper.allocTransform();
+		var formB = helper.allocTransform();
+
+		bodyA.body.getMotionState().getWorldTransform( formA );
+		bodyB.body.getMotionState().getWorldTransform( formB );
+
+		var formInverseA = helper.inverseTransform( formA );
+		var formInverseB = helper.inverseTransform( formB );
+
+		var formA2 = helper.multiplyTransforms( formInverseA, form );
+		var formB2 = helper.multiplyTransforms( formInverseB, form );
+
+		var constraint = new Ammo.btGeneric6DofSpringConstraint( bodyA.body, bodyB.body, formA2, formB2, true );
+
+		var lll = helper.allocVector3();
+		var lul = helper.allocVector3();
+		var all = helper.allocVector3();
+		var aul = helper.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 ( var i = 0; i < 3; i++ ) {
+
+			if( params.springPosition[ i ] !== 0 ) {
+
+				constraint.enableSpring( i, true );
+				constraint.setStiffness( i, params.springPosition[ i ] );
+
+			}
+
+		}
+
+		for ( var i = 0; i < 3; i++ ) {
+
+			if( params.springRotation[ i ] !== 0 ) {
+
+				constraint.enableSpring( i + 3, true );
+				constraint.setStiffness( i + 3, params.springRotation[ i ] );
+
+			}
+
+		}
+
+		this.world.addConstraint( constraint, true );
+		this.constraint = constraint;
+
+		helper.freeTransform( form );
+		helper.freeTransform( formA );
+		helper.freeTransform( formB );
+		helper.freeTransform( formInverseA );
+		helper.freeTransform( formInverseB );
+		helper.freeTransform( formA2 );
+		helper.freeTransform( formB2 );
+		helper.freeVector3( lll );
+		helper.freeVector3( lul );
+		helper.freeVector3( all );
+		helper.freeVector3( aul );
+
+	}
+
+};

تفاوت فایلی نمایش داده نمی شود زیرا این فایل بسیار بزرگ است
+ 5 - 0
examples/js/libs/ammo.js


+ 532 - 30
examples/js/loaders/MMDLoader.js

@@ -2,7 +2,7 @@
  * @author takahiro / https://github.com/takahirox
  *
  * Dependencies
- *  charset-encoder-js https://github.com/takahirox/charset-encoder-js
+ *  - charset-encoder-js https://github.com/takahirox/charset-encoder-js
  *
  *
  * This loader loads and parses PMD/PMX and VMD binary files
@@ -24,27 +24,26 @@
  *  http://gulshan-i-raz.geo.jp/labs/2012/10/17/pmx-format1/
  *
  * Model data requirements
- *  convert .tga files to .png files if exist. (Should I use THREE.TGALoader?)
- *  resize the texture image files to power_of_2*power_of_2
+ *  - convert .tga files to .png files if exist. (Should I use THREE.TGALoader?)
+ *  - resize the texture image files to power_of_2*power_of_2
  *
  *
  * TODO
- *  separate model/vmd loaders.
- *  multi vmd files support.
- *  edge(outline) support.
- *  culling support.
- *  toon(cel) shadering support.
- *  add-sphere-mapping support.
- *  physics support.
- *  camera motion in vmd support.
- *  light motion in vmd support.
- *  music support.
- *  make own shader for the performance and functionarity.
- *  SDEF support.
- *  uv/material/bone morphing support.
- *  tga file loading support.
- *  supply skinning support.
- *  shadow support.
+ *  - separate model/vmd loaders.
+ *  - multi vmd files support.
+ *  - edge(outline) support.
+ *  - culling support.
+ *  - toon(cel) shadering support.
+ *  - add-sphere-mapping support.
+ *  - camera motion in vmd support.
+ *  - light motion in vmd support.
+ *  - music support.
+ *  - make own shader for the performance and functionarity.
+ *  - SDEF support.
+ *  - uv/material/bone morphing support.
+ *  - tga file loading support.
+ *  - supply skinning support.
+ *  - shadow support.
  */
 
 THREE.MMDLoader = function ( showStatus, manager ) {
@@ -267,10 +266,10 @@ THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
 			// So using charcode strings as workaround and keep original strings in .originalName.
 			p.originalName = dv.getSjisStringsAsUnicode( 20 );
 			p.name = dv.toCharcodeStrings( p.originalName );
-			p.parentIndex = dv.getUint16();
-			p.tailIndex = dv.getUint16();
+			p.parentIndex = dv.getInt16();
+			p.tailIndex = dv.getInt16();
 			p.type = dv.getUint8();
-			p.ikIndex = dv.getUint16();
+			p.ikIndex = dv.getInt16();
 			p.position = dv.getFloat32Array( 3 );
 			return p;
 
@@ -363,6 +362,265 @@ THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
 
 	};
 
+	var parseMorphFrames = function () {
+
+		var parseMorphFrame = function () {
+
+			var p = {};
+			p.index = dv.getUint16();
+			return p;
+
+		};
+
+		var metadata = pmd.metadata;
+		metadata.morphFrameCount = dv.getUint8();
+
+		pmd.morphFrames = [];
+
+		for ( var i = 0; i < metadata.morphFrameCount; i++ ) {
+
+			pmd.morphFrames.push( parseMorphFrame() );
+
+		}
+
+	};
+
+	var parseBoneFrameNames = function () {
+
+		var parseBoneFrameName = function () {
+
+			var p = {};
+			p.name = dv.getSjisStringsAsUnicode( 50 );
+			return p;
+
+		};
+
+		var metadata = pmd.metadata;
+		metadata.boneFrameNameCount = dv.getUint8();
+
+		pmd.boneFrameNames = [];
+
+		for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
+
+			pmd.boneFrameNames.push( parseBoneFrameName() );
+
+		}
+
+	};
+
+	var parseBoneFrames = function () {
+
+		var parseBoneFrame = function () {
+
+			var p = {};
+			p.boneIndex = dv.getInt16();
+			p.frameIndex = dv.getUint8();
+			return p;
+
+		};
+
+		var metadata = pmd.metadata;
+		metadata.boneFrameCount = dv.getUint32();
+
+		pmd.boneFrames = [];
+
+		for ( var i = 0; i < metadata.boneFrameCount; i++ ) {
+
+			pmd.boneFrames.push( parseBoneFrame() );
+
+		}
+
+	};
+
+	var parseEnglishHeader = function () {
+
+		var metadata = pmd.metadata;
+		metadata.englishCompatibility = dv.getUint8();
+
+		if ( metadata.englishCompatibility > 0 ) {
+
+			metadata.englishModelName = dv.getSjisStringsAsUnicode( 20 );
+			metadata.englishComment = dv.getSjisStringsAsUnicode( 256 );
+
+		}
+
+	};
+
+	var parseEnglishBoneNames = function () {
+
+		var parseEnglishBoneName = function () {
+
+			var p = {};
+			p.name = dv.getSjisStringsAsUnicode( 20 );
+			return p;
+
+		};
+
+		var metadata = pmd.metadata;
+
+		if ( metadata.englishCompatibility === 0 ) {
+
+			return;
+
+		}
+
+		pmd.englishBoneNames = [];
+
+		for ( var i = 0; i < metadata.boneCount; i++ ) {
+
+			pmd.englishBoneNames.push( parseEnglishBoneName() );
+
+		}
+
+	};
+
+	var parseEnglishMorphNames = function () {
+
+		var parseEnglishMorphName = function () {
+
+			var p = {};
+			p.name = dv.getSjisStringsAsUnicode( 20 );
+			return p;
+
+		};
+
+		var metadata = pmd.metadata;
+
+		if ( metadata.englishCompatibility === 0 ) {
+
+			return;
+
+		}
+
+		pmd.englishMorphNames = [];
+
+		for ( var i = 0; i < metadata.morphCount - 1; i++ ) {
+
+			pmd.englishMorphNames.push( parseEnglishMorphName() );
+
+		}
+
+	};
+
+	var parseEnglishBoneFrameNames = function () {
+
+		var parseEnglishBoneFrameName = function () {
+
+			var p = {};
+			p.name = dv.getSjisStringsAsUnicode( 50 );
+			return p;
+
+		};
+
+		var metadata = pmd.metadata;
+
+		if ( metadata.englishCompatibility === 0 ) {
+
+			return;
+
+		}
+
+		pmd.englishBoneFrameNames = [];
+
+		for ( var i = 0; i < metadata.boneFrameNameCount; i++ ) {
+
+			pmd.englishBoneFrameNames.push( parseEnglishBoneFrameName() );
+
+		}
+
+	};
+
+	var parseToonTextures = function () {
+
+		var parseToonTexture = function () {
+
+			var p = {};
+			p.fileName = dv.getSjisStringsAsUnicode( 100 );
+			return p;
+
+		};
+
+		pmd.toonTextures = [];
+
+		for ( var i = 0; i < 10; i++ ) {
+
+			pmd.toonTextures.push( parseToonTexture() );
+
+		}
+
+	};
+
+	var parseRigidBodies = function () {
+
+		var parseRigidBody = function () {
+
+			var p = {};
+			p.name = dv.getSjisStringsAsUnicode( 20 );
+			p.boneIndex = dv.getInt16();
+			p.groupIndex = dv.getUint8();
+			p.groupTarget = dv.getUint16();
+			p.shapeType = dv.getUint8();
+			p.width = dv.getFloat32();
+			p.height = dv.getFloat32();
+			p.depth = dv.getFloat32();
+			p.position = dv.getFloat32Array( 3 );
+			p.rotation = dv.getFloat32Array( 3 );
+			p.weight = dv.getFloat32();
+			p.positionDamping = dv.getFloat32();
+			p.rotationDamping = dv.getFloat32();
+			p.restriction = dv.getFloat32();
+			p.friction = dv.getFloat32();
+			p.type = dv.getUint8();
+			return p;
+
+		};
+
+		var metadata = pmd.metadata;
+		metadata.rigidBodyCount = dv.getUint32();
+
+		pmd.rigidBodies = [];
+
+		for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
+
+			pmd.rigidBodies.push( parseRigidBody() );
+
+		}
+
+	};
+
+	var parseConstraints = function () {
+
+		var parseConstraint = function () {
+
+			var p = {};
+			p.name = dv.getSjisStringsAsUnicode( 20 );
+			p.rigidBodyIndex1 = dv.getUint32();
+			p.rigidBodyIndex2 = dv.getUint32();
+			p.position = dv.getFloat32Array( 3 );
+			p.rotation = dv.getFloat32Array( 3 );
+			p.translationLimitation1 = dv.getFloat32Array( 3 );
+			p.translationLimitation2 = dv.getFloat32Array( 3 );
+			p.rotationLimitation1 = dv.getFloat32Array( 3 );
+			p.rotationLimitation2 = dv.getFloat32Array( 3 );
+			p.springPosition = dv.getFloat32Array( 3 );
+			p.springRotation = dv.getFloat32Array( 3 );
+			return p;
+
+		};
+
+		var metadata = pmd.metadata;
+		metadata.constraintCount = dv.getUint32();
+
+		pmd.constraints = [];
+
+		for ( var i = 0; i < metadata.constraintCount; i++ ) {
+
+			pmd.constraints.push( parseConstraint() );
+
+		}
+
+	};
+
 	parseHeader();
 	parseVertices();
 	parseFaces();
@@ -370,6 +628,18 @@ THREE.MMDLoader.prototype.parsePmd = function ( buffer ) {
 	parseBones();
 	parseIks();
 	parseMorphs();
+	parseMorphFrames();
+	parseBoneFrameNames();
+	parseBoneFrames();
+	parseEnglishHeader();
+	parseEnglishBoneNames();
+	parseEnglishMorphNames();
+	parseEnglishBoneFrameNames();
+	parseToonTextures();
+	parseRigidBodies();
+	parseConstraints();
+
+	// console.log( pmd ); // for console debug
 
 	return pmd;
 
@@ -412,7 +682,7 @@ THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
 		metadata.materialIndexSize = dv.getUint8();
 		metadata.boneIndexSize = dv.getUint8();
 		metadata.morphIndexSize = dv.getUint8();
-		metadata.rigidbodyIndexSize = dv.getUint8();
+		metadata.rigidBodyIndexSize = dv.getUint8();
 		metadata.modelName = dv.getTextBuffer();
 		metadata.englishModelName = dv.getTextBuffer();
 		metadata.comment = dv.getTextBuffer();
@@ -771,6 +1041,117 @@ THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
 
 	};
 
+	var parseFrames = function () {
+
+		var parseFrame = function () {
+
+			var p = {};
+			p.name = dv.getTextBuffer();
+			p.englishName = dv.getTextBuffer();
+			p.type = dv.getUint8();
+			p.elementCount = dv.getUint32();
+			p.elements = [];
+
+			for ( var i = 0; i < p.elementCount; i++ ) {
+
+				var e = {};
+				e.target = dv.getUint8();
+				e.index = ( e.target === 0 ) ? dv.getNumber( pmx.metadata.boneIndexSize ) : dv.getNumber( pmx.metadata.morphIndexSize );
+				p.elements.push( e );
+
+			}
+
+			return p;
+
+		};
+
+		var metadata = pmx.metadata;
+		metadata.frameCount = dv.getUint32();
+
+		pmx.frames = [];
+
+		for ( var i = 0; i < metadata.frameCount; i++ ) {
+
+			pmx.frames.push( parseFrame() );
+
+		}
+
+	};
+
+	var parseRigidBodies = function () {
+
+		var parseRigidBody = function () {
+
+			var p = {};
+			p.name = dv.getTextBuffer();
+			p.englishName = dv.getTextBuffer();
+			p.boneIndex = dv.getNumber( pmx.metadata.boneIndexSize );
+			p.groupIndex = dv.getUint8();
+			p.groupTarget = dv.getUint16();
+			p.shapeType = dv.getUint8();
+			p.width = dv.getFloat32();
+			p.height = dv.getFloat32();
+			p.depth = dv.getFloat32();
+			p.position = dv.getFloat32Array( 3 );
+			p.rotation = dv.getFloat32Array( 3 );
+			p.weight = dv.getFloat32();
+			p.positionDamping = dv.getFloat32();
+			p.rotationDamping = dv.getFloat32();
+			p.restriction = dv.getFloat32();
+			p.friction = dv.getFloat32();
+			p.type = dv.getUint8();
+			return p;
+
+		};
+
+		var metadata = pmx.metadata;
+		metadata.rigidBodyCount = dv.getUint32();
+
+		pmx.rigidBodies = [];
+
+		for ( var i = 0; i < metadata.rigidBodyCount; i++ ) {
+
+			pmx.rigidBodies.push( parseRigidBody() );
+
+		}
+
+	};
+
+	var parseConstraints = function () {
+
+		var parseConstraint = function () {
+
+			var p = {};
+			p.name = dv.getTextBuffer();
+			p.englishName = dv.getTextBuffer();
+			p.type = dv.getUint8();
+			p.rigidBodyIndex1 = dv.getNumber( pmx.metadata.rigidBodyIndexSize );
+			p.rigidBodyIndex2 = dv.getNumber( pmx.metadata.rigidBodyIndexSize );
+			p.position = dv.getFloat32Array( 3 );
+			p.rotation = dv.getFloat32Array( 3 );
+			p.translationLimitation1 = dv.getFloat32Array( 3 );
+			p.translationLimitation2 = dv.getFloat32Array( 3 );
+			p.rotationLimitation1 = dv.getFloat32Array( 3 );
+			p.rotationLimitation2 = dv.getFloat32Array( 3 );
+			p.springPosition = dv.getFloat32Array( 3 );
+			p.springRotation = dv.getFloat32Array( 3 );
+			return p;
+
+		};
+
+		var metadata = pmx.metadata;
+		metadata.constraintCount = dv.getUint32();
+
+		pmx.constraints = [];
+
+		for ( var i = 0; i < metadata.constraintCount; i++ ) {
+
+			pmx.constraints.push( parseConstraint() );
+
+		}
+
+	};
+
 	parseHeader();
 	parseVertices();
 	parseFaces();
@@ -778,6 +1159,9 @@ THREE.MMDLoader.prototype.parsePmx = function ( buffer ) {
 	parseMaterials();
 	parseBones();
 	parseMorphs();
+	parseFrames();
+	parseRigidBodies();
+	parseConstraints();
 
 	// console.log( pmx ); // for console debug
 
@@ -892,6 +1276,13 @@ THREE.MMDLoader.prototype.createMesh = function ( model, vmd, texturePath, onPro
 
 		};
 
+		var convertEuler = function ( r ) {
+
+			r[ 0 ] = -r[ 0 ];
+			r[ 1 ] = -r[ 1 ];
+
+		};
+
 		var convertIndexOrder = function ( p ) {
 
 			var tmp = p[ 2 ];
@@ -900,6 +1291,25 @@ THREE.MMDLoader.prototype.createMesh = function ( model, vmd, texturePath, onPro
 
 		};
 
+		var convertVectorRange = function ( v1, v2 ) {
+
+			var tmp = -v2[ 2 ];
+			v2[ 2 ] = -v1[ 2 ];
+			v1[ 2 ] = tmp;
+
+		};
+
+		var convertEulerRange = function ( r1, r2 ) {
+
+			var tmp1 = -r2[ 0 ];
+			var tmp2 = -r2[ 1 ];
+			r2[ 0 ] = -r1[ 0 ];
+			r2[ 1 ] = -r1[ 1 ];
+			r1[ 0 ] = tmp1;
+			r1[ 1 ] = tmp2;
+
+		};
+
 		for ( var i = 0; i < model.metadata.vertexCount; i++ ) {
 
 			convertVector( model.vertices[ i ].position );
@@ -946,6 +1356,22 @@ THREE.MMDLoader.prototype.createMesh = function ( model, vmd, texturePath, onPro
 
 		}
 
+		for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
+
+			convertVector( model.rigidBodies[ i ].position );
+			convertEuler( model.rigidBodies[ i ].rotation );
+
+		}
+
+		for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
+
+			convertVector( model.constraints[ i ].position );
+			convertEuler( model.constraints[ i ].rotation );
+			convertVectorRange( model.constraints[ i ].translationLimitation1, model.constraints[ i ].translationLimitation2 );
+			convertEulerRange( model.constraints[ i ].rotationLimitation1, model.constraints[ i ].rotationLimitation2 );
+
+		}
+
 		if ( vmd === null ) {
 
 			return;
@@ -1034,13 +1460,6 @@ THREE.MMDLoader.prototype.createMesh = function ( model, vmd, texturePath, onPro
 			var b = model.bones[ i ];
 
 			bone.parent = b.parentIndex;
-
-			if ( model.metadata.format === 'pmd' ) {
-
-				bone.parent = ( b.parentIndex === 0xFFFF ) ? -1 : b.parentIndex;
-
-			}
-
 			bone.name = b.name;
 			bone.pos = [ b.position[ 0 ], b.position[ 1 ], b.position[ 2 ] ];
 			bone.rotq = [ 0, 0, 0, 1 ];
@@ -1403,6 +1822,88 @@ THREE.MMDLoader.prototype.createMesh = function ( model, vmd, texturePath, onPro
 
 	};
 
+	var initPhysics = function () {
+
+		var rigidBodies = [];
+		var constraints = [];
+
+		for ( var i = 0; i < model.metadata.rigidBodyCount; i++ ) {
+
+			var b = model.rigidBodies[ i ];
+			var keys = Object.keys( b );
+
+			var p = {};
+
+			for ( var j = 0; j < keys.length; j++ ) {
+
+				var key = keys[ j ];
+				p[ key ] = b[ key ];
+
+			}
+
+			/*
+			 * RigidBody position parameter in PMX seems global position
+			 * while the one in PMD seems offset from corresponding bone.
+			 * So unify being offset.
+			 */
+			if ( model.metadata.format === 'pmx' ) {
+
+				if ( p.boneIndex !== -1 ) {
+
+					var bone = model.bones[ p.boneIndex ];
+					p.position[ 0 ] -= bone.position[ 0 ];
+					p.position[ 1 ] -= bone.position[ 1 ];
+					p.position[ 2 ] -= bone.position[ 2 ];
+
+				}
+
+			}
+
+			rigidBodies.push( p );
+
+		}
+
+		for ( var i = 0; i < model.metadata.constraintCount; i++ ) {
+
+			var c = model.constraints[ i ];
+			var keys = Object.keys( c );
+
+			var p = {};
+
+			for ( var j = 0; j < keys.length; j++ ) {
+
+				var key = keys[ j ];
+				p[ key ] = c[ key ];
+
+			}
+
+			var bodyA = rigidBodies[ p.rigidBodyIndex1 ];
+			var bodyB = rigidBodies[ p.rigidBodyIndex2 ];
+
+			/*
+			 * Refer http://www20.atpages.jp/katwat/wp/?p=4135 
+			 * for what this is for
+			 */
+			if ( bodyA.type !== 0 && bodyB.type === 2 ) {
+
+				if ( bodyA.boneIndex !== -1 && bodyB.boneIndex !== -1 &&
+				     model.bones[ bodyB.boneIndex ].parentIndex === bodyA.boneIndex ) {
+
+					bodyB.type = 1;
+
+				}
+
+			}
+
+			constraints.push( p );
+
+		}
+
+		geometry.rigidBodies = rigidBodies;
+		geometry.constraints = constraints;
+
+	};
+
 	var initMotionAnimations = function () {
 
 		var orderedMotions = [];
@@ -1680,6 +2181,7 @@ THREE.MMDLoader.prototype.createMesh = function ( model, vmd, texturePath, onPro
 	initIKs();
 	initMorphs();
 	initMaterials();
+	initPhysics();
 
 	if ( vmd !== null ) {
 

+ 79 - 14
examples/webgl_loader_mmd.html

@@ -36,8 +36,10 @@
 		<script src="../build/three.min.js"></script>
 
 		<script src="js/libs/charsetencoder.min.js"></script>
+		<script src="js/libs/ammo.js"></script>
 		<script src="js/loaders/MMDLoader.js"></script>
 		<script src="js/animation/CCDIKSolver.js"></script>
+		<script src="js/animation/MMDPhysics.js"></script>
 
 		<script src="js/Detector.js"></script>
 		<script src="js/libs/stats.min.js"></script>
@@ -47,10 +49,15 @@
 			var container, stats;
 
 			var mesh, camera, mixer, scene, renderer;
+			var ikSolver;
 
-			var mouseX = 0, mouseY = 0;
+			/*
+			 * Caution: Physics calculation is pretty heavy.
+			 *          It may be not acceptable for most mobile devices yet.
+			 */
+			var physics;
 
-			var ikSolver;
+			var mouseX = 0, mouseY = 0;
 
 			var windowHalfX = window.innerWidth / 2;
 			var windowHalfY = window.innerHeight / 2;
@@ -60,7 +67,6 @@
 			init();
 			animate();
 
-
 			function init() {
 
 				container = document.createElement( 'div' );
@@ -104,6 +110,12 @@
 					mixer.clipAction( mesh.geometry.morphAnimations[ 0 ] ).play();
 
 					ikSolver = new THREE.CCDIKSolver( mesh );
+					physics = new THREE.MMDPhysics( mesh );
+
+					// see below for what this's for
+					initBackupBones( mesh );
+
+					physics.warmup( 10 );
 
 				}, onProgress, onError );
 
@@ -160,23 +172,76 @@
 
 				if( mesh ) {
 
-					mixer.update( clock.getDelta() );
-
-					/* Note: ikSolver.resetLinks() is workaround for r74dev.
-					 *       THREE.PropertyMixer.apply() seems to have buffer cache
-					 *       when mixer.update() is called.
-					 *       ikSolver.update() change bone position/quaternion
-					 *       without mixer.update() then buffer cache will be inconsistent.
-					 *       ikSolver.resetLinks() explicitly resets IK link bones quaternion and
-					 *       tries to avoid issues caused by this inconsistent.
-					 */
-					ikSolver.resetLinks();
+					var delta = clock.getDelta();
+					mixer.update( delta );
+
+					// see below for what this's for
+					backupBones( mesh );
+
 					ikSolver.update();
+					physics.update( delta );
 
 				}
 
 				renderer.render( scene, camera );
 
+				if ( mesh ) {
+
+					// see below for what this's for
+					restoreBones( mesh );
+
+				}
+
+			}
+
+			/*
+			 * Note: These following three functions are workaround for r74dev.
+			 *       THREE.PropertyMixer.apply() seems to save values into buffer cache
+			 *       when mixer.update() is called.
+			 *       ikSolver.update() and physics.update() change bone position/quaternion
+			 *       without mixer.update() then buffer cache will be inconsistent.
+			 *       So trying to avoid buffer cache inconsistency by doing
+			 *       backup bones position/quaternion right after mixer.update() call
+			 *       and then restore them after rendering.
+			 */
+			function initBackupBones ( mesh ) {
+
+				mesh.skeleton.backupBones = [];
+
+				for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
+
+					mesh.skeleton.backupBones.push( mesh.skeleton.bones[ i ].clone() );
+
+				}
+
+			}
+
+			function backupBones ( mesh ) {
+
+				for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
+
+					var b = mesh.skeleton.backupBones[ i ];
+					var b2 = mesh.skeleton.bones[ i ];
+
+					b.position.copy( b2.position );
+					b.quaternion.copy( b2.quaternion );
+
+				}
+
+			}
+
+			function restoreBones ( mesh ) {
+
+				for ( var i = 0; i < mesh.skeleton.bones.length; i++ ) {
+
+					var b = mesh.skeleton.bones[ i ];
+					var b2 = mesh.skeleton.backupBones[ i ];
+
+					b.position.copy( b2.position );
+					b.quaternion.copy( b2.quaternion );
+
+				}
+
 			}
 
 		</script>

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