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