添加关照、全局等高线、修改图层问题
This commit is contained in:
484
dist/electron/static/sdk/three/jsm/animation/CCDIKSolver.js
vendored
Normal file
484
dist/electron/static/sdk/three/jsm/animation/CCDIKSolver.js
vendored
Normal file
@ -0,0 +1,484 @@
|
||||
import {
|
||||
BufferAttribute,
|
||||
BufferGeometry,
|
||||
Color,
|
||||
Line,
|
||||
LineBasicMaterial,
|
||||
Matrix4,
|
||||
Mesh,
|
||||
MeshBasicMaterial,
|
||||
Object3D,
|
||||
Quaternion,
|
||||
SphereGeometry,
|
||||
Vector3
|
||||
} from 'three';
|
||||
|
||||
const _q = new Quaternion();
|
||||
const _targetPos = new Vector3();
|
||||
const _targetVec = new Vector3();
|
||||
const _effectorPos = new Vector3();
|
||||
const _effectorVec = new Vector3();
|
||||
const _linkPos = new Vector3();
|
||||
const _invLinkQ = new Quaternion();
|
||||
const _linkScale = new Vector3();
|
||||
const _axis = new Vector3();
|
||||
const _vector = new Vector3();
|
||||
const _matrix = new Matrix4();
|
||||
|
||||
|
||||
/**
|
||||
* CCD Algorithm
|
||||
* - https://sites.google.com/site/auraliusproject/ccd-algorithm
|
||||
*
|
||||
* // ik parameter example
|
||||
* //
|
||||
* // target, effector, index in links are bone index in skeleton.bones.
|
||||
* // the bones relation should be
|
||||
* // <-- parent child -->
|
||||
* // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector
|
||||
* iks = [ {
|
||||
* target: 1,
|
||||
* effector: 2,
|
||||
* links: [ { index: 5, limitation: new Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],
|
||||
* iteration: 10,
|
||||
* minAngle: 0.0,
|
||||
* maxAngle: 1.0,
|
||||
* } ];
|
||||
*/
|
||||
|
||||
class CCDIKSolver {
|
||||
|
||||
/**
|
||||
* @param {THREE.SkinnedMesh} mesh
|
||||
* @param {Array<Object>} iks
|
||||
*/
|
||||
constructor( mesh, iks = [] ) {
|
||||
|
||||
this.mesh = mesh;
|
||||
this.iks = iks;
|
||||
|
||||
this._valid();
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Update all IK bones.
|
||||
*
|
||||
* @return {CCDIKSolver}
|
||||
*/
|
||||
update() {
|
||||
|
||||
const iks = this.iks;
|
||||
|
||||
for ( let i = 0, il = iks.length; i < il; i ++ ) {
|
||||
|
||||
this.updateOne( iks[ i ] );
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Update one IK bone
|
||||
*
|
||||
* @param {Object} ik parameter
|
||||
* @return {CCDIKSolver}
|
||||
*/
|
||||
updateOne( ik ) {
|
||||
|
||||
const bones = this.mesh.skeleton.bones;
|
||||
|
||||
// for reference overhead reduction in loop
|
||||
const math = Math;
|
||||
|
||||
const effector = bones[ ik.effector ];
|
||||
const target = bones[ ik.target ];
|
||||
|
||||
// don't use getWorldPosition() here for the performance
|
||||
// because it calls updateMatrixWorld( true ) inside.
|
||||
_targetPos.setFromMatrixPosition( target.matrixWorld );
|
||||
|
||||
const links = ik.links;
|
||||
const iteration = ik.iteration !== undefined ? ik.iteration : 1;
|
||||
|
||||
for ( let i = 0; i < iteration; i ++ ) {
|
||||
|
||||
let rotated = false;
|
||||
|
||||
for ( let j = 0, jl = links.length; j < jl; j ++ ) {
|
||||
|
||||
const link = bones[ links[ j ].index ];
|
||||
|
||||
// skip this link and following links.
|
||||
// this skip is used for MMD performance optimization.
|
||||
if ( links[ j ].enabled === false ) break;
|
||||
|
||||
const limitation = links[ j ].limitation;
|
||||
const rotationMin = links[ j ].rotationMin;
|
||||
const rotationMax = links[ j ].rotationMax;
|
||||
|
||||
// don't use getWorldPosition/Quaternion() here for the performance
|
||||
// because they call updateMatrixWorld( true ) inside.
|
||||
link.matrixWorld.decompose( _linkPos, _invLinkQ, _linkScale );
|
||||
_invLinkQ.invert();
|
||||
_effectorPos.setFromMatrixPosition( effector.matrixWorld );
|
||||
|
||||
// work in link world
|
||||
_effectorVec.subVectors( _effectorPos, _linkPos );
|
||||
_effectorVec.applyQuaternion( _invLinkQ );
|
||||
_effectorVec.normalize();
|
||||
|
||||
_targetVec.subVectors( _targetPos, _linkPos );
|
||||
_targetVec.applyQuaternion( _invLinkQ );
|
||||
_targetVec.normalize();
|
||||
|
||||
let angle = _targetVec.dot( _effectorVec );
|
||||
|
||||
if ( angle > 1.0 ) {
|
||||
|
||||
angle = 1.0;
|
||||
|
||||
} else if ( angle < - 1.0 ) {
|
||||
|
||||
angle = - 1.0;
|
||||
|
||||
}
|
||||
|
||||
angle = math.acos( angle );
|
||||
|
||||
// skip if changing angle is too small to prevent vibration of bone
|
||||
if ( angle < 1e-5 ) continue;
|
||||
|
||||
if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
|
||||
|
||||
angle = ik.minAngle;
|
||||
|
||||
}
|
||||
|
||||
if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
|
||||
|
||||
angle = ik.maxAngle;
|
||||
|
||||
}
|
||||
|
||||
_axis.crossVectors( _effectorVec, _targetVec );
|
||||
_axis.normalize();
|
||||
|
||||
_q.setFromAxisAngle( _axis, angle );
|
||||
link.quaternion.multiply( _q );
|
||||
|
||||
// TODO: re-consider the limitation specification
|
||||
if ( limitation !== undefined ) {
|
||||
|
||||
let c = link.quaternion.w;
|
||||
|
||||
if ( c > 1.0 ) c = 1.0;
|
||||
|
||||
const c2 = math.sqrt( 1 - c * c );
|
||||
link.quaternion.set( limitation.x * c2,
|
||||
limitation.y * c2,
|
||||
limitation.z * c2,
|
||||
c );
|
||||
|
||||
}
|
||||
|
||||
if ( rotationMin !== undefined ) {
|
||||
|
||||
link.rotation.setFromVector3( _vector.setFromEuler( link.rotation ).max( rotationMin ) );
|
||||
|
||||
}
|
||||
|
||||
if ( rotationMax !== undefined ) {
|
||||
|
||||
link.rotation.setFromVector3( _vector.setFromEuler( link.rotation ).min( rotationMax ) );
|
||||
|
||||
}
|
||||
|
||||
link.updateMatrixWorld( true );
|
||||
|
||||
rotated = true;
|
||||
|
||||
}
|
||||
|
||||
if ( ! rotated ) break;
|
||||
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates Helper
|
||||
*
|
||||
* @param {number} sphereSize
|
||||
* @return {CCDIKHelper}
|
||||
*/
|
||||
createHelper( sphereSize ) {
|
||||
|
||||
return new CCDIKHelper( this.mesh, this.iks, sphereSize );
|
||||
|
||||
}
|
||||
|
||||
// private methods
|
||||
|
||||
_valid() {
|
||||
|
||||
const iks = this.iks;
|
||||
const bones = this.mesh.skeleton.bones;
|
||||
|
||||
for ( let i = 0, il = iks.length; i < il; i ++ ) {
|
||||
|
||||
const ik = iks[ i ];
|
||||
const effector = bones[ ik.effector ];
|
||||
const links = ik.links;
|
||||
let link0, link1;
|
||||
|
||||
link0 = effector;
|
||||
|
||||
for ( let j = 0, jl = links.length; j < jl; j ++ ) {
|
||||
|
||||
link1 = bones[ links[ j ].index ];
|
||||
|
||||
if ( link0.parent !== link1 ) {
|
||||
|
||||
console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
|
||||
|
||||
}
|
||||
|
||||
link0 = link1;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
function getPosition( bone, matrixWorldInv ) {
|
||||
|
||||
return _vector
|
||||
.setFromMatrixPosition( bone.matrixWorld )
|
||||
.applyMatrix4( matrixWorldInv );
|
||||
|
||||
}
|
||||
|
||||
function setPositionOfBoneToAttributeArray( array, index, bone, matrixWorldInv ) {
|
||||
|
||||
const v = getPosition( bone, matrixWorldInv );
|
||||
|
||||
array[ index * 3 + 0 ] = v.x;
|
||||
array[ index * 3 + 1 ] = v.y;
|
||||
array[ index * 3 + 2 ] = v.z;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Visualize IK bones
|
||||
*
|
||||
* @param {SkinnedMesh} mesh
|
||||
* @param {Array<Object>} iks
|
||||
* @param {number} sphereSize
|
||||
*/
|
||||
class CCDIKHelper extends Object3D {
|
||||
|
||||
constructor( mesh, iks = [], sphereSize = 0.25 ) {
|
||||
|
||||
super();
|
||||
|
||||
this.root = mesh;
|
||||
this.iks = iks;
|
||||
|
||||
this.matrix.copy( mesh.matrixWorld );
|
||||
this.matrixAutoUpdate = false;
|
||||
|
||||
this.sphereGeometry = new SphereGeometry( sphereSize, 16, 8 );
|
||||
|
||||
this.targetSphereMaterial = new MeshBasicMaterial( {
|
||||
color: new Color( 0xff8888 ),
|
||||
depthTest: false,
|
||||
depthWrite: false,
|
||||
transparent: true
|
||||
} );
|
||||
|
||||
this.effectorSphereMaterial = new MeshBasicMaterial( {
|
||||
color: new Color( 0x88ff88 ),
|
||||
depthTest: false,
|
||||
depthWrite: false,
|
||||
transparent: true
|
||||
} );
|
||||
|
||||
this.linkSphereMaterial = new MeshBasicMaterial( {
|
||||
color: new Color( 0x8888ff ),
|
||||
depthTest: false,
|
||||
depthWrite: false,
|
||||
transparent: true
|
||||
} );
|
||||
|
||||
this.lineMaterial = new LineBasicMaterial( {
|
||||
color: new Color( 0xff0000 ),
|
||||
depthTest: false,
|
||||
depthWrite: false,
|
||||
transparent: true
|
||||
} );
|
||||
|
||||
this._init();
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates IK bones visualization.
|
||||
*/
|
||||
updateMatrixWorld( force ) {
|
||||
|
||||
const mesh = this.root;
|
||||
|
||||
if ( this.visible ) {
|
||||
|
||||
let offset = 0;
|
||||
|
||||
const iks = this.iks;
|
||||
const bones = mesh.skeleton.bones;
|
||||
|
||||
_matrix.copy( mesh.matrixWorld ).invert();
|
||||
|
||||
for ( let i = 0, il = iks.length; i < il; i ++ ) {
|
||||
|
||||
const ik = iks[ i ];
|
||||
|
||||
const targetBone = bones[ ik.target ];
|
||||
const effectorBone = bones[ ik.effector ];
|
||||
|
||||
const targetMesh = this.children[ offset ++ ];
|
||||
const effectorMesh = this.children[ offset ++ ];
|
||||
|
||||
targetMesh.position.copy( getPosition( targetBone, _matrix ) );
|
||||
effectorMesh.position.copy( getPosition( effectorBone, _matrix ) );
|
||||
|
||||
for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {
|
||||
|
||||
const link = ik.links[ j ];
|
||||
const linkBone = bones[ link.index ];
|
||||
|
||||
const linkMesh = this.children[ offset ++ ];
|
||||
|
||||
linkMesh.position.copy( getPosition( linkBone, _matrix ) );
|
||||
|
||||
}
|
||||
|
||||
const line = this.children[ offset ++ ];
|
||||
const array = line.geometry.attributes.position.array;
|
||||
|
||||
setPositionOfBoneToAttributeArray( array, 0, targetBone, _matrix );
|
||||
setPositionOfBoneToAttributeArray( array, 1, effectorBone, _matrix );
|
||||
|
||||
for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {
|
||||
|
||||
const link = ik.links[ j ];
|
||||
const linkBone = bones[ link.index ];
|
||||
setPositionOfBoneToAttributeArray( array, j + 2, linkBone, _matrix );
|
||||
|
||||
}
|
||||
|
||||
line.geometry.attributes.position.needsUpdate = true;
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
this.matrix.copy( mesh.matrixWorld );
|
||||
|
||||
super.updateMatrixWorld( force );
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
|
||||
*/
|
||||
dispose() {
|
||||
|
||||
this.sphereGeometry.dispose();
|
||||
|
||||
this.targetSphereMaterial.dispose();
|
||||
this.effectorSphereMaterial.dispose();
|
||||
this.linkSphereMaterial.dispose();
|
||||
this.lineMaterial.dispose();
|
||||
|
||||
const children = this.children;
|
||||
|
||||
for ( let i = 0; i < children.length; i ++ ) {
|
||||
|
||||
const child = children[ i ];
|
||||
|
||||
if ( child.isLine ) child.geometry.dispose();
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// private method
|
||||
|
||||
_init() {
|
||||
|
||||
const scope = this;
|
||||
const iks = this.iks;
|
||||
|
||||
function createLineGeometry( ik ) {
|
||||
|
||||
const geometry = new BufferGeometry();
|
||||
const vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
|
||||
geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );
|
||||
|
||||
return geometry;
|
||||
|
||||
}
|
||||
|
||||
function createTargetMesh() {
|
||||
|
||||
return new Mesh( scope.sphereGeometry, scope.targetSphereMaterial );
|
||||
|
||||
}
|
||||
|
||||
function createEffectorMesh() {
|
||||
|
||||
return new Mesh( scope.sphereGeometry, scope.effectorSphereMaterial );
|
||||
|
||||
}
|
||||
|
||||
function createLinkMesh() {
|
||||
|
||||
return new Mesh( scope.sphereGeometry, scope.linkSphereMaterial );
|
||||
|
||||
}
|
||||
|
||||
function createLine( ik ) {
|
||||
|
||||
return new Line( createLineGeometry( ik ), scope.lineMaterial );
|
||||
|
||||
}
|
||||
|
||||
for ( let i = 0, il = iks.length; i < il; i ++ ) {
|
||||
|
||||
const ik = iks[ i ];
|
||||
|
||||
this.add( createTargetMesh() );
|
||||
this.add( createEffectorMesh() );
|
||||
|
||||
for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {
|
||||
|
||||
this.add( createLinkMesh() );
|
||||
|
||||
}
|
||||
|
||||
this.add( createLine( ik ) );
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
export { CCDIKSolver, CCDIKHelper };
|
Reference in New Issue
Block a user