CCDIKSolver.js 10 KB

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  1. console.warn( "THREE.CCDIKSolver: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation." );
  2. /**
  3. * CCD Algorithm
  4. * - https://sites.google.com/site/auraliusproject/ccd-algorithm
  5. *
  6. * // ik parameter example
  7. * //
  8. * // target, effector, index in links are bone index in skeleton.bones.
  9. * // the bones relation should be
  10. * // <-- parent child -->
  11. * // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector
  12. * iks = [ {
  13. * target: 1,
  14. * effector: 2,
  15. * links: [ { index: 5, limitation: new THREE.Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],
  16. * iteration: 10,
  17. * minAngle: 0.0,
  18. * maxAngle: 1.0,
  19. * } ];
  20. */
  21. THREE.CCDIKSolver = ( function () {
  22. /**
  23. * @param {THREE.SkinnedMesh} mesh
  24. * @param {Array<Object>} iks
  25. */
  26. function CCDIKSolver( mesh, iks ) {
  27. this.mesh = mesh;
  28. this.iks = iks || [];
  29. this._valid();
  30. }
  31. CCDIKSolver.prototype = {
  32. constructor: CCDIKSolver,
  33. /**
  34. * Update IK bones.
  35. *
  36. * @return {THREE.CCDIKSolver}
  37. */
  38. update: function () {
  39. var q = new THREE.Quaternion();
  40. var targetPos = new THREE.Vector3();
  41. var targetVec = new THREE.Vector3();
  42. var effectorPos = new THREE.Vector3();
  43. var effectorVec = new THREE.Vector3();
  44. var linkPos = new THREE.Vector3();
  45. var invLinkQ = new THREE.Quaternion();
  46. var linkScale = new THREE.Vector3();
  47. var axis = new THREE.Vector3();
  48. var vector = new THREE.Vector3();
  49. return function update() {
  50. var bones = this.mesh.skeleton.bones;
  51. var iks = this.iks;
  52. // for reference overhead reduction in loop
  53. var math = Math;
  54. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  55. var ik = iks[ i ];
  56. var effector = bones[ ik.effector ];
  57. var target = bones[ ik.target ];
  58. // don't use getWorldPosition() here for the performance
  59. // because it calls updateMatrixWorld( true ) inside.
  60. targetPos.setFromMatrixPosition( target.matrixWorld );
  61. var links = ik.links;
  62. var iteration = ik.iteration !== undefined ? ik.iteration : 1;
  63. for ( var j = 0; j < iteration; j ++ ) {
  64. var rotated = false;
  65. for ( var k = 0, kl = links.length; k < kl; k ++ ) {
  66. var link = bones[ links[ k ].index ];
  67. // skip this link and following links.
  68. // this skip is used for MMD performance optimization.
  69. if ( links[ k ].enabled === false ) break;
  70. var limitation = links[ k ].limitation;
  71. var rotationMin = links[ k ].rotationMin;
  72. var rotationMax = links[ k ].rotationMax;
  73. // don't use getWorldPosition/Quaternion() here for the performance
  74. // because they call updateMatrixWorld( true ) inside.
  75. link.matrixWorld.decompose( linkPos, invLinkQ, linkScale );
  76. invLinkQ.inverse();
  77. effectorPos.setFromMatrixPosition( effector.matrixWorld );
  78. // work in link world
  79. effectorVec.subVectors( effectorPos, linkPos );
  80. effectorVec.applyQuaternion( invLinkQ );
  81. effectorVec.normalize();
  82. targetVec.subVectors( targetPos, linkPos );
  83. targetVec.applyQuaternion( invLinkQ );
  84. targetVec.normalize();
  85. var angle = targetVec.dot( effectorVec );
  86. if ( angle > 1.0 ) {
  87. angle = 1.0;
  88. } else if ( angle < - 1.0 ) {
  89. angle = - 1.0;
  90. }
  91. angle = math.acos( angle );
  92. // skip if changing angle is too small to prevent vibration of bone
  93. // Refer to http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
  94. if ( angle < 1e-5 ) continue;
  95. if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
  96. angle = ik.minAngle;
  97. }
  98. if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
  99. angle = ik.maxAngle;
  100. }
  101. axis.crossVectors( effectorVec, targetVec );
  102. axis.normalize();
  103. q.setFromAxisAngle( axis, angle );
  104. link.quaternion.multiply( q );
  105. // TODO: re-consider the limitation specification
  106. if ( limitation !== undefined ) {
  107. var c = link.quaternion.w;
  108. if ( c > 1.0 ) c = 1.0;
  109. var c2 = math.sqrt( 1 - c * c );
  110. link.quaternion.set( limitation.x * c2,
  111. limitation.y * c2,
  112. limitation.z * c2,
  113. c );
  114. }
  115. if ( rotationMin !== undefined ) {
  116. link.rotation.setFromVector3(
  117. link.rotation
  118. .toVector3( vector )
  119. .max( rotationMin ) );
  120. }
  121. if ( rotationMax !== undefined ) {
  122. link.rotation.setFromVector3(
  123. link.rotation
  124. .toVector3( vector )
  125. .min( rotationMax ) );
  126. }
  127. link.updateMatrixWorld( true );
  128. rotated = true;
  129. }
  130. if ( ! rotated ) break;
  131. }
  132. }
  133. return this;
  134. };
  135. }(),
  136. /**
  137. * Creates Helper
  138. *
  139. * @return {CCDIKHelper}
  140. */
  141. createHelper: function () {
  142. return new CCDIKHelper( this.mesh, this.mesh.geometry.userData.MMD.iks );
  143. },
  144. // private methods
  145. _valid: function () {
  146. var iks = this.iks;
  147. var bones = this.mesh.skeleton.bones;
  148. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  149. var ik = iks[ i ];
  150. var effector = bones[ ik.effector ];
  151. var links = ik.links;
  152. var link0, link1;
  153. link0 = effector;
  154. for ( var j = 0, jl = links.length; j < jl; j ++ ) {
  155. link1 = bones[ links[ j ].index ];
  156. if ( link0.parent !== link1 ) {
  157. console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
  158. }
  159. link0 = link1;
  160. }
  161. }
  162. }
  163. };
  164. /**
  165. * Visualize IK bones
  166. *
  167. * @param {SkinnedMesh} mesh
  168. * @param {Array<Object>} iks
  169. */
  170. function CCDIKHelper( mesh, iks ) {
  171. THREE.Object3D.call( this );
  172. this.root = mesh;
  173. this.iks = iks || [];
  174. this.matrix.copy( mesh.matrixWorld );
  175. this.matrixAutoUpdate = false;
  176. this.sphereGeometry = new THREE.SphereBufferGeometry( 0.25, 16, 8 );
  177. this.targetSphereMaterial = new THREE.MeshBasicMaterial( {
  178. color: new THREE.Color( 0xff8888 ),
  179. depthTest: false,
  180. depthWrite: false,
  181. transparent: true
  182. } );
  183. this.effectorSphereMaterial = new THREE.MeshBasicMaterial( {
  184. color: new THREE.Color( 0x88ff88 ),
  185. depthTest: false,
  186. depthWrite: false,
  187. transparent: true
  188. } );
  189. this.linkSphereMaterial = new THREE.MeshBasicMaterial( {
  190. color: new THREE.Color( 0x8888ff ),
  191. depthTest: false,
  192. depthWrite: false,
  193. transparent: true
  194. } );
  195. this.lineMaterial = new THREE.LineBasicMaterial( {
  196. color: new THREE.Color( 0xff0000 ),
  197. depthTest: false,
  198. depthWrite: false,
  199. transparent: true
  200. } );
  201. this._init();
  202. }
  203. CCDIKHelper.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
  204. constructor: CCDIKHelper,
  205. /**
  206. * Updates IK bones visualization.
  207. */
  208. updateMatrixWorld: function () {
  209. var matrix = new THREE.Matrix4();
  210. var vector = new THREE.Vector3();
  211. function getPosition( bone, matrixWorldInv ) {
  212. return vector
  213. .setFromMatrixPosition( bone.matrixWorld )
  214. .applyMatrix4( matrixWorldInv );
  215. }
  216. function setPositionOfBoneToAttributeArray( array, index, bone, matrixWorldInv ) {
  217. var v = getPosition( bone, matrixWorldInv );
  218. array[ index * 3 + 0 ] = v.x;
  219. array[ index * 3 + 1 ] = v.y;
  220. array[ index * 3 + 2 ] = v.z;
  221. }
  222. return function updateMatrixWorld( force ) {
  223. var mesh = this.root;
  224. if ( this.visible ) {
  225. var offset = 0;
  226. var iks = this.iks;
  227. var bones = mesh.skeleton.bones;
  228. matrix.getInverse( mesh.matrixWorld );
  229. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  230. var ik = iks[ i ];
  231. var targetBone = bones[ ik.target ];
  232. var effectorBone = bones[ ik.effector ];
  233. var targetMesh = this.children[ offset ++ ];
  234. var effectorMesh = this.children[ offset ++ ];
  235. targetMesh.position.copy( getPosition( targetBone, matrix ) );
  236. effectorMesh.position.copy( getPosition( effectorBone, matrix ) );
  237. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  238. var link = ik.links[ j ];
  239. var linkBone = bones[ link.index ];
  240. var linkMesh = this.children[ offset ++ ];
  241. linkMesh.position.copy( getPosition( linkBone, matrix ) );
  242. }
  243. var line = this.children[ offset ++ ];
  244. var array = line.geometry.attributes.position.array;
  245. setPositionOfBoneToAttributeArray( array, 0, targetBone, matrix );
  246. setPositionOfBoneToAttributeArray( array, 1, effectorBone, matrix );
  247. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  248. var link = ik.links[ j ];
  249. var linkBone = bones[ link.index ];
  250. setPositionOfBoneToAttributeArray( array, j + 2, linkBone, matrix );
  251. }
  252. line.geometry.attributes.position.needsUpdate = true;
  253. }
  254. }
  255. this.matrix.copy( mesh.matrixWorld );
  256. THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
  257. };
  258. }(),
  259. // private method
  260. _init: function () {
  261. var scope = this;
  262. var iks = this.iks;
  263. function createLineGeometry( ik ) {
  264. var geometry = new THREE.BufferGeometry();
  265. var vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
  266. geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
  267. return geometry;
  268. }
  269. function createTargetMesh() {
  270. return new THREE.Mesh( scope.sphereGeometry, scope.targetSphereMaterial );
  271. }
  272. function createEffectorMesh() {
  273. return new THREE.Mesh( scope.sphereGeometry, scope.effectorSphereMaterial );
  274. }
  275. function createLinkMesh() {
  276. return new THREE.Mesh( scope.sphereGeometry, scope.linkSphereMaterial );
  277. }
  278. function createLine( ik ) {
  279. return new THREE.Line( createLineGeometry( ik ), scope.lineMaterial );
  280. }
  281. for ( var i = 0, il = iks.length; i < il; i ++ ) {
  282. var ik = iks[ i ];
  283. this.add( createTargetMesh() );
  284. this.add( createEffectorMesh() );
  285. for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
  286. this.add( createLinkMesh() );
  287. }
  288. this.add( createLine( ik ) );
  289. }
  290. }
  291. } );
  292. return CCDIKSolver;
  293. } )();