485 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			485 lines
		
	
	
		
			9.7 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									BufferAttribute,
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									BufferGeometry,
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									Color,
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									Line,
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									LineBasicMaterial,
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									Matrix4,
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									Mesh,
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									MeshBasicMaterial,
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									Object3D,
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									Quaternion,
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									SphereGeometry,
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									Vector3
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								} from 'three';
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								const _q = new Quaternion();
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								const _targetPos = new Vector3();
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								const _targetVec = new Vector3();
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								const _effectorPos = new Vector3();
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								const _effectorVec = new Vector3();
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								const _linkPos = new Vector3();
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								const _invLinkQ = new Quaternion();
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								const _linkScale = new Vector3();
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								const _axis = new Vector3();
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								const _vector = new Vector3();
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								const _matrix = new Matrix4();
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								/**
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								 * CCD Algorithm
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								 *  - https://sites.google.com/site/auraliusproject/ccd-algorithm
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								 *
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								 * // ik parameter example
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								 * //
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								 * // target, effector, index in links are bone index in skeleton.bones.
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								 * // the bones relation should be
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								 * // <-- parent                                  child -->
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								 * // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector
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								 * iks = [ {
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								 *	target: 1,
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								 *	effector: 2,
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								 *	links: [ { index: 5, limitation: new Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],
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								 *	iteration: 10,
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								 *	minAngle: 0.0,
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								 *	maxAngle: 1.0,
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								 * } ];
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								 */
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								class CCDIKSolver {
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									/**
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									 * @param {THREE.SkinnedMesh} mesh
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									 * @param {Array<Object>} iks
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									 */
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									constructor( mesh, iks = [] ) {
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										this.mesh = mesh;
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										this.iks = iks;
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										this._valid();
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									}
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									/**
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									 * Update all IK bones.
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									 *
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									 * @return {CCDIKSolver}
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									 */
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									update() {
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										const iks = this.iks;
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										for ( let i = 0, il = iks.length; i < il; i ++ ) {
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											this.updateOne( iks[ i ] );
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										}
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										return this;
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									}
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									/**
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									 * Update one IK bone
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									 *
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									 * @param {Object} ik parameter
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									 * @return {CCDIKSolver}
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									 */
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									updateOne( ik ) {
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										const bones = this.mesh.skeleton.bones;
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										// for reference overhead reduction in loop
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										const math = Math;
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										const effector = bones[ ik.effector ];
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										const target = bones[ ik.target ];
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										// don't use getWorldPosition() here for the performance
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										// because it calls updateMatrixWorld( true ) inside.
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										_targetPos.setFromMatrixPosition( target.matrixWorld );
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										const links = ik.links;
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										const iteration = ik.iteration !== undefined ? ik.iteration : 1;
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										for ( let i = 0; i < iteration; i ++ ) {
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											let rotated = false;
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											for ( let j = 0, jl = links.length; j < jl; j ++ ) {
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												const link = bones[ links[ j ].index ];
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												// skip this link and following links.
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												// this skip is used for MMD performance optimization.
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												if ( links[ j ].enabled === false ) break;
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												const limitation = links[ j ].limitation;
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												const rotationMin = links[ j ].rotationMin;
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												const rotationMax = links[ j ].rotationMax;
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												// don't use getWorldPosition/Quaternion() here for the performance
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												// because they call updateMatrixWorld( true ) inside.
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												link.matrixWorld.decompose( _linkPos, _invLinkQ, _linkScale );
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												_invLinkQ.invert();
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												_effectorPos.setFromMatrixPosition( effector.matrixWorld );
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												// work in link world
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												_effectorVec.subVectors( _effectorPos, _linkPos );
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												_effectorVec.applyQuaternion( _invLinkQ );
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												_effectorVec.normalize();
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												_targetVec.subVectors( _targetPos, _linkPos );
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												_targetVec.applyQuaternion( _invLinkQ );
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												_targetVec.normalize();
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												let angle = _targetVec.dot( _effectorVec );
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												if ( angle > 1.0 ) {
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													angle = 1.0;
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												} else if ( angle < - 1.0 ) {
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													angle = - 1.0;
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												}
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												angle = math.acos( angle );
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												// skip if changing angle is too small to prevent vibration of bone
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												if ( angle < 1e-5 ) continue;
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												if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
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													angle = ik.minAngle;
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												}
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												if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
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													angle = ik.maxAngle;
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												}
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												_axis.crossVectors( _effectorVec, _targetVec );
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												_axis.normalize();
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												_q.setFromAxisAngle( _axis, angle );
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												link.quaternion.multiply( _q );
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												// TODO: re-consider the limitation specification
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												if ( limitation !== undefined ) {
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													let c = link.quaternion.w;
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													if ( c > 1.0 ) c = 1.0;
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													const c2 = math.sqrt( 1 - c * c );
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													link.quaternion.set( limitation.x * c2,
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													                     limitation.y * c2,
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													                     limitation.z * c2,
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													                     c );
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												}
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												if ( rotationMin !== undefined ) {
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													link.rotation.setFromVector3( _vector.setFromEuler( link.rotation ).max( rotationMin ) );
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												}
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												if ( rotationMax !== undefined ) {
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													link.rotation.setFromVector3( _vector.setFromEuler( link.rotation ).min( rotationMax ) );
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												}
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												link.updateMatrixWorld( true );
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												rotated = true;
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											}
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											if ( ! rotated ) break;
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										}
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										return this;
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									}
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									/**
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									 * Creates Helper
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									 *
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									 * @param {number} sphereSize
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									 * @return {CCDIKHelper}
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									 */
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									createHelper( sphereSize ) {
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										return new CCDIKHelper( this.mesh, this.iks, sphereSize );
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									}
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									// private methods
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									_valid() {
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										const iks = this.iks;
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										const bones = this.mesh.skeleton.bones;
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										for ( let i = 0, il = iks.length; i < il; i ++ ) {
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											const ik = iks[ i ];
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											const effector = bones[ ik.effector ];
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											const links = ik.links;
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											let link0, link1;
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											link0 = effector;
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											for ( let j = 0, jl = links.length; j < jl; j ++ ) {
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												link1 = bones[ links[ j ].index ];
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												if ( link0.parent !== link1 ) {
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													console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
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												}
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												link0 = link1;
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											}
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										}
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									}
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								}
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								function getPosition( bone, matrixWorldInv ) {
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									return _vector
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										.setFromMatrixPosition( bone.matrixWorld )
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										.applyMatrix4( matrixWorldInv );
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								}
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								function setPositionOfBoneToAttributeArray( array, index, bone, matrixWorldInv ) {
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									const v = getPosition( bone, matrixWorldInv );
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									array[ index * 3 + 0 ] = v.x;
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									array[ index * 3 + 1 ] = v.y;
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									array[ index * 3 + 2 ] = v.z;
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								}
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								/**
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								 * Visualize IK bones
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								 *
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								 * @param {SkinnedMesh} mesh
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								 * @param {Array<Object>} iks
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								 * @param {number} sphereSize
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								 */
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								class CCDIKHelper extends Object3D {
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									constructor( mesh, iks = [], sphereSize = 0.25 ) {
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										super();
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						||
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								 | 
							
								
							 | 
						||
| 
								 | 
							
										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 };
							 |