ccdiksolver-browser.html 6.4 KB

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