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+/**
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+ * @author takahiro / https://github.com/takahirox
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+ *
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+ * Dependencies
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+ * - Ammo.js https://github.com/kripken/ammo.js
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+ *
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+ *
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+ * MMD specific Physics class.
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+ *
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+ * See THREE.MMDLoader for the passed parameter list of RigidBody/Constraint.
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+ *
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+ *
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+ * TODO
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+ * - use Physijs http://chandlerprall.github.io/Physijs/
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+ * and improve the performance by making use of Web worker.
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+ * - if possible, make this class being non-MMD specific.
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+ */
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+
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+THREE.MMDPhysics = function ( mesh ) {
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+
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+ this.mesh = mesh;
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+ this.helper = new THREE.MMDPhysics.PhysicsHelper();
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+
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+ this.world = null;
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+ this.bodies = [];
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+ this.constraints = [];
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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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+THREE.MMDPhysics.prototype = {
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+
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+ constructor: THREE.MMDPhysics,
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+
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+ init: function () {
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+
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+ this.initWorld();
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+ this.initRigidBodies();
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+ this.initConstraints();
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+ this.reset();
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+
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+ },
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+
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+ initWorld: function () {
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+
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+ var config = new Ammo.btDefaultCollisionConfiguration();
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+ var dispatcher = new Ammo.btCollisionDispatcher( config );
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+ var cache = new Ammo.btDbvtBroadphase();
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+ var solver = new Ammo.btSequentialImpulseConstraintSolver();
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+ var world = new Ammo.btDiscreteDynamicsWorld( dispatcher, cache, solver, config );
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+ world.setGravity( new Ammo.btVector3( 0, -10 * 10, 0 ) );
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+ this.world = world;
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+
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+ },
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+
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+ initRigidBodies: function () {
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+
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+ var bodies = this.mesh.geometry.rigidBodies;
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+
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+ for ( var i = 0; i < bodies.length; i++ ) {
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+
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+ var b = new THREE.MMDPhysics.RigidBody( this.mesh, this.world, bodies[ i ], this.helper );
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+ this.bodies.push( b );
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+
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+ }
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+
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+ },
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+
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+ initConstraints: function () {
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+
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+ var constraints = this.mesh.geometry.constraints;
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+
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+ for ( var i = 0; i < constraints.length; i++ ) {
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+
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+ var params = constraints[ i ];
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+ var bodyA = this.bodies[ params.rigidBodyIndex1 ];
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+ var bodyB = this.bodies[ params.rigidBodyIndex2 ];
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+ var c = new THREE.MMDPhysics.Constraint( this.mesh, this.world, bodyA, bodyB, params, this.helper );
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+ this.constraints.push( c );
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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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+ update: function ( delta ) {
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+
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+ var unitStep = 1 / 60;
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+ var stepTime = delta;
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+ var maxStepNum = ( ( delta / unitStep ) | 0 ) + 1;
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+
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+ if ( maxStepNum > 3 ) {
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+
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+ maxStepNum = 3;
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+
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+ }
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+
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+ this.updateRigidBodies();
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+ this.world.stepSimulation( stepTime, maxStepNum, unitStep );
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+ this.updateBones();
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+
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+ },
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+
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+ updateRigidBodies: function () {
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+
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+ for ( var i = 0; i < this.bodies.length; i++ ) {
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+
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+ this.bodies[ i ].updateFromBone();
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+
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+ }
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+
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+ },
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+
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+ updateBones: function () {
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+
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+ for ( var i = 0; i < this.bodies.length; i++ ) {
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+
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+ this.bodies[ i ].updateBone();
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+
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+ }
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+
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+ },
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+
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+ reset: function () {
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+
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+ for ( var i = 0; i < this.bodies.length; i++ ) {
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+
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+ this.bodies[ i ].reset();
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+
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+ }
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+
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+ },
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+
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+ warmup: function ( cycles ) {
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+
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+ for ( var i = 0; i < cycles; i++ ) {
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+
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+ this.update( 1 );
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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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+ * This helper class responsibilies are
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+ *
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+ * 1. manage Ammo.js and Three.js object resources and
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+ * improve the performance and the memory consumption by
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+ * reusing objects.
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+ *
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+ * 2. provide simple Ammo object operations.
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+ */
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+THREE.MMDPhysics.PhysicsHelper = function () {
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+
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+ // for Three.js
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+ this.threeVector3s = [];
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+ this.threeMatrix4s = [];
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+ this.threeQuaternions = [];
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+
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+ // for Ammo.js
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+ this.transforms = [];
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+ this.quaternions = [];
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+ this.vector3s = [];
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+
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+};
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+
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+THREE.MMDPhysics.PhysicsHelper.prototype = {
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+
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+ allocThreeVector3: function () {
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+
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+ return ( this.threeVector3s.length > 0 ) ? this.threeVector3s.pop() : new THREE.Vector3();
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+
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+ },
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+
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+ freeThreeVector3: function ( v ) {
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+
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+ this.threeVector3s.push( v );
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+
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+ },
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+
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+ allocThreeMatrix4: function () {
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+
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+ return ( this.threeMatrix4s.length > 0 ) ? this.threeMatrix4s.pop() : new THREE.Matrix4();
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+
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+ },
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+
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+ freeThreeMatrix4: function ( m ) {
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+
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+ this.threeMatrix4s.push( m );
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+
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+ },
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+
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+ allocThreeQuaternion: function () {
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+
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+ return ( this.threeQuaternions.length > 0 ) ? this.threeQuaternions.pop() : new THREE.Quaternion();
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+
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+ },
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+
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+ freeThreeQuaternion: function ( q ) {
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+
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+ this.threeQuaternions.push( q );
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+
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+ },
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+
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+ allocTransform: function () {
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+
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+ return ( this.transforms.length > 0 ) ? this.transforms.pop() : new Ammo.btTransform();
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+
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+ },
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+
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+ freeTransform: function ( t ) {
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+
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+ this.transforms.push( t );
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+
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+ },
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+
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+ allocQuaternion: function () {
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+
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+ return ( this.quaternions.length > 0 ) ? this.quaternions.pop() : new Ammo.btQuaternion();
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+
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+ },
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+
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+ freeQuaternion: function ( q ) {
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+
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+ this.quaternions.push( q );
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+
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+ },
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+
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+ allocVector3: function () {
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+
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+ return ( this.vector3s.length > 0 ) ? this.vector3s.pop() : new Ammo.btVector3();
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+
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+ },
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+
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+ freeVector3: function ( v ) {
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+
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+ this.vector3s.push( v );
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+
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+ },
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+
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+ setIdentity: function ( t ) {
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+
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+ t.setIdentity();
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+
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+ },
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+
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+ getBasis: function ( t ) {
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+
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+ var q = this.allocQuaternion();
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+ t.getBasis().getRotation( q );
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+ return q;
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+
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+ },
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+
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+ getBasisAsMatrix3: function ( t ) {
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+
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+ var q = this.getBasis( t );
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+ var m = this.quaternionToMatrix3( q );
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+ this.freeQuaternion( q );
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+ return m;
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+
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+ },
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+
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+ getOrigin: function( t ) {
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+
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+ return t.getOrigin();
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+
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+ },
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+
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+ setOrigin: function( t, v ) {
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+
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+ t.getOrigin().setValue( v.x(), v.y(), v.z() );
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+
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+ },
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+
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+ copyOrigin: function( t1, t2 ) {
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+
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+ var o = t2.getOrigin();
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+ this.setOrigin( t1, o );
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+
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+ },
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+
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+ setBasis: function( t, q ) {
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+
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+ t.setRotation( q );
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+
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+ },
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+
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+ setBasisFromMatrix3: function( t, m ) {
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+
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+ var q = this.matrix3ToQuaternion( m );
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+ this.setBasis( t, q );
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+ this.freeQuaternion( q );
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+
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+ },
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+
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+ setOriginFromArray3: function ( t, a ) {
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+
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+ t.getOrigin().setValue( a[ 0 ], a[ 1 ], a[ 2 ] );
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+
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+ },
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+
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+ setBasisFromArray3: function ( t, a ) {
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+
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+ t.getBasis().setEulerZYX( a[ 0 ], a[ 1 ], a[ 2 ] );
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+
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+ },
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+
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+ setBasisFromArray4: function ( t, a ) {
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+
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+ var q = this.array4ToQuaternion( a );
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+ this.setBasis( t, q );
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+ this.freeQuaternion( q );
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+
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+ },
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+
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+ array4ToQuaternion: function( a ) {
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+
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+ var q = this.allocQuaternion();
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+ q.setX( a[ 0 ] );
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+ q.setY( a[ 1 ] );
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+ q.setZ( a[ 2 ] );
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+ q.setW( a[ 3 ] );
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+ return q;
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+
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+ },
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+
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+ multiplyTransforms: function ( t1, t2 ) {
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+
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+ var t = this.allocTransform();
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+ this.setIdentity( t );
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+
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+ var m1 = this.getBasisAsMatrix3( t1 );
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+ var m2 = this.getBasisAsMatrix3( t2 );
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+
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+ var o1 = this.getOrigin( t1 );
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+ var o2 = this.getOrigin( t2 );
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+
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+ var v1 = this.multiplyMatrix3ByVector3( m1, o2 );
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+ var v2 = this.addVector3( v1, o1 );
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+ this.setOrigin( t, v2 );
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+
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+ var m3 = this.multiplyMatrices3( m1, m2 );
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+ this.setBasisFromMatrix3( t, m3 );
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+
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+ this.freeVector3( v1 );
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+ this.freeVector3( v2 );
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+
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+ return t;
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+
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+ },
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+
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+ inverseTransform: function ( t ) {
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+
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+ var t2 = this.allocTransform();
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+
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+ var m1 = this.getBasisAsMatrix3( t );
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+ var o = this.getOrigin( t );
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+
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+ var m2 = this.transposeMatrix3( m1 );
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+ var v1 = this.negativeVector3( o );
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+ var v2 = this.multiplyMatrix3ByVector3( m2, v1 );
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+
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+ this.setOrigin( t2, v2 );
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+ this.setBasisFromMatrix3( t2, m2 );
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+
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+ this.freeVector3( v1 );
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+ this.freeVector3( v2 );
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+
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+ return t2;
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+
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+ },
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+
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+ multiplyMatrices3: function ( m1, m2 ) {
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+
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+ var m3 = [];
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+
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+ var v10 = this.rowOfMatrix3( m1, 0 );
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+ var v11 = this.rowOfMatrix3( m1, 1 );
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+ var v12 = this.rowOfMatrix3( m1, 2 );
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+
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+ var v20 = this.columnOfMatrix3( m2, 0 );
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+ var v21 = this.columnOfMatrix3( m2, 1 );
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+ var v22 = this.columnOfMatrix3( m2, 2 );
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+
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+ m3[ 0 ] = this.dotVectors3( v10, v20 );
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+ m3[ 1 ] = this.dotVectors3( v10, v21 );
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+ m3[ 2 ] = this.dotVectors3( v10, v22 );
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+ m3[ 3 ] = this.dotVectors3( v11, v20 );
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+ m3[ 4 ] = this.dotVectors3( v11, v21 );
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+ m3[ 5 ] = this.dotVectors3( v11, v22 );
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+ m3[ 6 ] = this.dotVectors3( v12, v20 );
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+ m3[ 7 ] = this.dotVectors3( v12, v21 );
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+ m3[ 8 ] = this.dotVectors3( v12, v22 );
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+
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+ this.freeVector3( v10 );
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+ this.freeVector3( v11 );
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+ this.freeVector3( v12 );
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+ this.freeVector3( v20 );
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+ this.freeVector3( v21 );
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+ this.freeVector3( v22 );
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+
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+ return m3;
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+
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+ },
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+
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+ addVector3: function( v1, v2 ) {
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+
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+ var v = this.allocVector3();
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+ v.setValue( v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z() );
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+ return v;
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+
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+ },
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+
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+ dotVectors3: function( v1, v2 ) {
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+
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+ return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z();
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+
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+ },
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+
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+ rowOfMatrix3: function( m, i ) {
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+
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+ var v = this.allocVector3();
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+ v.setValue( m[ i * 3 + 0 ], m[ i * 3 + 1 ], m[ i * 3 + 2 ] );
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+ return v;
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+
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+ },
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+
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+ columnOfMatrix3: function( m, i ) {
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+
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+ var v = this.allocVector3();
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+ v.setValue( m[ i + 0 ], m[ i + 3 ], m[ i + 6 ] );
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+ return v;
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+
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+ },
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+
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+ negativeVector3: function( v ) {
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+
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+ var v2 = this.allocVector3();
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+ v2.setValue( -v.x(), -v.y(), -v.z() );
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+ return v2;
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+
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+ },
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+
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+ multiplyMatrix3ByVector3: function ( m, v ) {
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+
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+ var v4 = this.allocVector3();
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+
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+ var v0 = this.rowOfMatrix3( m, 0 );
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|
+ 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 );
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+};
|