CCDIKSolver.js 3.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170
  1. /**
  2. * @author takahiro / https://github.com/takahirox
  3. *
  4. * CCD Algorithm
  5. * https://sites.google.com/site/auraliusproject/ccd-algorithm
  6. *
  7. * mesh.geometry needs to have iks array.
  8. *
  9. * ik parameter example
  10. *
  11. * ik = {
  12. * target: 1,
  13. * effector: 2,
  14. * links: [ { index: 5 }, { index: 4, limitation: new THREE.Vector3( 1, 0, 0 ) }, { index : 3 } ],
  15. * iteration: 10,
  16. * minAngle: 0.0,
  17. * maxAngle: 1.0,
  18. * };
  19. */
  20. THREE.CCDIKSolver = function ( mesh ) {
  21. this.mesh = mesh;
  22. var bones = mesh.skeleton.bones;
  23. this.orgBones = [];
  24. for ( var i = 0; i < bones.length; i++ ) {
  25. this.orgBones.push( bones[ i ].clone() );
  26. }
  27. };
  28. THREE.CCDIKSolver.prototype = {
  29. constructor: THREE.CCDIKSolver,
  30. update: function () {
  31. var effectorVec = new THREE.Vector3();
  32. var targetVec = new THREE.Vector3();
  33. var axis = new THREE.Vector3();
  34. var q = new THREE.Quaternion();
  35. var bones = this.mesh.skeleton.bones;
  36. var iks = this.mesh.geometry.iks;
  37. // for reference overhead reduction in loop
  38. var math = Math;
  39. for ( var i = 0, il = iks.length; i < il; i++ ) {
  40. var ik = iks[ i ];
  41. var effector = bones[ ik.effector ];
  42. var target = bones[ ik.target ];
  43. var targetPos = target.getWorldPosition();
  44. var links = ik.links;
  45. var iteration = ik.iteration !== undefined ? ik.iteration : 1;
  46. for ( var j = 0; j < iteration; j++ ) {
  47. for ( var k = 0, kl = links.length; k < kl; k++ ) {
  48. var link = bones[ links[ k ].index ];
  49. var limitation = links[ k ].limitation;
  50. var linkPos = link.getWorldPosition();
  51. var invLinkQ = link.getWorldQuaternion().inverse();
  52. var effectorPos = effector.getWorldPosition();
  53. // work in link world
  54. effectorVec.subVectors( effectorPos, linkPos );
  55. effectorVec.applyQuaternion( invLinkQ );
  56. effectorVec.normalize();
  57. targetVec.subVectors( targetPos, linkPos );
  58. targetVec.applyQuaternion( invLinkQ );
  59. targetVec.normalize();
  60. var angle = targetVec.dot( effectorVec );
  61. // TODO: continue (or break) the loop for the performance
  62. // if no longer needs to rotate (angle > 1.0-1e-5 ?)
  63. if ( angle > 1.0 ) {
  64. angle = 1.0;
  65. } else if ( angle < -1.0 ) {
  66. angle = -1.0;
  67. }
  68. angle = math.acos( angle );
  69. if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
  70. angle = ik.minAngle;
  71. }
  72. if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
  73. angle = ik.maxAngle;
  74. }
  75. axis.crossVectors( effectorVec, targetVec );
  76. axis.normalize();
  77. q.setFromAxisAngle( axis, angle );
  78. link.quaternion.multiply( q );
  79. // TODO: re-consider the limitation specification
  80. if ( limitation !== undefined ) {
  81. var c = link.quaternion.w;
  82. if ( c > 1.0 ) {
  83. c = 1.0;
  84. }
  85. var c2 = math.sqrt( 1 - c * c );
  86. link.quaternion.set( limitation.x * c2,
  87. limitation.y * c2,
  88. limitation.z * c2,
  89. c );
  90. }
  91. link.updateMatrixWorld( true );
  92. }
  93. }
  94. }
  95. },
  96. resetLinks: function () {
  97. var bones = this.mesh.skeleton.bones;
  98. var iks = this.mesh.geometry.iks;
  99. for ( var i = 0, il = iks.length; i < il; i++ ) {
  100. var ik = iks[ i ];
  101. var links = ik.links;
  102. for ( var j = 0; j < links.length; j++ ) {
  103. var link = links[ j ];
  104. var index = link.index;
  105. var b = bones[ index ];
  106. var b2 = this.orgBones[ index ];
  107. //b.position.copy( b2.position );
  108. b.quaternion.copy( b2.quaternion );
  109. }
  110. }
  111. }
  112. };