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- /**
- * @author takahiro / https://github.com/takahirox
- *
- * CCD Algorithm
- * https://sites.google.com/site/auraliusproject/ccd-algorithm
- *
- * mesh.geometry needs to have iks array.
- *
- * ik parameter example
- *
- * ik = {
- * target: 1,
- * effector: 2,
- * links: [ { index: 5 }, { index: 4, limitation: new THREE.Vector3( 1, 0, 0 ) }, { index : 3 } ],
- * iteration: 10,
- * minAngle: 0.0,
- * maxAngle: 1.0,
- * };
- */
- THREE.CCDIKSolver = function ( mesh ) {
- this.mesh = mesh;
- var bones = mesh.skeleton.bones;
- this.orgBones = [];
- for ( var i = 0; i < bones.length; i++ ) {
- this.orgBones.push( bones[ i ].clone() );
- }
- };
- THREE.CCDIKSolver.prototype = {
- constructor: THREE.CCDIKSolver,
- update: function () {
- var effectorVec = new THREE.Vector3();
- var targetVec = new THREE.Vector3();
- var axis = new THREE.Vector3();
- var q = new THREE.Quaternion();
- var bones = this.mesh.skeleton.bones;
- var iks = this.mesh.geometry.iks;
- // for reference overhead reduction in loop
- var math = Math;
- for ( var i = 0, il = iks.length; i < il; i++ ) {
- var ik = iks[ i ];
- var effector = bones[ ik.effector ];
- var target = bones[ ik.target ];
- var targetPos = target.getWorldPosition();
- var links = ik.links;
- var iteration = ik.iteration !== undefined ? ik.iteration : 1;
- for ( var j = 0; j < iteration; j++ ) {
- for ( var k = 0, kl = links.length; k < kl; k++ ) {
- var link = bones[ links[ k ].index ];
- var limitation = links[ k ].limitation;
- var linkPos = link.getWorldPosition();
- var invLinkQ = link.getWorldQuaternion().inverse();
- var effectorPos = effector.getWorldPosition();
- // work in link world
- effectorVec.subVectors( effectorPos, linkPos );
- effectorVec.applyQuaternion( invLinkQ );
- effectorVec.normalize();
- targetVec.subVectors( targetPos, linkPos );
- targetVec.applyQuaternion( invLinkQ );
- targetVec.normalize();
- var angle = targetVec.dot( effectorVec );
- // TODO: continue (or break) the loop for the performance
- // if no longer needs to rotate (angle > 1.0-1e-5 ?)
- if ( angle > 1.0 ) {
- angle = 1.0;
- } else if ( angle < -1.0 ) {
- angle = -1.0;
- }
- angle = math.acos( angle );
- if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
- angle = ik.minAngle;
- }
- if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
- angle = ik.maxAngle;
- }
- axis.crossVectors( effectorVec, targetVec );
- axis.normalize();
- q.setFromAxisAngle( axis, angle );
- link.quaternion.multiply( q );
- // TODO: re-consider the limitation specification
- if ( limitation !== undefined ) {
- var c = link.quaternion.w;
- if ( c > 1.0 ) {
- c = 1.0;
- }
- var c2 = math.sqrt( 1 - c * c );
- link.quaternion.set( limitation.x * c2,
- limitation.y * c2,
- limitation.z * c2,
- c );
- }
- link.updateMatrixWorld( true );
- }
- }
- }
- },
- resetLinks: function () {
- var bones = this.mesh.skeleton.bones;
- var iks = this.mesh.geometry.iks;
- for ( var i = 0, il = iks.length; i < il; i++ ) {
- var ik = iks[ i ];
- var links = ik.links;
- for ( var j = 0; j < links.length; j++ ) {
- var link = links[ j ];
- var index = link.index;
- var b = bones[ index ];
- var b2 = this.orgBones[ index ];
- //b.position.copy( b2.position );
- b.quaternion.copy( b2.quaternion );
- }
- }
- }
- };
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