CCDIKSolver.js 9.2 KB

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  1. /**
  2. * @author takahiro / https://github.com/takahirox
  3. *
  4. * CCD Algorithm
  5. * - https://sites.google.com/site/auraliusproject/ccd-algorithm
  6. *
  7. * // ik parameter example
  8. * //
  9. * // target, effector, index in links are bone index in skeleton.bones.
  10. * // the bones relation should be
  11. * // <-- parent child -->
  12. * // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector
  13. * iks = [ {
  14. * target: 1,
  15. * effector: 2,
  16. * links: [ { index: 5, limitation: new THREE.Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],
  17. * iteration: 10,
  18. * minAngle: 0.0,
  19. * maxAngle: 1.0,
  20. * } ];
  21. */
  22. THREE.CCDIKSolver = ( function () {
  23. /**
  24. * @param {THREE.SkinnedMesh} mesh
  25. * @param {Array<Object>} iks
  26. */
  27. function CCDIKSolver( mesh, iks ) {
  28. this.mesh = mesh;
  29. this.iks = iks || [];
  30. this._valid();
  31. }
  32. CCDIKSolver.prototype = {
  33. constructor: CCDIKSolver,
  34. /**
  35. * Update IK bones.
  36. *
  37. * @return {THREE.CCDIKSolver}
  38. */
  39. update: function () {
  40. var q = new THREE.Quaternion();
  41. var targetPos = new THREE.Vector3();
  42. var targetVec = new THREE.Vector3();
  43. var effectorPos = new THREE.Vector3();
  44. var effectorVec = new THREE.Vector3();
  45. var linkPos = new THREE.Vector3();
  46. var invLinkQ = new THREE.Quaternion();
  47. var linkScale = new THREE.Vector3();
  48. var axis = new THREE.Vector3();
  49. return function update() {
  50. var bones = this.mesh.skeleton.bones;
  51. var iks = this.iks;
  52. // for reference overhead reduction in loop
  53. var math = Math;
  54. for ( var i = 0, il = iks.length; i < il; i++ ) {
  55. var ik = iks[ i ];
  56. var effector = bones[ ik.effector ];
  57. var target = bones[ ik.target ];
  58. // don't use getWorldPosition() here for the performance
  59. // because it calls updateMatrixWorld( true ) inside.
  60. targetPos.setFromMatrixPosition( target.matrixWorld );
  61. var links = ik.links;
  62. var iteration = ik.iteration !== undefined ? ik.iteration : 1;
  63. for ( var j = 0; j < iteration; j++ ) {
  64. var rotated = false;
  65. for ( var k = 0, kl = links.length; k < kl; k++ ) {
  66. var link = bones[ links[ k ].index ];
  67. // skip this link and following links.
  68. // this skip is used for MMD performance optimization.
  69. if ( links[ k ].enabled === false ) break;
  70. var limitation = links[ k ].limitation;
  71. // don't use getWorldPosition/Quaternion() here for the performance
  72. // because they call updateMatrixWorld( true ) inside.
  73. link.matrixWorld.decompose( linkPos, invLinkQ, linkScale );
  74. invLinkQ.inverse();
  75. effectorPos.setFromMatrixPosition( effector.matrixWorld );
  76. // work in link world
  77. effectorVec.subVectors( effectorPos, linkPos );
  78. effectorVec.applyQuaternion( invLinkQ );
  79. effectorVec.normalize();
  80. targetVec.subVectors( targetPos, linkPos );
  81. targetVec.applyQuaternion( invLinkQ );
  82. targetVec.normalize();
  83. var angle = targetVec.dot( effectorVec );
  84. if ( angle > 1.0 ) {
  85. angle = 1.0;
  86. } else if ( angle < -1.0 ) {
  87. angle = -1.0;
  88. }
  89. angle = math.acos( angle );
  90. // skip if changing angle is too small to prevent vibration of bone
  91. // Refer to http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  92. if ( angle < 1e-5 ) continue;
  93. if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
  94. angle = ik.minAngle;
  95. }
  96. if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
  97. angle = ik.maxAngle;
  98. }
  99. axis.crossVectors( effectorVec, targetVec );
  100. axis.normalize();
  101. q.setFromAxisAngle( axis, angle );
  102. link.quaternion.multiply( q );
  103. // TODO: re-consider the limitation specification
  104. if ( limitation !== undefined ) {
  105. var c = link.quaternion.w;
  106. if ( c > 1.0 ) c = 1.0;
  107. var c2 = math.sqrt( 1 - c * c );
  108. link.quaternion.set( limitation.x * c2,
  109. limitation.y * c2,
  110. limitation.z * c2,
  111. c );
  112. }
  113. link.updateMatrixWorld( true );
  114. rotated = true;
  115. }
  116. if ( ! rotated ) break;
  117. }
  118. }
  119. return this;
  120. }
  121. }(),
  122. /**
  123. * Creates Helper
  124. *
  125. * @return {CCDIKHelper}
  126. */
  127. createHelper: function () {
  128. return new CCDIKHelper( this.mesh, this.mesh.geometry.iks );
  129. },
  130. // private methods
  131. _valid: function () {
  132. var iks = this.iks;
  133. var bones = this.mesh.skeleton.bones;
  134. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  135. var ik = iks[ i ];
  136. var effector = bones[ ik.effector ];
  137. var links = ik.links;
  138. var link0, link1;
  139. link0 = effector;
  140. for ( var j = 0, jl = links.length; j < jl; j ++ ) {
  141. link1 = bones[ links[ j ].index ];
  142. if ( link0.parent !== link1 ) {
  143. console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
  144. }
  145. link0 = link1;
  146. }
  147. }
  148. }
  149. };
  150. /**
  151. * Visualize IK bones
  152. *
  153. * @param {SkinnedMesh} mesh
  154. * @param {Array<Object>} iks
  155. */
  156. function CCDIKHelper( mesh, iks ) {
  157. THREE.Object3D.call( this );
  158. this.root = mesh;
  159. this.iks = iks || [];
  160. this.matrix = mesh.matrixWorld;
  161. this.matrixAutoUpdate = false;
  162. this.sphereGeometry = new THREE.SphereBufferGeometry( 0.25, 16, 8 );
  163. this.targetSphereMaterial = new THREE.MeshBasicMaterial( {
  164. color: new THREE.Color( 0xff8888 ),
  165. depthTest: false,
  166. depthWrite: false,
  167. transparent: true
  168. } );
  169. this.effectorSphereMaterial = new THREE.MeshBasicMaterial( {
  170. color: new THREE.Color( 0x88ff88 ),
  171. depthTest: false,
  172. depthWrite: false,
  173. transparent: true
  174. } );
  175. this.linkSphereMaterial = new THREE.MeshBasicMaterial( {
  176. color: new THREE.Color( 0x8888ff ),
  177. depthTest: false,
  178. depthWrite: false,
  179. transparent: true
  180. } );
  181. this.lineMaterial = new THREE.LineBasicMaterial( {
  182. color: new THREE.Color( 0xff0000 ),
  183. depthTest: false,
  184. depthWrite: false,
  185. transparent: true
  186. } );
  187. this._init();
  188. }
  189. CCDIKHelper.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  190. constructor: CCDIKHelper,
  191. /**
  192. * Updates IK bones visualization.
  193. *
  194. * @return {CCDIKHelper}
  195. */
  196. update: function () {
  197. var matrix = new THREE.Matrix4();
  198. var vector = new THREE.Vector3();
  199. function getPosition( bone, matrixWorldInv ) {
  200. vector.setFromMatrixPosition( bone.matrixWorld );
  201. vector.applyMatrix4( matrixWorldInv );
  202. return vector;
  203. }
  204. function setPositionOfBoneToAttributeArray( array, index, bone, matrixWorldInv ) {
  205. var v = getPosition( bone, matrixWorldInv );
  206. array[ index * 3 + 0 ] = v.x;
  207. array[ index * 3 + 1 ] = v.y;
  208. array[ index * 3 + 2 ] = v.z;
  209. }
  210. return function update() {
  211. var offset = 0;
  212. var mesh = this.root;
  213. var iks = this.iks;
  214. var bones = mesh.skeleton.bones;
  215. matrix.getInverse( mesh.matrixWorld );
  216. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  217. var ik = iks[ i ];
  218. var targetBone = bones[ ik.target ];
  219. var effectorBone = bones[ ik.effector ];
  220. var targetMesh = this.children[ offset ++ ];
  221. var effectorMesh = this.children[ offset ++ ];
  222. targetMesh.position.copy( getPosition( targetBone, matrix ) );
  223. effectorMesh.position.copy( getPosition( effectorBone, matrix ) );
  224. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  225. var link = ik.links[ j ];
  226. var linkBone = bones[ link.index ];
  227. var linkMesh = this.children[ offset ++ ];
  228. linkMesh.position.copy( getPosition( linkBone, matrix ) );
  229. }
  230. var line = this.children[ offset ++ ];
  231. var array = line.geometry.attributes.position.array;
  232. setPositionOfBoneToAttributeArray( array, 0, targetBone, matrix );
  233. setPositionOfBoneToAttributeArray( array, 1, effectorBone, matrix );
  234. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  235. var link = ik.links[ j ];
  236. var linkBone = bones[ link.index ];
  237. setPositionOfBoneToAttributeArray( array, j + 2, linkBone, matrix );
  238. }
  239. line.geometry.attributes.position.needsUpdate = true;
  240. }
  241. }
  242. }(),
  243. // private method
  244. _init: function () {
  245. var self = this;
  246. var mesh = this.root;
  247. var iks = this.iks;
  248. function createLineGeometry( ik ) {
  249. var geometry = new THREE.BufferGeometry();
  250. var vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
  251. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  252. return geometry;
  253. }
  254. function createTargetMesh() {
  255. return new THREE.Mesh( self.sphereGeometry, self.targetSphereMaterial );
  256. }
  257. function createEffectorMesh() {
  258. return new THREE.Mesh( self.sphereGeometry, self.effectorSphereMaterial );
  259. }
  260. function createLinkMesh() {
  261. return new THREE.Mesh( self.sphereGeometry, self.linkSphereMaterial );
  262. }
  263. function createLine( ik ) {
  264. return new THREE.Line( createLineGeometry( ik ), self.lineMaterial );
  265. }
  266. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  267. var ik = iks[ i ];
  268. this.add( createTargetMesh() );
  269. this.add( createEffectorMesh() );
  270. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  271. this.add( createLinkMesh() );
  272. }
  273. this.add( createLine( ik ) );
  274. }
  275. }
  276. } );
  277. return CCDIKSolver;
  278. } )();