ccdiksolver-browser.html 6.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285
  1. <!DOCTYPE html>
  2. <html lang="en">
  3. <head>
  4. <meta charset="utf-8">
  5. <title>Three.js CCDIKSolver Browser</title>
  6. <link rel="shortcut icon" href="../../files/favicon.ico" />
  7. <link rel="stylesheet" type="text/css" href="../../files/main.css">
  8. <style>
  9. canvas {
  10. display: block;
  11. width: 100%;
  12. height: 100%;
  13. }
  14. #newWindow {
  15. display: block;
  16. position: absolute;
  17. bottom: 0.3em;
  18. left: 0.5em;
  19. color: #fff;
  20. }
  21. </style>
  22. </head>
  23. <body>
  24. <script type="importmap">
  25. {
  26. "imports": {
  27. "three": "../../build/three.module.js",
  28. "three/addons/": "../../examples/jsm/"
  29. }
  30. }
  31. </script>
  32. <a id='newWindow' href='./ccdiksolver-browser.html' target='_blank'>Open in New Window</a>
  33. <script type="module">
  34. //
  35. // Forked from /docs/api/en/objects/SkinnedMesh example
  36. //
  37. import {
  38. Bone,
  39. Color,
  40. CylinderGeometry,
  41. DoubleSide,
  42. Float32BufferAttribute,
  43. MeshPhongMaterial,
  44. PerspectiveCamera,
  45. Scene,
  46. SkinnedMesh,
  47. Skeleton,
  48. SkeletonHelper,
  49. Vector3,
  50. Uint16BufferAttribute,
  51. WebGLRenderer
  52. } from 'three';
  53. import { CCDIKSolver, CCDIKHelper } from 'three/addons/animation/CCDIKSolver.js';
  54. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  55. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  56. let gui, scene, camera, renderer, orbit, mesh, bones, skeletonHelper, ikSolver;
  57. const state = {
  58. ikSolverAutoUpdate: true
  59. };
  60. function initScene() {
  61. gui = new GUI();
  62. scene = new Scene();
  63. scene.background = new Color( 0x444444 );
  64. camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 200 );
  65. camera.position.z = 30;
  66. camera.position.y = 30;
  67. renderer = new WebGLRenderer( { antialias: true } );
  68. renderer.setPixelRatio( window.devicePixelRatio );
  69. renderer.setSize( window.innerWidth, window.innerHeight );
  70. document.body.appendChild( renderer.domElement );
  71. orbit = new OrbitControls( camera, renderer.domElement );
  72. orbit.enableZoom = false;
  73. window.addEventListener( 'resize', function () {
  74. camera.aspect = window.innerWidth / window.innerHeight;
  75. camera.updateProjectionMatrix();
  76. renderer.setSize( window.innerWidth, window.innerHeight );
  77. }, false );
  78. initBones();
  79. setupDatGui();
  80. }
  81. function createGeometry( sizing ) {
  82. const geometry = new CylinderGeometry(
  83. 5, // radiusTop
  84. 5, // radiusBottom
  85. sizing.height, // height
  86. 8, // radiusSegments
  87. sizing.segmentCount * 1, // heightSegments
  88. true // openEnded
  89. );
  90. const position = geometry.attributes.position;
  91. const vertex = new Vector3();
  92. const skinIndices = [];
  93. const skinWeights = [];
  94. for ( let i = 0; i < position.count; i ++ ) {
  95. vertex.fromBufferAttribute( position, i );
  96. const y = ( vertex.y + sizing.halfHeight );
  97. const skinIndex = Math.floor( y / sizing.segmentHeight );
  98. const skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
  99. skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
  100. skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
  101. }
  102. geometry.setAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );
  103. geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );
  104. return geometry;
  105. }
  106. function createBones( sizing ) {
  107. bones = [];
  108. // "root bone"
  109. const rootBone = new Bone();
  110. rootBone.name = 'root';
  111. rootBone.position.y = - sizing.halfHeight;
  112. bones.push( rootBone );
  113. //
  114. // "bone0", "bone1", "bone2", "bone3"
  115. //
  116. // "bone0"
  117. let prevBone = new Bone();
  118. prevBone.position.y = 0;
  119. rootBone.add( prevBone );
  120. bones.push( prevBone );
  121. // "bone1", "bone2", "bone3"
  122. for ( let i = 1; i <= sizing.segmentCount; i ++ ) {
  123. const bone = new Bone();
  124. bone.position.y = sizing.segmentHeight;
  125. bones.push( bone );
  126. bone.name = `bone${i}`;
  127. prevBone.add( bone );
  128. prevBone = bone;
  129. }
  130. // "target"
  131. const targetBone = new Bone();
  132. targetBone.name = 'target';
  133. targetBone.position.y = sizing.height + sizing.segmentHeight; // relative to parent: rootBone
  134. rootBone.add( targetBone );
  135. bones.push( targetBone );
  136. return bones;
  137. }
  138. function createMesh( geometry, bones ) {
  139. const material = new MeshPhongMaterial( {
  140. color: 0x156289,
  141. emissive: 0x072534,
  142. side: DoubleSide,
  143. flatShading: true,
  144. wireframe: true
  145. } );
  146. const mesh = new SkinnedMesh( geometry, material );
  147. const skeleton = new Skeleton( bones );
  148. mesh.add( bones[ 0 ] );
  149. mesh.bind( skeleton );
  150. skeletonHelper = new SkeletonHelper( mesh );
  151. skeletonHelper.material.linewidth = 2;
  152. scene.add( skeletonHelper );
  153. return mesh;
  154. }
  155. function setupDatGui() {
  156. gui.add( mesh, 'pose' ).name( 'mesh.pose()' );
  157. mesh.skeleton.bones
  158. .filter( ( bone ) => bone.name === 'target' )
  159. .forEach( function ( bone ) {
  160. const folder = gui.addFolder( bone.name );
  161. const delta = 20;
  162. folder.add( bone.position, 'x', - delta + bone.position.x, delta + bone.position.x );
  163. folder.add( bone.position, 'y', - bone.position.y, bone.position.y );
  164. folder.add( bone.position, 'z', - delta + bone.position.z, delta + bone.position.z );
  165. } );
  166. gui.add( ikSolver, 'update' ).name( 'ikSolver.update()' );
  167. gui.add( state, 'ikSolverAutoUpdate' );
  168. }
  169. function initBones() {
  170. const segmentHeight = 8;
  171. const segmentCount = 3;
  172. const height = segmentHeight * segmentCount;
  173. const halfHeight = height * 0.5;
  174. const sizing = {
  175. segmentHeight,
  176. segmentCount,
  177. height,
  178. halfHeight
  179. };
  180. const geometry = createGeometry( sizing );
  181. const bones = createBones( sizing );
  182. mesh = createMesh( geometry, bones );
  183. scene.add( mesh );
  184. //
  185. // ikSolver
  186. //
  187. const iks = [
  188. {
  189. target: 5,
  190. effector: 4,
  191. links: [ { index: 3 }, { index: 2 }, { index: 1 } ]
  192. }
  193. ];
  194. ikSolver = new CCDIKSolver( mesh, iks );
  195. scene.add( new CCDIKHelper( mesh, iks ) );
  196. }
  197. function render() {
  198. requestAnimationFrame( render );
  199. if ( state.ikSolverAutoUpdate ) {
  200. ikSolver?.update();
  201. }
  202. renderer.render( scene, camera );
  203. }
  204. initScene();
  205. render();
  206. </script>
  207. </body>
  208. </html>