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. renderer.useLegacyLights = false;
  74. document.body.appendChild( renderer.domElement );
  75. orbit = new OrbitControls( camera, renderer.domElement );
  76. orbit.enableZoom = false;
  77. window.addEventListener( 'resize', function () {
  78. camera.aspect = window.innerWidth / window.innerHeight;
  79. camera.updateProjectionMatrix();
  80. renderer.setSize( window.innerWidth, window.innerHeight );
  81. }, false );
  82. initBones();
  83. setupDatGui();
  84. }
  85. function createGeometry( sizing ) {
  86. const geometry = new CylinderGeometry(
  87. 5, // radiusTop
  88. 5, // radiusBottom
  89. sizing.height, // height
  90. 8, // radiusSegments
  91. sizing.segmentCount * 1, // heightSegments
  92. true // openEnded
  93. );
  94. const position = geometry.attributes.position;
  95. const vertex = new Vector3();
  96. const skinIndices = [];
  97. const skinWeights = [];
  98. for ( let i = 0; i < position.count; i ++ ) {
  99. vertex.fromBufferAttribute( position, i );
  100. const y = ( vertex.y + sizing.halfHeight );
  101. const skinIndex = Math.floor( y / sizing.segmentHeight );
  102. const skinWeight = ( y % sizing.segmentHeight ) / sizing.segmentHeight;
  103. skinIndices.push( skinIndex, skinIndex + 1, 0, 0 );
  104. skinWeights.push( 1 - skinWeight, skinWeight, 0, 0 );
  105. }
  106. geometry.setAttribute( 'skinIndex', new Uint16BufferAttribute( skinIndices, 4 ) );
  107. geometry.setAttribute( 'skinWeight', new Float32BufferAttribute( skinWeights, 4 ) );
  108. return geometry;
  109. }
  110. function createBones( sizing ) {
  111. bones = [];
  112. // "root bone"
  113. const rootBone = new Bone();
  114. rootBone.name = 'root';
  115. rootBone.position.y = - sizing.halfHeight;
  116. bones.push( rootBone );
  117. //
  118. // "bone0", "bone1", "bone2", "bone3"
  119. //
  120. // "bone0"
  121. let prevBone = new Bone();
  122. prevBone.position.y = 0;
  123. rootBone.add( prevBone );
  124. bones.push( prevBone );
  125. // "bone1", "bone2", "bone3"
  126. for ( let i = 1; i <= sizing.segmentCount; i ++ ) {
  127. const bone = new Bone();
  128. bone.position.y = sizing.segmentHeight;
  129. bones.push( bone );
  130. bone.name = `bone${i}`;
  131. prevBone.add( bone );
  132. prevBone = bone;
  133. }
  134. // "target"
  135. const targetBone = new Bone();
  136. targetBone.name = 'target';
  137. targetBone.position.y = sizing.height + sizing.segmentHeight; // relative to parent: rootBone
  138. rootBone.add( targetBone );
  139. bones.push( targetBone );
  140. return bones;
  141. }
  142. function createMesh( geometry, bones ) {
  143. const material = new MeshPhongMaterial( {
  144. color: 0x156289,
  145. emissive: 0x072534,
  146. side: DoubleSide,
  147. flatShading: true,
  148. wireframe: true
  149. } );
  150. const mesh = new SkinnedMesh( geometry, material );
  151. const skeleton = new Skeleton( bones );
  152. mesh.add( bones[ 0 ] );
  153. mesh.bind( skeleton );
  154. skeletonHelper = new SkeletonHelper( mesh );
  155. skeletonHelper.material.linewidth = 2;
  156. scene.add( skeletonHelper );
  157. return mesh;
  158. }
  159. function setupDatGui() {
  160. gui.add( mesh, 'pose' ).name( 'mesh.pose()' );
  161. mesh.skeleton.bones
  162. .filter( ( bone ) => bone.name === 'target' )
  163. .forEach( function ( bone ) {
  164. const folder = gui.addFolder( bone.name );
  165. const delta = 20;
  166. folder.add( bone.position, 'x', - delta + bone.position.x, delta + bone.position.x );
  167. folder.add( bone.position, 'y', - bone.position.y, bone.position.y );
  168. folder.add( bone.position, 'z', - delta + bone.position.z, delta + bone.position.z );
  169. } );
  170. gui.add( ikSolver, 'update' ).name( 'ikSolver.update()' );
  171. gui.add( state, 'ikSolverAutoUpdate' );
  172. }
  173. function initBones() {
  174. const segmentHeight = 8;
  175. const segmentCount = 3;
  176. const height = segmentHeight * segmentCount;
  177. const halfHeight = height * 0.5;
  178. const sizing = {
  179. segmentHeight,
  180. segmentCount,
  181. height,
  182. halfHeight
  183. };
  184. const geometry = createGeometry( sizing );
  185. const bones = createBones( sizing );
  186. mesh = createMesh( geometry, bones );
  187. scene.add( mesh );
  188. //
  189. // ikSolver
  190. //
  191. const iks = [
  192. {
  193. target: 5,
  194. effector: 4,
  195. links: [ { index: 3 }, { index: 2 }, { index: 1 } ]
  196. }
  197. ];
  198. ikSolver = new CCDIKSolver( mesh, iks );
  199. scene.add( new CCDIKHelper( mesh, iks ) );
  200. }
  201. function render() {
  202. requestAnimationFrame( render );
  203. if ( state.ikSolverAutoUpdate ) {
  204. ikSolver?.update();
  205. }
  206. renderer.render( scene, camera );
  207. }
  208. initScene();
  209. render();
  210. </script>
  211. </body>
  212. </html>