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Add CCDIKSolver doc

Takahiro 7 years ago
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      docs/examples/animations/CCDIKSolver.html

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docs/examples/animations/CCDIKSolver.html

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+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<meta charset="utf-8" />
+		<base href="../../" />
+		<script src="list.js"></script>
+		<script src="page.js"></script>
+		<link type="text/css" rel="stylesheet" href="page.css" />
+	</head>
+	<body>
+		<h1>[name]</h1>
+
+		<p class="desc"> A solver for IK with <a href="https://sites.google.com/site/auraliusproject/ccd-algorithm"><em>CCD Algorithm</em></a>. <br /><br />
+		[name] solves Inverse Kinematics Problem with CCD Algorithm.
+		[name] is designed to work with [page:SkinnedMesh] loaded by [page:MMDLoader] but also can be used for generic [page:SkinnedMesh].
+		</p>
+
+		<h2>Example</h2>
+
+		<code>
+		var ikSolver;
+
+		// Load MMD resources and instantiate CCDIKSolver
+		new THREE.MMDLoader().load(
+			'models/mmd/miku.pmd',
+			function ( mesh ) {
+
+				ikSolver = new CCDIKSolver( mesh, mesh.geometry.iks );
+				scene.add( mesh );
+
+			}
+		);
+
+		function render() {
+
+			animate(); // update bones
+			if ( ikSolver !== undefined ) ikSolver.update();
+			renderer.render( scene, camera );
+
+		}
+		</code>
+
+		[example:webgl_loader_mmd]<br />
+		[example:webgl_loader_mmd_pose]<br />
+		[example:webgl_loader_mmd_audio]<br />
+
+		<br />
+		<hr>
+
+		<h2>Constructor</h2>
+
+		<h3>[name]( [param:SkinnedMesh mesh], [param:Array iks] )</h3>
+		<p>
+		[page:SkinnedMesh mesh] — [page:SkinnedMesh] for which [name] solves IK problem.<br />
+		[page:Array iks] — An array of [page:Object] specifying IK parameter. target, effector, and link-index are index integers in .skeleton.bones.
+		The bones relation should be "links[ n ], links[ n - 1 ], ..., links[ 0 ], effector" in order from parent to child.<br />
+		<ul>
+			<li>[page:Integer target] — Target bone.</li>
+			<li>[page:Integer effector] — Effector bone.</li>
+			<li>[page:Array links] — An array of [page: Object] specifying link bones.
+			<ul>
+				<li>[page:Integer index] — Link bone.</li>
+				<li>[page:Vector3 limitation] — (optional) Rotation axis. Default is undefined.</li>
+				<li>[page:Boolean enabled] — (optional) Default is true.</li>
+			</ul>
+			</li>
+			<li>[page:Integer iteration] — (optional) Iteration number of calculation. Smaller is faster but less precise. Default is 1.</li>
+			<li>[page:Number minAngle] — (optional) Minimum rotation angle in a step. Default is undefined.</li>
+			<li>[page:Number maxAngle] — (optional) Maximum rotation angle in a step. Default is undefined.</li>
+		</ul>
+		</p>
+		<p>
+		Creates a new [name].
+		</p>
+
+		<h2>Properties</h2>
+
+		<h3>[property:Array iks]</h3>
+		<p>An array of IK parameter passed to the constructor.</p>
+
+		<h3>[property:SkinnedMesh mesh]</h3>
+		<p>[page:SkinnedMesh] passed to the constructor.</p>
+
+		<h2>Methods</h2>
+
+		<h3>[method:CCDIKHelper createHelper]()</h3>
+		<p>
+		Return [page:CCDIKHelper]. You can visualize IK bones by adding the helper to scene.
+		</p>
+
+		<h3>[method:CCDIKSolver update]()</h3>
+		<p>
+		Update bones quaternion by solving CCD algorithm.
+		</p>
+
+		<h2>Source</h2>
+
+		[link:https://github.com/mrdoob/three.js/blob/master/examples/js/animation/CCDIKSolver.js examples/js/animation/CCDIKSolver.js]
+	</body>
+</html>