CCDIKSolver.js 9.9 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 all IK bones.
  34. *
  35. * @return {CCDIKSolver}
  36. */
  37. update: function () {
  38. var iks = this.iks;
  39. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  40. this.updateOne( iks[ i ] );
  41. }
  42. return this;
  43. },
  44. /**
  45. * Update one IK bone
  46. *
  47. * @param {Object} ik parameter
  48. * @return {THREE.CCDIKSolver}
  49. */
  50. updateOne: function () {
  51. var q = new THREE.Quaternion();
  52. var targetPos = new THREE.Vector3();
  53. var targetVec = new THREE.Vector3();
  54. var effectorPos = new THREE.Vector3();
  55. var effectorVec = new THREE.Vector3();
  56. var linkPos = new THREE.Vector3();
  57. var invLinkQ = new THREE.Quaternion();
  58. var linkScale = new THREE.Vector3();
  59. var axis = new THREE.Vector3();
  60. var vector = new THREE.Vector3();
  61. return function update( ik ) {
  62. var bones = this.mesh.skeleton.bones;
  63. // for reference overhead reduction in loop
  64. var math = Math;
  65. var effector = bones[ ik.effector ];
  66. var target = bones[ ik.target ];
  67. // don't use getWorldPosition() here for the performance
  68. // because it calls updateMatrixWorld( true ) inside.
  69. targetPos.setFromMatrixPosition( target.matrixWorld );
  70. var links = ik.links;
  71. var iteration = ik.iteration !== undefined ? ik.iteration : 1;
  72. for ( var i = 0; i < iteration; i ++ ) {
  73. var rotated = false;
  74. for ( var j = 0, jl = links.length; j < jl; j ++ ) {
  75. var link = bones[ links[ j ].index ];
  76. // skip this link and following links.
  77. // this skip is used for MMD performance optimization.
  78. if ( links[ j ].enabled === false ) break;
  79. var limitation = links[ j ].limitation;
  80. var rotationMin = links[ j ].rotationMin;
  81. var rotationMax = links[ j ].rotationMax;
  82. // don't use getWorldPosition/Quaternion() here for the performance
  83. // because they call updateMatrixWorld( true ) inside.
  84. link.matrixWorld.decompose( linkPos, invLinkQ, linkScale );
  85. invLinkQ.invert();
  86. effectorPos.setFromMatrixPosition( effector.matrixWorld );
  87. // work in link world
  88. effectorVec.subVectors( effectorPos, linkPos );
  89. effectorVec.applyQuaternion( invLinkQ );
  90. effectorVec.normalize();
  91. targetVec.subVectors( targetPos, linkPos );
  92. targetVec.applyQuaternion( invLinkQ );
  93. targetVec.normalize();
  94. var angle = targetVec.dot( effectorVec );
  95. if ( angle > 1.0 ) {
  96. angle = 1.0;
  97. } else if ( angle < - 1.0 ) {
  98. angle = - 1.0;
  99. }
  100. angle = math.acos( angle );
  101. // skip if changing angle is too small to prevent vibration of bone
  102. // Refer to http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  103. if ( angle < 1e-5 ) continue;
  104. if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
  105. angle = ik.minAngle;
  106. }
  107. if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
  108. angle = ik.maxAngle;
  109. }
  110. axis.crossVectors( effectorVec, targetVec );
  111. axis.normalize();
  112. q.setFromAxisAngle( axis, angle );
  113. link.quaternion.multiply( q );
  114. // TODO: re-consider the limitation specification
  115. if ( limitation !== undefined ) {
  116. var c = link.quaternion.w;
  117. if ( c > 1.0 ) c = 1.0;
  118. var c2 = math.sqrt( 1 - c * c );
  119. link.quaternion.set( limitation.x * c2,
  120. limitation.y * c2,
  121. limitation.z * c2,
  122. c );
  123. }
  124. if ( rotationMin !== undefined ) {
  125. link.rotation.setFromVector3(
  126. link.rotation
  127. .toVector3( vector )
  128. .max( rotationMin ) );
  129. }
  130. if ( rotationMax !== undefined ) {
  131. link.rotation.setFromVector3(
  132. link.rotation
  133. .toVector3( vector )
  134. .min( rotationMax ) );
  135. }
  136. link.updateMatrixWorld( true );
  137. rotated = true;
  138. }
  139. if ( ! rotated ) break;
  140. }
  141. return this;
  142. };
  143. }(),
  144. /**
  145. * Creates Helper
  146. *
  147. * @return {CCDIKHelper}
  148. */
  149. createHelper: function () {
  150. return new CCDIKHelper( this.mesh, this.mesh.geometry.userData.MMD.iks );
  151. },
  152. // private methods
  153. _valid: function () {
  154. var iks = this.iks;
  155. var bones = this.mesh.skeleton.bones;
  156. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  157. var ik = iks[ i ];
  158. var effector = bones[ ik.effector ];
  159. var links = ik.links;
  160. var link0, link1;
  161. link0 = effector;
  162. for ( var j = 0, jl = links.length; j < jl; j ++ ) {
  163. link1 = bones[ links[ j ].index ];
  164. if ( link0.parent !== link1 ) {
  165. console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
  166. }
  167. link0 = link1;
  168. }
  169. }
  170. }
  171. };
  172. /**
  173. * Visualize IK bones
  174. *
  175. * @param {SkinnedMesh} mesh
  176. * @param {Array<Object>} iks
  177. */
  178. function CCDIKHelper( mesh, iks ) {
  179. THREE.Object3D.call( this );
  180. this.root = mesh;
  181. this.iks = iks || [];
  182. this.matrix.copy( mesh.matrixWorld );
  183. this.matrixAutoUpdate = false;
  184. this.sphereGeometry = new THREE.SphereGeometry( 0.25, 16, 8 );
  185. this.targetSphereMaterial = new THREE.MeshBasicMaterial( {
  186. color: new THREE.Color( 0xff8888 ),
  187. depthTest: false,
  188. depthWrite: false,
  189. transparent: true
  190. } );
  191. this.effectorSphereMaterial = new THREE.MeshBasicMaterial( {
  192. color: new THREE.Color( 0x88ff88 ),
  193. depthTest: false,
  194. depthWrite: false,
  195. transparent: true
  196. } );
  197. this.linkSphereMaterial = new THREE.MeshBasicMaterial( {
  198. color: new THREE.Color( 0x8888ff ),
  199. depthTest: false,
  200. depthWrite: false,
  201. transparent: true
  202. } );
  203. this.lineMaterial = new THREE.LineBasicMaterial( {
  204. color: new THREE.Color( 0xff0000 ),
  205. depthTest: false,
  206. depthWrite: false,
  207. transparent: true
  208. } );
  209. this._init();
  210. }
  211. CCDIKHelper.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  212. constructor: CCDIKHelper,
  213. /**
  214. * Updates IK bones visualization.
  215. */
  216. updateMatrixWorld: function () {
  217. var matrix = new THREE.Matrix4();
  218. var vector = new THREE.Vector3();
  219. function getPosition( bone, matrixWorldInv ) {
  220. return vector
  221. .setFromMatrixPosition( bone.matrixWorld )
  222. .applyMatrix4( matrixWorldInv );
  223. }
  224. function setPositionOfBoneToAttributeArray( array, index, bone, matrixWorldInv ) {
  225. var v = getPosition( bone, matrixWorldInv );
  226. array[ index * 3 + 0 ] = v.x;
  227. array[ index * 3 + 1 ] = v.y;
  228. array[ index * 3 + 2 ] = v.z;
  229. }
  230. return function updateMatrixWorld( force ) {
  231. var mesh = this.root;
  232. if ( this.visible ) {
  233. var offset = 0;
  234. var iks = this.iks;
  235. var bones = mesh.skeleton.bones;
  236. matrix.copy( mesh.matrixWorld ).invert();
  237. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  238. var ik = iks[ i ];
  239. var targetBone = bones[ ik.target ];
  240. var effectorBone = bones[ ik.effector ];
  241. var targetMesh = this.children[ offset ++ ];
  242. var effectorMesh = this.children[ offset ++ ];
  243. targetMesh.position.copy( getPosition( targetBone, matrix ) );
  244. effectorMesh.position.copy( getPosition( effectorBone, matrix ) );
  245. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  246. var link = ik.links[ j ];
  247. var linkBone = bones[ link.index ];
  248. var linkMesh = this.children[ offset ++ ];
  249. linkMesh.position.copy( getPosition( linkBone, matrix ) );
  250. }
  251. var line = this.children[ offset ++ ];
  252. var array = line.geometry.attributes.position.array;
  253. setPositionOfBoneToAttributeArray( array, 0, targetBone, matrix );
  254. setPositionOfBoneToAttributeArray( array, 1, effectorBone, matrix );
  255. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  256. var link = ik.links[ j ];
  257. var linkBone = bones[ link.index ];
  258. setPositionOfBoneToAttributeArray( array, j + 2, linkBone, matrix );
  259. }
  260. line.geometry.attributes.position.needsUpdate = true;
  261. }
  262. }
  263. this.matrix.copy( mesh.matrixWorld );
  264. THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
  265. };
  266. }(),
  267. // private method
  268. _init: function () {
  269. var scope = this;
  270. var iks = this.iks;
  271. function createLineGeometry( ik ) {
  272. var geometry = new THREE.BufferGeometry();
  273. var vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
  274. geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  275. return geometry;
  276. }
  277. function createTargetMesh() {
  278. return new THREE.Mesh( scope.sphereGeometry, scope.targetSphereMaterial );
  279. }
  280. function createEffectorMesh() {
  281. return new THREE.Mesh( scope.sphereGeometry, scope.effectorSphereMaterial );
  282. }
  283. function createLinkMesh() {
  284. return new THREE.Mesh( scope.sphereGeometry, scope.linkSphereMaterial );
  285. }
  286. function createLine( ik ) {
  287. return new THREE.Line( createLineGeometry( ik ), scope.lineMaterial );
  288. }
  289. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  290. var ik = iks[ i ];
  291. this.add( createTargetMesh() );
  292. this.add( createEffectorMesh() );
  293. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  294. this.add( createLinkMesh() );
  295. }
  296. this.add( createLine( ik ) );
  297. }
  298. }
  299. } );
  300. return CCDIKSolver;
  301. } )();