CCDIKSolver.js 9.8 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. var vector = new THREE.Vector3();
  50. return function update() {
  51. var bones = this.mesh.skeleton.bones;
  52. var iks = this.iks;
  53. // for reference overhead reduction in loop
  54. var math = Math;
  55. for ( var i = 0, il = iks.length; i < il; i++ ) {
  56. var ik = iks[ i ];
  57. var effector = bones[ ik.effector ];
  58. var target = bones[ ik.target ];
  59. // don't use getWorldPosition() here for the performance
  60. // because it calls updateMatrixWorld( true ) inside.
  61. targetPos.setFromMatrixPosition( target.matrixWorld );
  62. var links = ik.links;
  63. var iteration = ik.iteration !== undefined ? ik.iteration : 1;
  64. for ( var j = 0; j < iteration; j++ ) {
  65. var rotated = false;
  66. for ( var k = 0, kl = links.length; k < kl; k++ ) {
  67. var link = bones[ links[ k ].index ];
  68. // skip this link and following links.
  69. // this skip is used for MMD performance optimization.
  70. if ( links[ k ].enabled === false ) break;
  71. var limitation = links[ k ].limitation;
  72. var rotationMin = links[ k ].rotationMin;
  73. var rotationMax = links[ k ].rotationMax;
  74. // don't use getWorldPosition/Quaternion() here for the performance
  75. // because they call updateMatrixWorld( true ) inside.
  76. link.matrixWorld.decompose( linkPos, invLinkQ, linkScale );
  77. invLinkQ.inverse();
  78. effectorPos.setFromMatrixPosition( effector.matrixWorld );
  79. // work in link world
  80. effectorVec.subVectors( effectorPos, linkPos );
  81. effectorVec.applyQuaternion( invLinkQ );
  82. effectorVec.normalize();
  83. targetVec.subVectors( targetPos, linkPos );
  84. targetVec.applyQuaternion( invLinkQ );
  85. targetVec.normalize();
  86. var angle = targetVec.dot( effectorVec );
  87. if ( angle > 1.0 ) {
  88. angle = 1.0;
  89. } else if ( angle < -1.0 ) {
  90. angle = -1.0;
  91. }
  92. angle = math.acos( angle );
  93. // skip if changing angle is too small to prevent vibration of bone
  94. // Refer to http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  95. if ( angle < 1e-5 ) continue;
  96. if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
  97. angle = ik.minAngle;
  98. }
  99. if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
  100. angle = ik.maxAngle;
  101. }
  102. axis.crossVectors( effectorVec, targetVec );
  103. axis.normalize();
  104. q.setFromAxisAngle( axis, angle );
  105. link.quaternion.multiply( q );
  106. // TODO: re-consider the limitation specification
  107. if ( limitation !== undefined ) {
  108. var c = link.quaternion.w;
  109. if ( c > 1.0 ) c = 1.0;
  110. var c2 = math.sqrt( 1 - c * c );
  111. link.quaternion.set( limitation.x * c2,
  112. limitation.y * c2,
  113. limitation.z * c2,
  114. c );
  115. }
  116. if ( rotationMin !== undefined ) {
  117. link.rotation.setFromVector3(
  118. link.rotation
  119. .toVector3( vector )
  120. .max( rotationMin ) );
  121. }
  122. if ( rotationMax !== undefined ) {
  123. link.rotation.setFromVector3(
  124. link.rotation
  125. .toVector3( vector )
  126. .min( rotationMax ) );
  127. }
  128. link.updateMatrixWorld( true );
  129. rotated = true;
  130. }
  131. if ( ! rotated ) break;
  132. }
  133. }
  134. return this;
  135. };
  136. }(),
  137. /**
  138. * Creates Helper
  139. *
  140. * @return {CCDIKHelper}
  141. */
  142. createHelper: function () {
  143. return new CCDIKHelper( this.mesh, this.mesh.geometry.userData.MMD.iks );
  144. },
  145. // private methods
  146. _valid: function () {
  147. var iks = this.iks;
  148. var bones = this.mesh.skeleton.bones;
  149. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  150. var ik = iks[ i ];
  151. var effector = bones[ ik.effector ];
  152. var links = ik.links;
  153. var link0, link1;
  154. link0 = effector;
  155. for ( var j = 0, jl = links.length; j < jl; j ++ ) {
  156. link1 = bones[ links[ j ].index ];
  157. if ( link0.parent !== link1 ) {
  158. console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
  159. }
  160. link0 = link1;
  161. }
  162. }
  163. }
  164. };
  165. /**
  166. * Visualize IK bones
  167. *
  168. * @param {SkinnedMesh} mesh
  169. * @param {Array<Object>} iks
  170. */
  171. function CCDIKHelper( mesh, iks ) {
  172. THREE.Object3D.call( this );
  173. this.root = mesh;
  174. this.iks = iks || [];
  175. this.matrix.copy( mesh.matrixWorld );
  176. this.matrixAutoUpdate = false;
  177. this.sphereGeometry = new THREE.SphereBufferGeometry( 0.25, 16, 8 );
  178. this.targetSphereMaterial = new THREE.MeshBasicMaterial( {
  179. color: new THREE.Color( 0xff8888 ),
  180. depthTest: false,
  181. depthWrite: false,
  182. transparent: true
  183. } );
  184. this.effectorSphereMaterial = new THREE.MeshBasicMaterial( {
  185. color: new THREE.Color( 0x88ff88 ),
  186. depthTest: false,
  187. depthWrite: false,
  188. transparent: true
  189. } );
  190. this.linkSphereMaterial = new THREE.MeshBasicMaterial( {
  191. color: new THREE.Color( 0x8888ff ),
  192. depthTest: false,
  193. depthWrite: false,
  194. transparent: true
  195. } );
  196. this.lineMaterial = new THREE.LineBasicMaterial( {
  197. color: new THREE.Color( 0xff0000 ),
  198. depthTest: false,
  199. depthWrite: false,
  200. transparent: true
  201. } );
  202. this._init();
  203. }
  204. CCDIKHelper.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  205. constructor: CCDIKHelper,
  206. /**
  207. * Updates IK bones visualization.
  208. */
  209. updateMatrixWorld: function () {
  210. var matrix = new THREE.Matrix4();
  211. var vector = new THREE.Vector3();
  212. function getPosition( bone, matrixWorldInv ) {
  213. return vector
  214. .setFromMatrixPosition( bone.matrixWorld )
  215. .applyMatrix4( matrixWorldInv );
  216. }
  217. function setPositionOfBoneToAttributeArray( array, index, bone, matrixWorldInv ) {
  218. var v = getPosition( bone, matrixWorldInv );
  219. array[ index * 3 + 0 ] = v.x;
  220. array[ index * 3 + 1 ] = v.y;
  221. array[ index * 3 + 2 ] = v.z;
  222. }
  223. return function updateMatrixWorld( force ) {
  224. var mesh = this.root;
  225. if ( this.visible ) {
  226. var offset = 0;
  227. var iks = this.iks;
  228. var bones = mesh.skeleton.bones;
  229. matrix.getInverse( mesh.matrixWorld );
  230. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  231. var ik = iks[ i ];
  232. var targetBone = bones[ ik.target ];
  233. var effectorBone = bones[ ik.effector ];
  234. var targetMesh = this.children[ offset ++ ];
  235. var effectorMesh = this.children[ offset ++ ];
  236. targetMesh.position.copy( getPosition( targetBone, matrix ) );
  237. effectorMesh.position.copy( getPosition( effectorBone, matrix ) );
  238. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  239. var link = ik.links[ j ];
  240. var linkBone = bones[ link.index ];
  241. var linkMesh = this.children[ offset ++ ];
  242. linkMesh.position.copy( getPosition( linkBone, matrix ) );
  243. }
  244. var line = this.children[ offset ++ ];
  245. var array = line.geometry.attributes.position.array;
  246. setPositionOfBoneToAttributeArray( array, 0, targetBone, matrix );
  247. setPositionOfBoneToAttributeArray( array, 1, effectorBone, matrix );
  248. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  249. var link = ik.links[ j ];
  250. var linkBone = bones[ link.index ];
  251. setPositionOfBoneToAttributeArray( array, j + 2, linkBone, matrix );
  252. }
  253. line.geometry.attributes.position.needsUpdate = true;
  254. }
  255. }
  256. this.matrix.copy( mesh.matrixWorld );
  257. THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
  258. };
  259. }(),
  260. // private method
  261. _init: function () {
  262. var self = this;
  263. var iks = this.iks;
  264. function createLineGeometry( ik ) {
  265. var geometry = new THREE.BufferGeometry();
  266. var vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
  267. geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  268. return geometry;
  269. }
  270. function createTargetMesh() {
  271. return new THREE.Mesh( self.sphereGeometry, self.targetSphereMaterial );
  272. }
  273. function createEffectorMesh() {
  274. return new THREE.Mesh( self.sphereGeometry, self.effectorSphereMaterial );
  275. }
  276. function createLinkMesh() {
  277. return new THREE.Mesh( self.sphereGeometry, self.linkSphereMaterial );
  278. }
  279. function createLine( ik ) {
  280. return new THREE.Line( createLineGeometry( ik ), self.lineMaterial );
  281. }
  282. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  283. var ik = iks[ i ];
  284. this.add( createTargetMesh() );
  285. this.add( createEffectorMesh() );
  286. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  287. this.add( createLinkMesh() );
  288. }
  289. this.add( createLine( ik ) );
  290. }
  291. }
  292. } );
  293. return CCDIKSolver;
  294. } )();