CCDIKSolver.js 9.8 KB

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  1. /**
  2. * CCD Algorithm
  3. * - https://sites.google.com/site/auraliusproject/ccd-algorithm
  4. *
  5. * // ik parameter example
  6. * //
  7. * // target, effector, index in links are bone index in skeleton.bones.
  8. * // the bones relation should be
  9. * // <-- parent child -->
  10. * // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector
  11. * iks = [ {
  12. * target: 1,
  13. * effector: 2,
  14. * links: [ { index: 5, limitation: new THREE.Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],
  15. * iteration: 10,
  16. * minAngle: 0.0,
  17. * maxAngle: 1.0,
  18. * } ];
  19. */
  20. THREE.CCDIKSolver = ( function () {
  21. /**
  22. * @param {THREE.SkinnedMesh} mesh
  23. * @param {Array<Object>} iks
  24. */
  25. function CCDIKSolver( mesh, iks ) {
  26. this.mesh = mesh;
  27. this.iks = iks || [];
  28. this._valid();
  29. }
  30. CCDIKSolver.prototype = {
  31. constructor: CCDIKSolver,
  32. /**
  33. * Update IK bones.
  34. *
  35. * @return {THREE.CCDIKSolver}
  36. */
  37. update: function () {
  38. var q = new THREE.Quaternion();
  39. var targetPos = new THREE.Vector3();
  40. var targetVec = new THREE.Vector3();
  41. var effectorPos = new THREE.Vector3();
  42. var effectorVec = new THREE.Vector3();
  43. var linkPos = new THREE.Vector3();
  44. var invLinkQ = new THREE.Quaternion();
  45. var linkScale = new THREE.Vector3();
  46. var axis = new THREE.Vector3();
  47. var vector = new THREE.Vector3();
  48. return function update() {
  49. var bones = this.mesh.skeleton.bones;
  50. var iks = this.iks;
  51. // for reference overhead reduction in loop
  52. var math = Math;
  53. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  54. var ik = iks[ i ];
  55. var effector = bones[ ik.effector ];
  56. var target = bones[ ik.target ];
  57. // don't use getWorldPosition() here for the performance
  58. // because it calls updateMatrixWorld( true ) inside.
  59. targetPos.setFromMatrixPosition( target.matrixWorld );
  60. var links = ik.links;
  61. var iteration = ik.iteration !== undefined ? ik.iteration : 1;
  62. for ( var j = 0; j < iteration; j ++ ) {
  63. var rotated = false;
  64. for ( var k = 0, kl = links.length; k < kl; k ++ ) {
  65. var link = bones[ links[ k ].index ];
  66. // skip this link and following links.
  67. // this skip is used for MMD performance optimization.
  68. if ( links[ k ].enabled === false ) break;
  69. var limitation = links[ k ].limitation;
  70. var rotationMin = links[ k ].rotationMin;
  71. var rotationMax = links[ k ].rotationMax;
  72. // don't use getWorldPosition/Quaternion() here for the performance
  73. // because they call updateMatrixWorld( true ) inside.
  74. link.matrixWorld.decompose( linkPos, invLinkQ, linkScale );
  75. invLinkQ.invert();
  76. effectorPos.setFromMatrixPosition( effector.matrixWorld );
  77. // work in link world
  78. effectorVec.subVectors( effectorPos, linkPos );
  79. effectorVec.applyQuaternion( invLinkQ );
  80. effectorVec.normalize();
  81. targetVec.subVectors( targetPos, linkPos );
  82. targetVec.applyQuaternion( invLinkQ );
  83. targetVec.normalize();
  84. var angle = targetVec.dot( effectorVec );
  85. if ( angle > 1.0 ) {
  86. angle = 1.0;
  87. } else if ( angle < - 1.0 ) {
  88. angle = - 1.0;
  89. }
  90. angle = math.acos( angle );
  91. // skip if changing angle is too small to prevent vibration of bone
  92. // Refer to http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  93. if ( angle < 1e-5 ) continue;
  94. if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
  95. angle = ik.minAngle;
  96. }
  97. if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
  98. angle = ik.maxAngle;
  99. }
  100. axis.crossVectors( effectorVec, targetVec );
  101. axis.normalize();
  102. q.setFromAxisAngle( axis, angle );
  103. link.quaternion.multiply( q );
  104. // TODO: re-consider the limitation specification
  105. if ( limitation !== undefined ) {
  106. var c = link.quaternion.w;
  107. if ( c > 1.0 ) c = 1.0;
  108. var c2 = math.sqrt( 1 - c * c );
  109. link.quaternion.set( limitation.x * c2,
  110. limitation.y * c2,
  111. limitation.z * c2,
  112. c );
  113. }
  114. if ( rotationMin !== undefined ) {
  115. link.rotation.setFromVector3(
  116. link.rotation
  117. .toVector3( vector )
  118. .max( rotationMin ) );
  119. }
  120. if ( rotationMax !== undefined ) {
  121. link.rotation.setFromVector3(
  122. link.rotation
  123. .toVector3( vector )
  124. .min( rotationMax ) );
  125. }
  126. link.updateMatrixWorld( true );
  127. rotated = true;
  128. }
  129. if ( ! rotated ) break;
  130. }
  131. }
  132. return this;
  133. };
  134. }(),
  135. /**
  136. * Creates Helper
  137. *
  138. * @return {CCDIKHelper}
  139. */
  140. createHelper: function () {
  141. return new CCDIKHelper( this.mesh, this.mesh.geometry.userData.MMD.iks );
  142. },
  143. // private methods
  144. _valid: function () {
  145. var iks = this.iks;
  146. var bones = this.mesh.skeleton.bones;
  147. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  148. var ik = iks[ i ];
  149. var effector = bones[ ik.effector ];
  150. var links = ik.links;
  151. var link0, link1;
  152. link0 = effector;
  153. for ( var j = 0, jl = links.length; j < jl; j ++ ) {
  154. link1 = bones[ links[ j ].index ];
  155. if ( link0.parent !== link1 ) {
  156. console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
  157. }
  158. link0 = link1;
  159. }
  160. }
  161. }
  162. };
  163. /**
  164. * Visualize IK bones
  165. *
  166. * @param {SkinnedMesh} mesh
  167. * @param {Array<Object>} iks
  168. */
  169. function CCDIKHelper( mesh, iks ) {
  170. THREE.Object3D.call( this );
  171. this.root = mesh;
  172. this.iks = iks || [];
  173. this.matrix.copy( mesh.matrixWorld );
  174. this.matrixAutoUpdate = false;
  175. this.sphereGeometry = new THREE.SphereGeometry( 0.25, 16, 8 );
  176. this.targetSphereMaterial = new THREE.MeshBasicMaterial( {
  177. color: new THREE.Color( 0xff8888 ),
  178. depthTest: false,
  179. depthWrite: false,
  180. transparent: true
  181. } );
  182. this.effectorSphereMaterial = new THREE.MeshBasicMaterial( {
  183. color: new THREE.Color( 0x88ff88 ),
  184. depthTest: false,
  185. depthWrite: false,
  186. transparent: true
  187. } );
  188. this.linkSphereMaterial = new THREE.MeshBasicMaterial( {
  189. color: new THREE.Color( 0x8888ff ),
  190. depthTest: false,
  191. depthWrite: false,
  192. transparent: true
  193. } );
  194. this.lineMaterial = new THREE.LineBasicMaterial( {
  195. color: new THREE.Color( 0xff0000 ),
  196. depthTest: false,
  197. depthWrite: false,
  198. transparent: true
  199. } );
  200. this._init();
  201. }
  202. CCDIKHelper.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  203. constructor: CCDIKHelper,
  204. /**
  205. * Updates IK bones visualization.
  206. */
  207. updateMatrixWorld: function () {
  208. var matrix = new THREE.Matrix4();
  209. var vector = new THREE.Vector3();
  210. function getPosition( bone, matrixWorldInv ) {
  211. return vector
  212. .setFromMatrixPosition( bone.matrixWorld )
  213. .applyMatrix4( matrixWorldInv );
  214. }
  215. function setPositionOfBoneToAttributeArray( array, index, bone, matrixWorldInv ) {
  216. var v = getPosition( bone, matrixWorldInv );
  217. array[ index * 3 + 0 ] = v.x;
  218. array[ index * 3 + 1 ] = v.y;
  219. array[ index * 3 + 2 ] = v.z;
  220. }
  221. return function updateMatrixWorld( force ) {
  222. var mesh = this.root;
  223. if ( this.visible ) {
  224. var offset = 0;
  225. var iks = this.iks;
  226. var bones = mesh.skeleton.bones;
  227. matrix.copy( mesh.matrixWorld ).invert();
  228. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  229. var ik = iks[ i ];
  230. var targetBone = bones[ ik.target ];
  231. var effectorBone = bones[ ik.effector ];
  232. var targetMesh = this.children[ offset ++ ];
  233. var effectorMesh = this.children[ offset ++ ];
  234. targetMesh.position.copy( getPosition( targetBone, matrix ) );
  235. effectorMesh.position.copy( getPosition( effectorBone, matrix ) );
  236. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  237. var link = ik.links[ j ];
  238. var linkBone = bones[ link.index ];
  239. var linkMesh = this.children[ offset ++ ];
  240. linkMesh.position.copy( getPosition( linkBone, matrix ) );
  241. }
  242. var line = this.children[ offset ++ ];
  243. var array = line.geometry.attributes.position.array;
  244. setPositionOfBoneToAttributeArray( array, 0, targetBone, matrix );
  245. setPositionOfBoneToAttributeArray( array, 1, effectorBone, matrix );
  246. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  247. var link = ik.links[ j ];
  248. var linkBone = bones[ link.index ];
  249. setPositionOfBoneToAttributeArray( array, j + 2, linkBone, matrix );
  250. }
  251. line.geometry.attributes.position.needsUpdate = true;
  252. }
  253. }
  254. this.matrix.copy( mesh.matrixWorld );
  255. THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
  256. };
  257. }(),
  258. // private method
  259. _init: function () {
  260. var scope = this;
  261. var iks = this.iks;
  262. function createLineGeometry( ik ) {
  263. var geometry = new THREE.BufferGeometry();
  264. var vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
  265. geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  266. return geometry;
  267. }
  268. function createTargetMesh() {
  269. return new THREE.Mesh( scope.sphereGeometry, scope.targetSphereMaterial );
  270. }
  271. function createEffectorMesh() {
  272. return new THREE.Mesh( scope.sphereGeometry, scope.effectorSphereMaterial );
  273. }
  274. function createLinkMesh() {
  275. return new THREE.Mesh( scope.sphereGeometry, scope.linkSphereMaterial );
  276. }
  277. function createLine( ik ) {
  278. return new THREE.Line( createLineGeometry( ik ), scope.lineMaterial );
  279. }
  280. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  281. var ik = iks[ i ];
  282. this.add( createTargetMesh() );
  283. this.add( createEffectorMesh() );
  284. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  285. this.add( createLinkMesh() );
  286. }
  287. this.add( createLine( ik ) );
  288. }
  289. }
  290. } );
  291. return CCDIKSolver;
  292. } )();