CCDIKSolver.js 9.8 KB

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  1. import {
  2. BufferAttribute,
  3. BufferGeometry,
  4. Color,
  5. Line,
  6. LineBasicMaterial,
  7. Matrix4,
  8. Mesh,
  9. MeshBasicMaterial,
  10. Object3D,
  11. Quaternion,
  12. SphereGeometry,
  13. Vector3
  14. } from '../../../build/three.module.js';
  15. /**
  16. * CCD Algorithm
  17. * - https://sites.google.com/site/auraliusproject/ccd-algorithm
  18. *
  19. * // ik parameter example
  20. * //
  21. * // target, effector, index in links are bone index in skeleton.bones.
  22. * // the bones relation should be
  23. * // <-- parent child -->
  24. * // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector
  25. * iks = [ {
  26. * target: 1,
  27. * effector: 2,
  28. * links: [ { index: 5, limitation: new Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],
  29. * iteration: 10,
  30. * minAngle: 0.0,
  31. * maxAngle: 1.0,
  32. * } ];
  33. */
  34. var CCDIKSolver = ( function () {
  35. /**
  36. * @param {THREE.SkinnedMesh} mesh
  37. * @param {Array<Object>} iks
  38. */
  39. function CCDIKSolver( mesh, iks ) {
  40. this.mesh = mesh;
  41. this.iks = iks || [];
  42. this._valid();
  43. }
  44. CCDIKSolver.prototype = {
  45. constructor: CCDIKSolver,
  46. /**
  47. * Update IK bones.
  48. *
  49. * @return {CCDIKSolver}
  50. */
  51. update: function () {
  52. var q = new Quaternion();
  53. var targetPos = new Vector3();
  54. var targetVec = new Vector3();
  55. var effectorPos = new Vector3();
  56. var effectorVec = new Vector3();
  57. var linkPos = new Vector3();
  58. var invLinkQ = new Quaternion();
  59. var linkScale = new Vector3();
  60. var axis = new Vector3();
  61. var vector = new Vector3();
  62. return function update() {
  63. var bones = this.mesh.skeleton.bones;
  64. var iks = this.iks;
  65. // for reference overhead reduction in loop
  66. var math = Math;
  67. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  68. var ik = iks[ i ];
  69. var effector = bones[ ik.effector ];
  70. var target = bones[ ik.target ];
  71. // don't use getWorldPosition() here for the performance
  72. // because it calls updateMatrixWorld( true ) inside.
  73. targetPos.setFromMatrixPosition( target.matrixWorld );
  74. var links = ik.links;
  75. var iteration = ik.iteration !== undefined ? ik.iteration : 1;
  76. for ( var j = 0; j < iteration; j ++ ) {
  77. var rotated = false;
  78. for ( var k = 0, kl = links.length; k < kl; k ++ ) {
  79. var link = bones[ links[ k ].index ];
  80. // skip this link and following links.
  81. // this skip is used for MMD performance optimization.
  82. if ( links[ k ].enabled === false ) break;
  83. var limitation = links[ k ].limitation;
  84. var rotationMin = links[ k ].rotationMin;
  85. var rotationMax = links[ k ].rotationMax;
  86. // don't use getWorldPosition/Quaternion() here for the performance
  87. // because they call updateMatrixWorld( true ) inside.
  88. link.matrixWorld.decompose( linkPos, invLinkQ, linkScale );
  89. invLinkQ.invert();
  90. effectorPos.setFromMatrixPosition( effector.matrixWorld );
  91. // work in link world
  92. effectorVec.subVectors( effectorPos, linkPos );
  93. effectorVec.applyQuaternion( invLinkQ );
  94. effectorVec.normalize();
  95. targetVec.subVectors( targetPos, linkPos );
  96. targetVec.applyQuaternion( invLinkQ );
  97. targetVec.normalize();
  98. var angle = targetVec.dot( effectorVec );
  99. if ( angle > 1.0 ) {
  100. angle = 1.0;
  101. } else if ( angle < - 1.0 ) {
  102. angle = - 1.0;
  103. }
  104. angle = math.acos( angle );
  105. // skip if changing angle is too small to prevent vibration of bone
  106. // Refer to http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  107. if ( angle < 1e-5 ) continue;
  108. if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
  109. angle = ik.minAngle;
  110. }
  111. if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
  112. angle = ik.maxAngle;
  113. }
  114. axis.crossVectors( effectorVec, targetVec );
  115. axis.normalize();
  116. q.setFromAxisAngle( axis, angle );
  117. link.quaternion.multiply( q );
  118. // TODO: re-consider the limitation specification
  119. if ( limitation !== undefined ) {
  120. var c = link.quaternion.w;
  121. if ( c > 1.0 ) c = 1.0;
  122. var c2 = math.sqrt( 1 - c * c );
  123. link.quaternion.set( limitation.x * c2,
  124. limitation.y * c2,
  125. limitation.z * c2,
  126. c );
  127. }
  128. if ( rotationMin !== undefined ) {
  129. link.rotation.setFromVector3(
  130. link.rotation
  131. .toVector3( vector )
  132. .max( rotationMin ) );
  133. }
  134. if ( rotationMax !== undefined ) {
  135. link.rotation.setFromVector3(
  136. link.rotation
  137. .toVector3( vector )
  138. .min( rotationMax ) );
  139. }
  140. link.updateMatrixWorld( true );
  141. rotated = true;
  142. }
  143. if ( ! rotated ) break;
  144. }
  145. }
  146. return this;
  147. };
  148. }(),
  149. /**
  150. * Creates Helper
  151. *
  152. * @return {CCDIKHelper}
  153. */
  154. createHelper: function () {
  155. return new CCDIKHelper( this.mesh, this.mesh.geometry.userData.MMD.iks );
  156. },
  157. // private methods
  158. _valid: function () {
  159. var iks = this.iks;
  160. var bones = this.mesh.skeleton.bones;
  161. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  162. var ik = iks[ i ];
  163. var effector = bones[ ik.effector ];
  164. var links = ik.links;
  165. var link0, link1;
  166. link0 = effector;
  167. for ( var j = 0, jl = links.length; j < jl; j ++ ) {
  168. link1 = bones[ links[ j ].index ];
  169. if ( link0.parent !== link1 ) {
  170. console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
  171. }
  172. link0 = link1;
  173. }
  174. }
  175. }
  176. };
  177. /**
  178. * Visualize IK bones
  179. *
  180. * @param {SkinnedMesh} mesh
  181. * @param {Array<Object>} iks
  182. */
  183. function CCDIKHelper( mesh, iks ) {
  184. Object3D.call( this );
  185. this.root = mesh;
  186. this.iks = iks || [];
  187. this.matrix.copy( mesh.matrixWorld );
  188. this.matrixAutoUpdate = false;
  189. this.sphereGeometry = new SphereGeometry( 0.25, 16, 8 );
  190. this.targetSphereMaterial = new MeshBasicMaterial( {
  191. color: new Color( 0xff8888 ),
  192. depthTest: false,
  193. depthWrite: false,
  194. transparent: true
  195. } );
  196. this.effectorSphereMaterial = new MeshBasicMaterial( {
  197. color: new Color( 0x88ff88 ),
  198. depthTest: false,
  199. depthWrite: false,
  200. transparent: true
  201. } );
  202. this.linkSphereMaterial = new MeshBasicMaterial( {
  203. color: new Color( 0x8888ff ),
  204. depthTest: false,
  205. depthWrite: false,
  206. transparent: true
  207. } );
  208. this.lineMaterial = new LineBasicMaterial( {
  209. color: new Color( 0xff0000 ),
  210. depthTest: false,
  211. depthWrite: false,
  212. transparent: true
  213. } );
  214. this._init();
  215. }
  216. CCDIKHelper.prototype = Object.assign( Object.create( Object3D.prototype ), {
  217. constructor: CCDIKHelper,
  218. /**
  219. * Updates IK bones visualization.
  220. */
  221. updateMatrixWorld: function () {
  222. var matrix = new Matrix4();
  223. var vector = new Vector3();
  224. function getPosition( bone, matrixWorldInv ) {
  225. return vector
  226. .setFromMatrixPosition( bone.matrixWorld )
  227. .applyMatrix4( matrixWorldInv );
  228. }
  229. function setPositionOfBoneToAttributeArray( array, index, bone, matrixWorldInv ) {
  230. var v = getPosition( bone, matrixWorldInv );
  231. array[ index * 3 + 0 ] = v.x;
  232. array[ index * 3 + 1 ] = v.y;
  233. array[ index * 3 + 2 ] = v.z;
  234. }
  235. return function updateMatrixWorld( force ) {
  236. var mesh = this.root;
  237. if ( this.visible ) {
  238. var offset = 0;
  239. var iks = this.iks;
  240. var bones = mesh.skeleton.bones;
  241. matrix.copy( mesh.matrixWorld ).invert();
  242. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  243. var ik = iks[ i ];
  244. var targetBone = bones[ ik.target ];
  245. var effectorBone = bones[ ik.effector ];
  246. var targetMesh = this.children[ offset ++ ];
  247. var effectorMesh = this.children[ offset ++ ];
  248. targetMesh.position.copy( getPosition( targetBone, matrix ) );
  249. effectorMesh.position.copy( getPosition( effectorBone, matrix ) );
  250. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  251. var link = ik.links[ j ];
  252. var linkBone = bones[ link.index ];
  253. var linkMesh = this.children[ offset ++ ];
  254. linkMesh.position.copy( getPosition( linkBone, matrix ) );
  255. }
  256. var line = this.children[ offset ++ ];
  257. var array = line.geometry.attributes.position.array;
  258. setPositionOfBoneToAttributeArray( array, 0, targetBone, matrix );
  259. setPositionOfBoneToAttributeArray( array, 1, effectorBone, matrix );
  260. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  261. var link = ik.links[ j ];
  262. var linkBone = bones[ link.index ];
  263. setPositionOfBoneToAttributeArray( array, j + 2, linkBone, matrix );
  264. }
  265. line.geometry.attributes.position.needsUpdate = true;
  266. }
  267. }
  268. this.matrix.copy( mesh.matrixWorld );
  269. Object3D.prototype.updateMatrixWorld.call( this, force );
  270. };
  271. }(),
  272. // private method
  273. _init: function () {
  274. var scope = this;
  275. var iks = this.iks;
  276. function createLineGeometry( ik ) {
  277. var geometry = new BufferGeometry();
  278. var vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
  279. geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );
  280. return geometry;
  281. }
  282. function createTargetMesh() {
  283. return new Mesh( scope.sphereGeometry, scope.targetSphereMaterial );
  284. }
  285. function createEffectorMesh() {
  286. return new Mesh( scope.sphereGeometry, scope.effectorSphereMaterial );
  287. }
  288. function createLinkMesh() {
  289. return new Mesh( scope.sphereGeometry, scope.linkSphereMaterial );
  290. }
  291. function createLine( ik ) {
  292. return new Line( createLineGeometry( ik ), scope.lineMaterial );
  293. }
  294. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  295. var ik = iks[ i ];
  296. this.add( createTargetMesh() );
  297. this.add( createEffectorMesh() );
  298. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  299. this.add( createLinkMesh() );
  300. }
  301. this.add( createLine( ik ) );
  302. }
  303. }
  304. } );
  305. return CCDIKSolver;
  306. } )();
  307. export { CCDIKSolver };