ccdiksolver-browser.html 6.5 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. "three/addons/": "../../examples/jsm/"
  32. }
  33. }
  34. </script>
  35. <a id='newWindow' href='./ccdiksolver-browser.html' target='_blank'>Open in New Window</a>
  36. <script type="module">
  37. //
  38. // Forked from /docs/api/en/objects/SkinnedMesh example
  39. //
  40. import {
  41. Bone,
  42. Color,
  43. CylinderGeometry,
  44. DoubleSide,
  45. Float32BufferAttribute,
  46. MeshPhongMaterial,
  47. PerspectiveCamera,
  48. Scene,
  49. SkinnedMesh,
  50. Skeleton,
  51. SkeletonHelper,
  52. Vector3,
  53. Uint16BufferAttribute,
  54. WebGLRenderer
  55. } from 'three';
  56. import { CCDIKSolver, CCDIKHelper } from 'three/addons/animation/CCDIKSolver.js';
  57. import { GUI } from 'three/addons/libs/lil-gui.module.min.js';
  58. import { OrbitControls } from 'three/addons/controls/OrbitControls.js';
  59. let gui, scene, camera, renderer, orbit, mesh, bones, skeletonHelper, ikSolver;
  60. const state = {
  61. ikSolverAutoUpdate: true
  62. };
  63. function initScene() {
  64. gui = new GUI();
  65. scene = new Scene();
  66. scene.background = new Color( 0x444444 );
  67. camera = new PerspectiveCamera( 75, window.innerWidth / window.innerHeight, 0.1, 200 );
  68. camera.position.z = 30;
  69. camera.position.y = 30;
  70. renderer = new WebGLRenderer( { antialias: true } );
  71. renderer.setPixelRatio( window.devicePixelRatio );
  72. renderer.setSize( window.innerWidth, window.innerHeight );
  73. document.body.appendChild( renderer.domElement );
  74. orbit = new OrbitControls( camera, renderer.domElement );
  75. orbit.enableZoom = false;
  76. window.addEventListener( 'resize', function () {
  77. camera.aspect = window.innerWidth / window.innerHeight;
  78. camera.updateProjectionMatrix();
  79. renderer.setSize( window.innerWidth, window.innerHeight );
  80. }, false );
  81. initBones();
  82. setupDatGui();
  83. }
  84. function createGeometry( sizing ) {
  85. const geometry = new CylinderGeometry(
  86. 5, // radiusTop
  87. 5, // radiusBottom
  88. sizing.height, // height
  89. 8, // radiusSegments
  90. sizing.segmentCount * 1, // heightSegments
  91. true // openEnded
  92. );
  93. const position = geometry.attributes.position;
  94. const vertex = new Vector3();
  95. const skinIndices = [];
  96. const skinWeights = [];
  97. for ( let i = 0; i < position.count; i ++ ) {
  98. vertex.fromBufferAttribute( position, i );
  99. const y = ( vertex.y + sizing.halfHeight );
  100. const skinIndex = Math.floor( y / sizing.segmentHeight );
  101. const skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
  102. skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
  103. skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
  104. }
  105. geometry.setAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );
  106. geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );
  107. return geometry;
  108. }
  109. function createBones( sizing ) {
  110. bones = [];
  111. // "root bone"
  112. const rootBone = new Bone();
  113. rootBone.name = 'root';
  114. rootBone.position.y = - sizing.halfHeight;
  115. bones.push( rootBone );
  116. //
  117. // "bone0", "bone1", "bone2", "bone3"
  118. //
  119. // "bone0"
  120. let prevBone = new Bone();
  121. prevBone.position.y = 0;
  122. rootBone.add( prevBone );
  123. bones.push( prevBone );
  124. // "bone1", "bone2", "bone3"
  125. for ( let i = 1; i <= sizing.segmentCount; i ++ ) {
  126. const bone = new Bone();
  127. bone.position.y = sizing.segmentHeight;
  128. bones.push( bone );
  129. bone.name = `bone${i}`;
  130. prevBone.add( bone );
  131. prevBone = bone;
  132. }
  133. // "target"
  134. const targetBone = new Bone();
  135. targetBone.name = 'target';
  136. targetBone.position.y = sizing.height + sizing.segmentHeight; // relative to parent: rootBone
  137. rootBone.add( targetBone );
  138. bones.push( targetBone );
  139. return bones;
  140. }
  141. function createMesh( geometry, bones ) {
  142. const material = new MeshPhongMaterial( {
  143. color: 0x156289,
  144. emissive: 0x072534,
  145. side: DoubleSide,
  146. flatShading: true,
  147. wireframe: true
  148. } );
  149. const mesh = new SkinnedMesh( geometry, material );
  150. const skeleton = new Skeleton( bones );
  151. mesh.add( bones[ 0 ] );
  152. mesh.bind( skeleton );
  153. skeletonHelper = new SkeletonHelper( mesh );
  154. skeletonHelper.material.linewidth = 2;
  155. scene.add( skeletonHelper );
  156. return mesh;
  157. }
  158. function setupDatGui() {
  159. gui.add( mesh, 'pose' ).name( 'mesh.pose()' );
  160. mesh.skeleton.bones
  161. .filter( ( bone ) => bone.name === 'target' )
  162. .forEach( function ( bone ) {
  163. const folder = gui.addFolder( bone.name );
  164. const delta = 20;
  165. folder.add( bone.position, 'x', - delta + bone.position.x, delta + bone.position.x );
  166. folder.add( bone.position, 'y', - bone.position.y, bone.position.y );
  167. folder.add( bone.position, 'z', - delta + bone.position.z, delta + bone.position.z );
  168. } );
  169. gui.add( ikSolver, 'update' ).name( 'ikSolver.update()' );
  170. gui.add( state, 'ikSolverAutoUpdate' );
  171. }
  172. function initBones() {
  173. const segmentHeight = 8;
  174. const segmentCount = 3;
  175. const height = segmentHeight * segmentCount;
  176. const halfHeight = height * 0.5;
  177. const sizing = {
  178. segmentHeight,
  179. segmentCount,
  180. height,
  181. halfHeight
  182. };
  183. const geometry = createGeometry( sizing );
  184. const bones = createBones( sizing );
  185. mesh = createMesh( geometry, bones );
  186. scene.add( mesh );
  187. //
  188. // ikSolver
  189. //
  190. const iks = [
  191. {
  192. target: 5,
  193. effector: 4,
  194. links: [ { index: 3 }, { index: 2 }, { index: 1 } ]
  195. }
  196. ];
  197. ikSolver = new CCDIKSolver( mesh, iks );
  198. scene.add( new CCDIKHelper( mesh, iks ) );
  199. }
  200. function render() {
  201. requestAnimationFrame( render );
  202. if ( state.ikSolverAutoUpdate ) {
  203. ikSolver?.update();
  204. }
  205. renderer.render( scene, camera );
  206. }
  207. initScene();
  208. render();
  209. </script>
  210. </body>
  211. </html>