1407 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			1407 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
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								import {
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									Bone,
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									BoxGeometry,
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									CapsuleGeometry,
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									Color,
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									Euler,
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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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								/**
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								 * Dependencies
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								 *  - Ammo.js https://github.com/kripken/ammo.js
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								 *
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								 * MMDPhysics calculates physics with Ammo(Bullet based JavaScript Physics engine)
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								 * for MMD model loaded by MMDLoader.
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								 *
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								 * TODO
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								 *  - Physics in Worker
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								 */
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								/* global Ammo */
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								class MMDPhysics {
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									/**
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									 * @param {THREE.SkinnedMesh} mesh
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									 * @param {Array<Object>} rigidBodyParams
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									 * @param {Array<Object>} (optional) constraintParams
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									 * @param {Object} params - (optional)
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									 * @param {Number} params.unitStep - Default is 1 / 65.
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									 * @param {Integer} params.maxStepNum - Default is 3.
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									 * @param {Vector3} params.gravity - Default is ( 0, - 9.8 * 10, 0 )
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									 */
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									constructor( mesh, rigidBodyParams, constraintParams = [], params = {} ) {
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										if ( typeof Ammo === 'undefined' ) {
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											throw new Error( 'THREE.MMDPhysics: Import ammo.js https://github.com/kripken/ammo.js' );
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										}
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										this.manager = new ResourceManager();
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										this.mesh = mesh;
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										/*
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										 * I don't know why but 1/60 unitStep easily breaks models
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										 * so I set it 1/65 so far.
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										 * Don't set too small unitStep because
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										 * the smaller unitStep can make the performance worse.
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										 */
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										this.unitStep = ( params.unitStep !== undefined ) ? params.unitStep : 1 / 65;
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										this.maxStepNum = ( params.maxStepNum !== undefined ) ? params.maxStepNum : 3;
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										this.gravity = new Vector3( 0, - 9.8 * 10, 0 );
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										if ( params.gravity !== undefined ) this.gravity.copy( params.gravity );
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										this.world = params.world !== undefined ? params.world : null; // experimental
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										this.bodies = [];
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										this.constraints = [];
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										this._init( mesh, rigidBodyParams, constraintParams );
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									}
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									/**
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									 * Advances Physics calculation and updates bones.
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									 *
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									 * @param {Number} delta - time in second
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									 * @return {MMDPhysics}
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									 */
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									update( delta ) {
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										const manager = this.manager;
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										const mesh = this.mesh;
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										// rigid bodies and constrains are for
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										// mesh's world scale (1, 1, 1).
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										// Convert to (1, 1, 1) if it isn't.
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										let isNonDefaultScale = false;
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										const position = manager.allocThreeVector3();
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										const quaternion = manager.allocThreeQuaternion();
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										const scale = manager.allocThreeVector3();
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										mesh.matrixWorld.decompose( position, quaternion, scale );
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										if ( scale.x !== 1 || scale.y !== 1 || scale.z !== 1 ) {
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											isNonDefaultScale = true;
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										}
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										let parent;
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										if ( isNonDefaultScale ) {
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											parent = mesh.parent;
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											if ( parent !== null ) mesh.parent = null;
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											scale.copy( this.mesh.scale );
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											mesh.scale.set( 1, 1, 1 );
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											mesh.updateMatrixWorld( true );
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										}
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										// calculate physics and update bones
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										this._updateRigidBodies();
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										this._stepSimulation( delta );
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										this._updateBones();
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										// restore mesh if converted above
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										if ( isNonDefaultScale ) {
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											if ( parent !== null ) mesh.parent = parent;
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											mesh.scale.copy( scale );
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										}
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										manager.freeThreeVector3( scale );
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										manager.freeThreeQuaternion( quaternion );
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										manager.freeThreeVector3( position );
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										return this;
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									}
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									/**
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									 * Resets rigid bodies transorm to current bone's.
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									 *
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									 * @return {MMDPhysics}
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									 */
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									reset() {
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										for ( let i = 0, il = this.bodies.length; i < il; i ++ ) {
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											this.bodies[ i ].reset();
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										}
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										return this;
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									}
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									/**
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									 * Warm ups Rigid bodies. Calculates cycles steps.
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									 *
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									 * @param {Integer} cycles
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									 * @return {MMDPhysics}
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									 */
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									warmup( cycles ) {
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										for ( let i = 0; i < cycles; i ++ ) {
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											this.update( 1 / 60 );
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										}
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										return this;
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									}
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									/**
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									 * Sets gravity.
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									 *
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									 * @param {Vector3} gravity
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									 * @return {MMDPhysicsHelper}
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									 */
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									setGravity( gravity ) {
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										this.world.setGravity( new Ammo.btVector3( gravity.x, gravity.y, gravity.z ) );
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										this.gravity.copy( gravity );
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										return this;
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									}
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									/**
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									 * Creates MMDPhysicsHelper
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									 *
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									 * @return {MMDPhysicsHelper}
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									 */
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									createHelper() {
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										return new MMDPhysicsHelper( this.mesh, this );
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									}
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									// private methods
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									_init( mesh, rigidBodyParams, constraintParams ) {
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										const manager = this.manager;
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										// rigid body/constraint parameters are for
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										// mesh's default world transform as position(0, 0, 0),
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										// quaternion(0, 0, 0, 1) and scale(0, 0, 0)
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										const parent = mesh.parent;
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										if ( parent !== null ) mesh.parent = null;
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										const currentPosition = manager.allocThreeVector3();
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										const currentQuaternion = manager.allocThreeQuaternion();
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										const currentScale = manager.allocThreeVector3();
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										currentPosition.copy( mesh.position );
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										currentQuaternion.copy( mesh.quaternion );
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										currentScale.copy( mesh.scale );
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										mesh.position.set( 0, 0, 0 );
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										mesh.quaternion.set( 0, 0, 0, 1 );
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										mesh.scale.set( 1, 1, 1 );
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										mesh.updateMatrixWorld( true );
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										if ( this.world === null ) {
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											this.world = this._createWorld();
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											this.setGravity( this.gravity );
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										}
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										this._initRigidBodies( rigidBodyParams );
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										this._initConstraints( constraintParams );
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										if ( parent !== null ) mesh.parent = parent;
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										mesh.position.copy( currentPosition );
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										mesh.quaternion.copy( currentQuaternion );
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										mesh.scale.copy( currentScale );
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										mesh.updateMatrixWorld( true );
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										this.reset();
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										manager.freeThreeVector3( currentPosition );
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										manager.freeThreeQuaternion( currentQuaternion );
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										manager.freeThreeVector3( currentScale );
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									}
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									_createWorld() {
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										const config = new Ammo.btDefaultCollisionConfiguration();
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										const dispatcher = new Ammo.btCollisionDispatcher( config );
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										const cache = new Ammo.btDbvtBroadphase();
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										const solver = new Ammo.btSequentialImpulseConstraintSolver();
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										const world = new Ammo.btDiscreteDynamicsWorld( dispatcher, cache, solver, config );
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										return world;
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									}
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									_initRigidBodies( rigidBodies ) {
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										for ( let i = 0, il = rigidBodies.length; i < il; i ++ ) {
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											this.bodies.push( new RigidBody(
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												this.mesh, this.world, rigidBodies[ i ], this.manager ) );
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										}
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									}
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									_initConstraints( constraints ) {
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										for ( let i = 0, il = constraints.length; i < il; i ++ ) {
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											const params = constraints[ i ];
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											const bodyA = this.bodies[ params.rigidBodyIndex1 ];
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											const bodyB = this.bodies[ params.rigidBodyIndex2 ];
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											this.constraints.push( new Constraint( this.mesh, this.world, bodyA, bodyB, params, this.manager ) );
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										}
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| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_stepSimulation( delta ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const unitStep = this.unitStep;
							 | 
						||
| 
								 | 
							
										let stepTime = delta;
							 | 
						||
| 
								 | 
							
										let maxStepNum = ( ( delta / unitStep ) | 0 ) + 1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( stepTime < unitStep ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											stepTime = unitStep;
							 | 
						||
| 
								 | 
							
											maxStepNum = 1;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( maxStepNum > this.maxStepNum ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											maxStepNum = this.maxStepNum;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.world.stepSimulation( stepTime, maxStepNum, unitStep );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_updateRigidBodies() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0, il = this.bodies.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.bodies[ i ].updateFromBone();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_updateBones() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0, il = this.bodies.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.bodies[ i ].updateBone();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								/**
							 | 
						||
| 
								 | 
							
								 * This manager's responsibilies are
							 | 
						||
| 
								 | 
							
								 *
							 | 
						||
| 
								 | 
							
								 * 1. manage Ammo.js and Three.js object resources and
							 | 
						||
| 
								 | 
							
								 *    improve the performance and the memory consumption by
							 | 
						||
| 
								 | 
							
								 *    reusing objects.
							 | 
						||
| 
								 | 
							
								 *
							 | 
						||
| 
								 | 
							
								 * 2. provide simple Ammo object operations.
							 | 
						||
| 
								 | 
							
								 */
							 | 
						||
| 
								 | 
							
								class ResourceManager {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// for Three.js
							 | 
						||
| 
								 | 
							
										this.threeVector3s = [];
							 | 
						||
| 
								 | 
							
										this.threeMatrix4s = [];
							 | 
						||
| 
								 | 
							
										this.threeQuaternions = [];
							 | 
						||
| 
								 | 
							
										this.threeEulers = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// for Ammo.js
							 | 
						||
| 
								 | 
							
										this.transforms = [];
							 | 
						||
| 
								 | 
							
										this.quaternions = [];
							 | 
						||
| 
								 | 
							
										this.vector3s = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									allocThreeVector3() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return ( this.threeVector3s.length > 0 )
							 | 
						||
| 
								 | 
							
											? this.threeVector3s.pop()
							 | 
						||
| 
								 | 
							
											: new Vector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									freeThreeVector3( v ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.threeVector3s.push( v );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									allocThreeMatrix4() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return ( this.threeMatrix4s.length > 0 )
							 | 
						||
| 
								 | 
							
											? this.threeMatrix4s.pop()
							 | 
						||
| 
								 | 
							
											: new Matrix4();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									freeThreeMatrix4( m ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.threeMatrix4s.push( m );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									allocThreeQuaternion() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return ( this.threeQuaternions.length > 0 )
							 | 
						||
| 
								 | 
							
											? this.threeQuaternions.pop()
							 | 
						||
| 
								 | 
							
											: new Quaternion();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									freeThreeQuaternion( q ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.threeQuaternions.push( q );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									allocThreeEuler() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return ( this.threeEulers.length > 0 )
							 | 
						||
| 
								 | 
							
											? this.threeEulers.pop()
							 | 
						||
| 
								 | 
							
											: new Euler();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									freeThreeEuler( e ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.threeEulers.push( e );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									allocTransform() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return ( this.transforms.length > 0 )
							 | 
						||
| 
								 | 
							
											? this.transforms.pop()
							 | 
						||
| 
								 | 
							
											: new Ammo.btTransform();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									freeTransform( t ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.transforms.push( t );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									allocQuaternion() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return ( this.quaternions.length > 0 )
							 | 
						||
| 
								 | 
							
											? this.quaternions.pop()
							 | 
						||
| 
								 | 
							
											: new Ammo.btQuaternion();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									freeQuaternion( q ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.quaternions.push( q );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									allocVector3() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return ( this.vector3s.length > 0 )
							 | 
						||
| 
								 | 
							
											? this.vector3s.pop()
							 | 
						||
| 
								 | 
							
											: new Ammo.btVector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									freeVector3( v ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.vector3s.push( v );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									setIdentity( t ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										t.setIdentity();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									getBasis( t ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var q = this.allocQuaternion();
							 | 
						||
| 
								 | 
							
										t.getBasis().getRotation( q );
							 | 
						||
| 
								 | 
							
										return q;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									getBasisAsMatrix3( t ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var q = this.getBasis( t );
							 | 
						||
| 
								 | 
							
										var m = this.quaternionToMatrix3( q );
							 | 
						||
| 
								 | 
							
										this.freeQuaternion( q );
							 | 
						||
| 
								 | 
							
										return m;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									getOrigin( t ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return t.getOrigin();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									setOrigin( t, v ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										t.getOrigin().setValue( v.x(), v.y(), v.z() );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									copyOrigin( t1, t2 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var o = t2.getOrigin();
							 | 
						||
| 
								 | 
							
										this.setOrigin( t1, o );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									setBasis( t, q ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										t.setRotation( q );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									setBasisFromMatrix3( t, m ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var q = this.matrix3ToQuaternion( m );
							 | 
						||
| 
								 | 
							
										this.setBasis( t, q );
							 | 
						||
| 
								 | 
							
										this.freeQuaternion( q );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									setOriginFromArray3( t, a ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										t.getOrigin().setValue( a[ 0 ], a[ 1 ], a[ 2 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									setOriginFromThreeVector3( t, v ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										t.getOrigin().setValue( v.x, v.y, v.z );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									setBasisFromArray3( t, a ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var thQ = this.allocThreeQuaternion();
							 | 
						||
| 
								 | 
							
										var thE = this.allocThreeEuler();
							 | 
						||
| 
								 | 
							
										thE.set( a[ 0 ], a[ 1 ], a[ 2 ] );
							 | 
						||
| 
								 | 
							
										this.setBasisFromThreeQuaternion( t, thQ.setFromEuler( thE ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.freeThreeEuler( thE );
							 | 
						||
| 
								 | 
							
										this.freeThreeQuaternion( thQ );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									setBasisFromThreeQuaternion( t, a ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var q = this.allocQuaternion();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										q.setX( a.x );
							 | 
						||
| 
								 | 
							
										q.setY( a.y );
							 | 
						||
| 
								 | 
							
										q.setZ( a.z );
							 | 
						||
| 
								 | 
							
										q.setW( a.w );
							 | 
						||
| 
								 | 
							
										this.setBasis( t, q );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.freeQuaternion( q );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									multiplyTransforms( t1, t2 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var t = this.allocTransform();
							 | 
						||
| 
								 | 
							
										this.setIdentity( t );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var m1 = this.getBasisAsMatrix3( t1 );
							 | 
						||
| 
								 | 
							
										var m2 = this.getBasisAsMatrix3( t2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var o1 = this.getOrigin( t1 );
							 | 
						||
| 
								 | 
							
										var o2 = this.getOrigin( t2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var v1 = this.multiplyMatrix3ByVector3( m1, o2 );
							 | 
						||
| 
								 | 
							
										var v2 = this.addVector3( v1, o1 );
							 | 
						||
| 
								 | 
							
										this.setOrigin( t, v2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var m3 = this.multiplyMatrices3( m1, m2 );
							 | 
						||
| 
								 | 
							
										this.setBasisFromMatrix3( t, m3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.freeVector3( v1 );
							 | 
						||
| 
								 | 
							
										this.freeVector3( v2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return t;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									inverseTransform( t ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var t2 = this.allocTransform();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var m1 = this.getBasisAsMatrix3( t );
							 | 
						||
| 
								 | 
							
										var o = this.getOrigin( t );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var m2 = this.transposeMatrix3( m1 );
							 | 
						||
| 
								 | 
							
										var v1 = this.negativeVector3( o );
							 | 
						||
| 
								 | 
							
										var v2 = this.multiplyMatrix3ByVector3( m2, v1 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.setOrigin( t2, v2 );
							 | 
						||
| 
								 | 
							
										this.setBasisFromMatrix3( t2, m2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.freeVector3( v1 );
							 | 
						||
| 
								 | 
							
										this.freeVector3( v2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return t2;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									multiplyMatrices3( m1, m2 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var m3 = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var v10 = this.rowOfMatrix3( m1, 0 );
							 | 
						||
| 
								 | 
							
										var v11 = this.rowOfMatrix3( m1, 1 );
							 | 
						||
| 
								 | 
							
										var v12 = this.rowOfMatrix3( m1, 2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var v20 = this.columnOfMatrix3( m2, 0 );
							 | 
						||
| 
								 | 
							
										var v21 = this.columnOfMatrix3( m2, 1 );
							 | 
						||
| 
								 | 
							
										var v22 = this.columnOfMatrix3( m2, 2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										m3[ 0 ] = this.dotVectors3( v10, v20 );
							 | 
						||
| 
								 | 
							
										m3[ 1 ] = this.dotVectors3( v10, v21 );
							 | 
						||
| 
								 | 
							
										m3[ 2 ] = this.dotVectors3( v10, v22 );
							 | 
						||
| 
								 | 
							
										m3[ 3 ] = this.dotVectors3( v11, v20 );
							 | 
						||
| 
								 | 
							
										m3[ 4 ] = this.dotVectors3( v11, v21 );
							 | 
						||
| 
								 | 
							
										m3[ 5 ] = this.dotVectors3( v11, v22 );
							 | 
						||
| 
								 | 
							
										m3[ 6 ] = this.dotVectors3( v12, v20 );
							 | 
						||
| 
								 | 
							
										m3[ 7 ] = this.dotVectors3( v12, v21 );
							 | 
						||
| 
								 | 
							
										m3[ 8 ] = this.dotVectors3( v12, v22 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.freeVector3( v10 );
							 | 
						||
| 
								 | 
							
										this.freeVector3( v11 );
							 | 
						||
| 
								 | 
							
										this.freeVector3( v12 );
							 | 
						||
| 
								 | 
							
										this.freeVector3( v20 );
							 | 
						||
| 
								 | 
							
										this.freeVector3( v21 );
							 | 
						||
| 
								 | 
							
										this.freeVector3( v22 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return m3;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									addVector3( v1, v2 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var v = this.allocVector3();
							 | 
						||
| 
								 | 
							
										v.setValue( v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z() );
							 | 
						||
| 
								 | 
							
										return v;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									dotVectors3( v1, v2 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									rowOfMatrix3( m, i ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var v = this.allocVector3();
							 | 
						||
| 
								 | 
							
										v.setValue( m[ i * 3 + 0 ], m[ i * 3 + 1 ], m[ i * 3 + 2 ] );
							 | 
						||
| 
								 | 
							
										return v;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									columnOfMatrix3( m, i ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var v = this.allocVector3();
							 | 
						||
| 
								 | 
							
										v.setValue( m[ i + 0 ], m[ i + 3 ], m[ i + 6 ] );
							 | 
						||
| 
								 | 
							
										return v;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									negativeVector3( v ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var v2 = this.allocVector3();
							 | 
						||
| 
								 | 
							
										v2.setValue( - v.x(), - v.y(), - v.z() );
							 | 
						||
| 
								 | 
							
										return v2;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									multiplyMatrix3ByVector3( m, v ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var v4 = this.allocVector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var v0 = this.rowOfMatrix3( m, 0 );
							 | 
						||
| 
								 | 
							
										var v1 = this.rowOfMatrix3( m, 1 );
							 | 
						||
| 
								 | 
							
										var v2 = this.rowOfMatrix3( m, 2 );
							 | 
						||
| 
								 | 
							
										var x = this.dotVectors3( v0, v );
							 | 
						||
| 
								 | 
							
										var y = this.dotVectors3( v1, v );
							 | 
						||
| 
								 | 
							
										var z = this.dotVectors3( v2, v );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										v4.setValue( x, y, z );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.freeVector3( v0 );
							 | 
						||
| 
								 | 
							
										this.freeVector3( v1 );
							 | 
						||
| 
								 | 
							
										this.freeVector3( v2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return v4;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									transposeMatrix3( m ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var m2 = [];
							 | 
						||
| 
								 | 
							
										m2[ 0 ] = m[ 0 ];
							 | 
						||
| 
								 | 
							
										m2[ 1 ] = m[ 3 ];
							 | 
						||
| 
								 | 
							
										m2[ 2 ] = m[ 6 ];
							 | 
						||
| 
								 | 
							
										m2[ 3 ] = m[ 1 ];
							 | 
						||
| 
								 | 
							
										m2[ 4 ] = m[ 4 ];
							 | 
						||
| 
								 | 
							
										m2[ 5 ] = m[ 7 ];
							 | 
						||
| 
								 | 
							
										m2[ 6 ] = m[ 2 ];
							 | 
						||
| 
								 | 
							
										m2[ 7 ] = m[ 5 ];
							 | 
						||
| 
								 | 
							
										m2[ 8 ] = m[ 8 ];
							 | 
						||
| 
								 | 
							
										return m2;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									quaternionToMatrix3( q ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var m = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var x = q.x();
							 | 
						||
| 
								 | 
							
										var y = q.y();
							 | 
						||
| 
								 | 
							
										var z = q.z();
							 | 
						||
| 
								 | 
							
										var w = q.w();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var xx = x * x;
							 | 
						||
| 
								 | 
							
										var yy = y * y;
							 | 
						||
| 
								 | 
							
										var zz = z * z;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var xy = x * y;
							 | 
						||
| 
								 | 
							
										var yz = y * z;
							 | 
						||
| 
								 | 
							
										var zx = z * x;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var xw = x * w;
							 | 
						||
| 
								 | 
							
										var yw = y * w;
							 | 
						||
| 
								 | 
							
										var zw = z * w;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										m[ 0 ] = 1 - 2 * ( yy + zz );
							 | 
						||
| 
								 | 
							
										m[ 1 ] = 2 * ( xy - zw );
							 | 
						||
| 
								 | 
							
										m[ 2 ] = 2 * ( zx + yw );
							 | 
						||
| 
								 | 
							
										m[ 3 ] = 2 * ( xy + zw );
							 | 
						||
| 
								 | 
							
										m[ 4 ] = 1 - 2 * ( zz + xx );
							 | 
						||
| 
								 | 
							
										m[ 5 ] = 2 * ( yz - xw );
							 | 
						||
| 
								 | 
							
										m[ 6 ] = 2 * ( zx - yw );
							 | 
						||
| 
								 | 
							
										m[ 7 ] = 2 * ( yz + xw );
							 | 
						||
| 
								 | 
							
										m[ 8 ] = 1 - 2 * ( xx + yy );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return m;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									matrix3ToQuaternion( m ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var t = m[ 0 ] + m[ 4 ] + m[ 8 ];
							 | 
						||
| 
								 | 
							
										var s, x, y, z, w;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( t > 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											s = Math.sqrt( t + 1.0 ) * 2;
							 | 
						||
| 
								 | 
							
											w = 0.25 * s;
							 | 
						||
| 
								 | 
							
											x = ( m[ 7 ] - m[ 5 ] ) / s;
							 | 
						||
| 
								 | 
							
											y = ( m[ 2 ] - m[ 6 ] ) / s;
							 | 
						||
| 
								 | 
							
											z = ( m[ 3 ] - m[ 1 ] ) / s;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} else if ( ( m[ 0 ] > m[ 4 ] ) && ( m[ 0 ] > m[ 8 ] ) ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											s = Math.sqrt( 1.0 + m[ 0 ] - m[ 4 ] - m[ 8 ] ) * 2;
							 | 
						||
| 
								 | 
							
											w = ( m[ 7 ] - m[ 5 ] ) / s;
							 | 
						||
| 
								 | 
							
											x = 0.25 * s;
							 | 
						||
| 
								 | 
							
											y = ( m[ 1 ] + m[ 3 ] ) / s;
							 | 
						||
| 
								 | 
							
											z = ( m[ 2 ] + m[ 6 ] ) / s;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} else if ( m[ 4 ] > m[ 8 ] ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											s = Math.sqrt( 1.0 + m[ 4 ] - m[ 0 ] - m[ 8 ] ) * 2;
							 | 
						||
| 
								 | 
							
											w = ( m[ 2 ] - m[ 6 ] ) / s;
							 | 
						||
| 
								 | 
							
											x = ( m[ 1 ] + m[ 3 ] ) / s;
							 | 
						||
| 
								 | 
							
											y = 0.25 * s;
							 | 
						||
| 
								 | 
							
											z = ( m[ 5 ] + m[ 7 ] ) / s;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										} else {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											s = Math.sqrt( 1.0 + m[ 8 ] - m[ 0 ] - m[ 4 ] ) * 2;
							 | 
						||
| 
								 | 
							
											w = ( m[ 3 ] - m[ 1 ] ) / s;
							 | 
						||
| 
								 | 
							
											x = ( m[ 2 ] + m[ 6 ] ) / s;
							 | 
						||
| 
								 | 
							
											y = ( m[ 5 ] + m[ 7 ] ) / s;
							 | 
						||
| 
								 | 
							
											z = 0.25 * s;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var q = this.allocQuaternion();
							 | 
						||
| 
								 | 
							
										q.setX( x );
							 | 
						||
| 
								 | 
							
										q.setY( y );
							 | 
						||
| 
								 | 
							
										q.setZ( z );
							 | 
						||
| 
								 | 
							
										q.setW( w );
							 | 
						||
| 
								 | 
							
										return q;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								/**
							 | 
						||
| 
								 | 
							
								 * @param {THREE.SkinnedMesh} mesh
							 | 
						||
| 
								 | 
							
								 * @param {Ammo.btDiscreteDynamicsWorld} world
							 | 
						||
| 
								 | 
							
								 * @param {Object} params
							 | 
						||
| 
								 | 
							
								 * @param {ResourceManager} manager
							 | 
						||
| 
								 | 
							
								 */
							 | 
						||
| 
								 | 
							
								class RigidBody {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									constructor( mesh, world, params, manager ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.mesh = mesh;
							 | 
						||
| 
								 | 
							
										this.world = world;
							 | 
						||
| 
								 | 
							
										this.params = params;
							 | 
						||
| 
								 | 
							
										this.manager = manager;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.body = null;
							 | 
						||
| 
								 | 
							
										this.bone = null;
							 | 
						||
| 
								 | 
							
										this.boneOffsetForm = null;
							 | 
						||
| 
								 | 
							
										this.boneOffsetFormInverse = null;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this._init();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * Resets rigid body transform to the current bone's.
							 | 
						||
| 
								 | 
							
									 *
							 | 
						||
| 
								 | 
							
									 * @return {RigidBody}
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									reset() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this._setTransformFromBone();
							 | 
						||
| 
								 | 
							
										return this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * Updates rigid body's transform from the current bone.
							 | 
						||
| 
								 | 
							
									 *
							 | 
						||
| 
								 | 
							
									 * @return {RidigBody}
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									updateFromBone() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( this.params.boneIndex !== - 1 && this.params.type === 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this._setTransformFromBone();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * Updates bone from the current ridid body's transform.
							 | 
						||
| 
								 | 
							
									 *
							 | 
						||
| 
								 | 
							
									 * @return {RidigBody}
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									updateBone() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( this.params.type === 0 || this.params.boneIndex === - 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											return this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this._updateBoneRotation();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( this.params.type === 1 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this._updateBonePosition();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.bone.updateMatrixWorld( true );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( this.params.type === 2 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this._setPositionFromBone();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return this;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// private methods
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_init() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function generateShape( p ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											switch ( p.shapeType ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												case 0:
							 | 
						||
| 
								 | 
							
													return new Ammo.btSphereShape( p.width );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												case 1:
							 | 
						||
| 
								 | 
							
													return new Ammo.btBoxShape( new Ammo.btVector3( p.width, p.height, p.depth ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												case 2:
							 | 
						||
| 
								 | 
							
													return new Ammo.btCapsuleShape( p.width, p.height );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												default:
							 | 
						||
| 
								 | 
							
													throw new Error( 'unknown shape type ' + p.shapeType );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const manager = this.manager;
							 | 
						||
| 
								 | 
							
										const params = this.params;
							 | 
						||
| 
								 | 
							
										const bones = this.mesh.skeleton.bones;
							 | 
						||
| 
								 | 
							
										const bone = ( params.boneIndex === - 1 )
							 | 
						||
| 
								 | 
							
											? new Bone()
							 | 
						||
| 
								 | 
							
											: bones[ params.boneIndex ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const shape = generateShape( params );
							 | 
						||
| 
								 | 
							
										const weight = ( params.type === 0 ) ? 0 : params.weight;
							 | 
						||
| 
								 | 
							
										const localInertia = manager.allocVector3();
							 | 
						||
| 
								 | 
							
										localInertia.setValue( 0, 0, 0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( weight !== 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											shape.calculateLocalInertia( weight, localInertia );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const boneOffsetForm = manager.allocTransform();
							 | 
						||
| 
								 | 
							
										manager.setIdentity( boneOffsetForm );
							 | 
						||
| 
								 | 
							
										manager.setOriginFromArray3( boneOffsetForm, params.position );
							 | 
						||
| 
								 | 
							
										manager.setBasisFromArray3( boneOffsetForm, params.rotation );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const vector = manager.allocThreeVector3();
							 | 
						||
| 
								 | 
							
										const boneForm = manager.allocTransform();
							 | 
						||
| 
								 | 
							
										manager.setIdentity( boneForm );
							 | 
						||
| 
								 | 
							
										manager.setOriginFromThreeVector3( boneForm, bone.getWorldPosition( vector ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const form = manager.multiplyTransforms( boneForm, boneOffsetForm );
							 | 
						||
| 
								 | 
							
										const state = new Ammo.btDefaultMotionState( form );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const info = new Ammo.btRigidBodyConstructionInfo( weight, state, shape, localInertia );
							 | 
						||
| 
								 | 
							
										info.set_m_friction( params.friction );
							 | 
						||
| 
								 | 
							
										info.set_m_restitution( params.restitution );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const body = new Ammo.btRigidBody( info );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( params.type === 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											body.setCollisionFlags( body.getCollisionFlags() | 2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											/*
							 | 
						||
| 
								 | 
							
											 * It'd be better to comment out this line though in general I should call this method
							 | 
						||
| 
								 | 
							
											 * because I'm not sure why but physics will be more like MMD's
							 | 
						||
| 
								 | 
							
											 * if I comment out.
							 | 
						||
| 
								 | 
							
											 */
							 | 
						||
| 
								 | 
							
											body.setActivationState( 4 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										body.setDamping( params.positionDamping, params.rotationDamping );
							 | 
						||
| 
								 | 
							
										body.setSleepingThresholds( 0, 0 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.world.addRigidBody( body, 1 << params.groupIndex, params.groupTarget );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.body = body;
							 | 
						||
| 
								 | 
							
										this.bone = bone;
							 | 
						||
| 
								 | 
							
										this.boneOffsetForm = boneOffsetForm;
							 | 
						||
| 
								 | 
							
										this.boneOffsetFormInverse = manager.inverseTransform( boneOffsetForm );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										manager.freeVector3( localInertia );
							 | 
						||
| 
								 | 
							
										manager.freeTransform( form );
							 | 
						||
| 
								 | 
							
										manager.freeTransform( boneForm );
							 | 
						||
| 
								 | 
							
										manager.freeThreeVector3( vector );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_getBoneTransform() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const manager = this.manager;
							 | 
						||
| 
								 | 
							
										const p = manager.allocThreeVector3();
							 | 
						||
| 
								 | 
							
										const q = manager.allocThreeQuaternion();
							 | 
						||
| 
								 | 
							
										const s = manager.allocThreeVector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.bone.matrixWorld.decompose( p, q, s );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const tr = manager.allocTransform();
							 | 
						||
| 
								 | 
							
										manager.setOriginFromThreeVector3( tr, p );
							 | 
						||
| 
								 | 
							
										manager.setBasisFromThreeQuaternion( tr, q );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const form = manager.multiplyTransforms( tr, this.boneOffsetForm );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										manager.freeTransform( tr );
							 | 
						||
| 
								 | 
							
										manager.freeThreeVector3( s );
							 | 
						||
| 
								 | 
							
										manager.freeThreeQuaternion( q );
							 | 
						||
| 
								 | 
							
										manager.freeThreeVector3( p );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										return form;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_getWorldTransformForBone() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const manager = this.manager;
							 | 
						||
| 
								 | 
							
										const tr = this.body.getCenterOfMassTransform();
							 | 
						||
| 
								 | 
							
										return manager.multiplyTransforms( tr, this.boneOffsetFormInverse );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_setTransformFromBone() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const manager = this.manager;
							 | 
						||
| 
								 | 
							
										const form = this._getBoneTransform();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// TODO: check the most appropriate way to set
							 | 
						||
| 
								 | 
							
										//this.body.setWorldTransform( form );
							 | 
						||
| 
								 | 
							
										this.body.setCenterOfMassTransform( form );
							 | 
						||
| 
								 | 
							
										this.body.getMotionState().setWorldTransform( form );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										manager.freeTransform( form );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_setPositionFromBone() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const manager = this.manager;
							 | 
						||
| 
								 | 
							
										const form = this._getBoneTransform();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const tr = manager.allocTransform();
							 | 
						||
| 
								 | 
							
										this.body.getMotionState().getWorldTransform( tr );
							 | 
						||
| 
								 | 
							
										manager.copyOrigin( tr, form );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// TODO: check the most appropriate way to set
							 | 
						||
| 
								 | 
							
										//this.body.setWorldTransform( tr );
							 | 
						||
| 
								 | 
							
										this.body.setCenterOfMassTransform( tr );
							 | 
						||
| 
								 | 
							
										this.body.getMotionState().setWorldTransform( tr );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										manager.freeTransform( tr );
							 | 
						||
| 
								 | 
							
										manager.freeTransform( form );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_updateBoneRotation() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const manager = this.manager;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const tr = this._getWorldTransformForBone();
							 | 
						||
| 
								 | 
							
										const q = manager.getBasis( tr );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const thQ = manager.allocThreeQuaternion();
							 | 
						||
| 
								 | 
							
										const thQ2 = manager.allocThreeQuaternion();
							 | 
						||
| 
								 | 
							
										const thQ3 = manager.allocThreeQuaternion();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										thQ.set( q.x(), q.y(), q.z(), q.w() );
							 | 
						||
| 
								 | 
							
										thQ2.setFromRotationMatrix( this.bone.matrixWorld );
							 | 
						||
| 
								 | 
							
										thQ2.conjugate();
							 | 
						||
| 
								 | 
							
										thQ2.multiply( thQ );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										//this.bone.quaternion.multiply( thQ2 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										thQ3.setFromRotationMatrix( this.bone.matrix );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										// Renormalizing quaternion here because repeatedly transforming
							 | 
						||
| 
								 | 
							
										// quaternion continuously accumulates floating point error and
							 | 
						||
| 
								 | 
							
										// can end up being overflow. See #15335
							 | 
						||
| 
								 | 
							
										this.bone.quaternion.copy( thQ2.multiply( thQ3 ).normalize() );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										manager.freeThreeQuaternion( thQ );
							 | 
						||
| 
								 | 
							
										manager.freeThreeQuaternion( thQ2 );
							 | 
						||
| 
								 | 
							
										manager.freeThreeQuaternion( thQ3 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										manager.freeQuaternion( q );
							 | 
						||
| 
								 | 
							
										manager.freeTransform( tr );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_updateBonePosition() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const manager = this.manager;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const tr = this._getWorldTransformForBone();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const thV = manager.allocThreeVector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const o = manager.getOrigin( tr );
							 | 
						||
| 
								 | 
							
										thV.set( o.x(), o.y(), o.z() );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( this.bone.parent ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											this.bone.parent.worldToLocal( thV );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.bone.position.copy( thV );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										manager.freeThreeVector3( thV );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										manager.freeTransform( tr );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class Constraint {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * @param {THREE.SkinnedMesh} mesh
							 | 
						||
| 
								 | 
							
									 * @param {Ammo.btDiscreteDynamicsWorld} world
							 | 
						||
| 
								 | 
							
									 * @param {RigidBody} bodyA
							 | 
						||
| 
								 | 
							
									 * @param {RigidBody} bodyB
							 | 
						||
| 
								 | 
							
									 * @param {Object} params
							 | 
						||
| 
								 | 
							
									 * @param {ResourceManager} manager
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									constructor( mesh, world, bodyA, bodyB, params, manager ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.mesh = mesh;
							 | 
						||
| 
								 | 
							
										this.world = world;
							 | 
						||
| 
								 | 
							
										this.bodyA = bodyA;
							 | 
						||
| 
								 | 
							
										this.bodyB = bodyB;
							 | 
						||
| 
								 | 
							
										this.params = params;
							 | 
						||
| 
								 | 
							
										this.manager = manager;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.constraint = null;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this._init();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// private method
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_init() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const manager = this.manager;
							 | 
						||
| 
								 | 
							
										const params = this.params;
							 | 
						||
| 
								 | 
							
										const bodyA = this.bodyA;
							 | 
						||
| 
								 | 
							
										const bodyB = this.bodyB;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const form = manager.allocTransform();
							 | 
						||
| 
								 | 
							
										manager.setIdentity( form );
							 | 
						||
| 
								 | 
							
										manager.setOriginFromArray3( form, params.position );
							 | 
						||
| 
								 | 
							
										manager.setBasisFromArray3( form, params.rotation );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const formA = manager.allocTransform();
							 | 
						||
| 
								 | 
							
										const formB = manager.allocTransform();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										bodyA.body.getMotionState().getWorldTransform( formA );
							 | 
						||
| 
								 | 
							
										bodyB.body.getMotionState().getWorldTransform( formB );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const formInverseA = manager.inverseTransform( formA );
							 | 
						||
| 
								 | 
							
										const formInverseB = manager.inverseTransform( formB );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const formA2 = manager.multiplyTransforms( formInverseA, form );
							 | 
						||
| 
								 | 
							
										const formB2 = manager.multiplyTransforms( formInverseB, form );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const constraint = new Ammo.btGeneric6DofSpringConstraint( bodyA.body, bodyB.body, formA2, formB2, true );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const lll = manager.allocVector3();
							 | 
						||
| 
								 | 
							
										const lul = manager.allocVector3();
							 | 
						||
| 
								 | 
							
										const all = manager.allocVector3();
							 | 
						||
| 
								 | 
							
										const aul = manager.allocVector3();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										lll.setValue( params.translationLimitation1[ 0 ],
							 | 
						||
| 
								 | 
							
										              params.translationLimitation1[ 1 ],
							 | 
						||
| 
								 | 
							
										              params.translationLimitation1[ 2 ] );
							 | 
						||
| 
								 | 
							
										lul.setValue( params.translationLimitation2[ 0 ],
							 | 
						||
| 
								 | 
							
										              params.translationLimitation2[ 1 ],
							 | 
						||
| 
								 | 
							
										              params.translationLimitation2[ 2 ] );
							 | 
						||
| 
								 | 
							
										all.setValue( params.rotationLimitation1[ 0 ],
							 | 
						||
| 
								 | 
							
										              params.rotationLimitation1[ 1 ],
							 | 
						||
| 
								 | 
							
										              params.rotationLimitation1[ 2 ] );
							 | 
						||
| 
								 | 
							
										aul.setValue( params.rotationLimitation2[ 0 ],
							 | 
						||
| 
								 | 
							
										              params.rotationLimitation2[ 1 ],
							 | 
						||
| 
								 | 
							
										              params.rotationLimitation2[ 2 ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										constraint.setLinearLowerLimit( lll );
							 | 
						||
| 
								 | 
							
										constraint.setLinearUpperLimit( lul );
							 | 
						||
| 
								 | 
							
										constraint.setAngularLowerLimit( all );
							 | 
						||
| 
								 | 
							
										constraint.setAngularUpperLimit( aul );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < 3; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( params.springPosition[ i ] !== 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												constraint.enableSpring( i, true );
							 | 
						||
| 
								 | 
							
												constraint.setStiffness( i, params.springPosition[ i ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < 3; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( params.springRotation[ i ] !== 0 ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												constraint.enableSpring( i + 3, true );
							 | 
						||
| 
								 | 
							
												constraint.setStiffness( i + 3, params.springRotation[ i ] );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										/*
							 | 
						||
| 
								 | 
							
										 * Currently(10/31/2016) official ammo.js doesn't support
							 | 
						||
| 
								 | 
							
										 * btGeneric6DofSpringConstraint.setParam method.
							 | 
						||
| 
								 | 
							
										 * You need custom ammo.js (add the method into idl) if you wanna use.
							 | 
						||
| 
								 | 
							
										 * By setting this parameter, physics will be more like MMD's
							 | 
						||
| 
								 | 
							
										 */
							 | 
						||
| 
								 | 
							
										if ( constraint.setParam !== undefined ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( let i = 0; i < 6; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												constraint.setParam( 2, 0.475, i );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.world.addConstraint( constraint, true );
							 | 
						||
| 
								 | 
							
										this.constraint = constraint;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										manager.freeTransform( form );
							 | 
						||
| 
								 | 
							
										manager.freeTransform( formA );
							 | 
						||
| 
								 | 
							
										manager.freeTransform( formB );
							 | 
						||
| 
								 | 
							
										manager.freeTransform( formInverseA );
							 | 
						||
| 
								 | 
							
										manager.freeTransform( formInverseB );
							 | 
						||
| 
								 | 
							
										manager.freeTransform( formA2 );
							 | 
						||
| 
								 | 
							
										manager.freeTransform( formB2 );
							 | 
						||
| 
								 | 
							
										manager.freeVector3( lll );
							 | 
						||
| 
								 | 
							
										manager.freeVector3( lul );
							 | 
						||
| 
								 | 
							
										manager.freeVector3( all );
							 | 
						||
| 
								 | 
							
										manager.freeVector3( aul );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								//
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								const _position = new Vector3();
							 | 
						||
| 
								 | 
							
								const _quaternion = new Quaternion();
							 | 
						||
| 
								 | 
							
								const _scale = new Vector3();
							 | 
						||
| 
								 | 
							
								const _matrixWorldInv = new Matrix4();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								class MMDPhysicsHelper extends Object3D {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * Visualize Rigid bodies
							 | 
						||
| 
								 | 
							
									 *
							 | 
						||
| 
								 | 
							
									 * @param {THREE.SkinnedMesh} mesh
							 | 
						||
| 
								 | 
							
									 * @param {Physics} physics
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									constructor( mesh, physics ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										super();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.root = mesh;
							 | 
						||
| 
								 | 
							
										this.physics = physics;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.matrix.copy( mesh.matrixWorld );
							 | 
						||
| 
								 | 
							
										this.matrixAutoUpdate = false;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.materials = [];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.materials.push(
							 | 
						||
| 
								 | 
							
											new MeshBasicMaterial( {
							 | 
						||
| 
								 | 
							
												color: new Color( 0xff8888 ),
							 | 
						||
| 
								 | 
							
												wireframe: true,
							 | 
						||
| 
								 | 
							
												depthTest: false,
							 | 
						||
| 
								 | 
							
												depthWrite: false,
							 | 
						||
| 
								 | 
							
												opacity: 0.25,
							 | 
						||
| 
								 | 
							
												transparent: true
							 | 
						||
| 
								 | 
							
											} )
							 | 
						||
| 
								 | 
							
										);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.materials.push(
							 | 
						||
| 
								 | 
							
											new MeshBasicMaterial( {
							 | 
						||
| 
								 | 
							
												color: new Color( 0x88ff88 ),
							 | 
						||
| 
								 | 
							
												wireframe: true,
							 | 
						||
| 
								 | 
							
												depthTest: false,
							 | 
						||
| 
								 | 
							
												depthWrite: false,
							 | 
						||
| 
								 | 
							
												opacity: 0.25,
							 | 
						||
| 
								 | 
							
												transparent: true
							 | 
						||
| 
								 | 
							
											} )
							 | 
						||
| 
								 | 
							
										);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.materials.push(
							 | 
						||
| 
								 | 
							
											new MeshBasicMaterial( {
							 | 
						||
| 
								 | 
							
												color: new Color( 0x8888ff ),
							 | 
						||
| 
								 | 
							
												wireframe: true,
							 | 
						||
| 
								 | 
							
												depthTest: false,
							 | 
						||
| 
								 | 
							
												depthWrite: false,
							 | 
						||
| 
								 | 
							
												opacity: 0.25,
							 | 
						||
| 
								 | 
							
												transparent: true
							 | 
						||
| 
								 | 
							
											} )
							 | 
						||
| 
								 | 
							
										);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this._init();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									dispose() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										const materials = this.materials;
							 | 
						||
| 
								 | 
							
										const children = this.children;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < materials.length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											materials[ i ].dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( let i = 0; i < children.length; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											const child = children[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											if ( child.isMesh ) child.geometry.dispose();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									/**
							 | 
						||
| 
								 | 
							
									 * Updates Rigid Bodies visualization.
							 | 
						||
| 
								 | 
							
									 */
							 | 
						||
| 
								 | 
							
									updateMatrixWorld( force ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var mesh = this.root;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										if ( this.visible ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											var bodies = this.physics.bodies;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											_matrixWorldInv
							 | 
						||
| 
								 | 
							
												.copy( mesh.matrixWorld )
							 | 
						||
| 
								 | 
							
												.decompose( _position, _quaternion, _scale )
							 | 
						||
| 
								 | 
							
												.compose( _position, _quaternion, _scale.set( 1, 1, 1 ) )
							 | 
						||
| 
								 | 
							
												.invert();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											for ( var i = 0, il = bodies.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												var body = bodies[ i ].body;
							 | 
						||
| 
								 | 
							
												var child = this.children[ i ];
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												var tr = body.getCenterOfMassTransform();
							 | 
						||
| 
								 | 
							
												var origin = tr.getOrigin();
							 | 
						||
| 
								 | 
							
												var rotation = tr.getRotation();
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												child.position
							 | 
						||
| 
								 | 
							
													.set( origin.x(), origin.y(), origin.z() )
							 | 
						||
| 
								 | 
							
													.applyMatrix4( _matrixWorldInv );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												child.quaternion
							 | 
						||
| 
								 | 
							
													.setFromRotationMatrix( _matrixWorldInv )
							 | 
						||
| 
								 | 
							
													.multiply(
							 | 
						||
| 
								 | 
							
														_quaternion.set( rotation.x(), rotation.y(), rotation.z(), rotation.w() )
							 | 
						||
| 
								 | 
							
													);
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										this.matrix
							 | 
						||
| 
								 | 
							
											.copy( mesh.matrixWorld )
							 | 
						||
| 
								 | 
							
											.decompose( _position, _quaternion, _scale )
							 | 
						||
| 
								 | 
							
											.compose( _position, _quaternion, _scale.set( 1, 1, 1 ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										super.updateMatrixWorld( force );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									// private method
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									_init() {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										var bodies = this.physics.bodies;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										function createGeometry( param ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											switch ( param.shapeType ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												case 0:
							 | 
						||
| 
								 | 
							
													return new SphereGeometry( param.width, 16, 8 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												case 1:
							 | 
						||
| 
								 | 
							
													return new BoxGeometry( param.width * 2, param.height * 2, param.depth * 2, 8, 8, 8 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												case 2:
							 | 
						||
| 
								 | 
							
													return new CapsuleGeometry( param.width, param.height, 8, 16 );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
												default:
							 | 
						||
| 
								 | 
							
													return null;
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										for ( var i = 0, il = bodies.length; i < il; i ++ ) {
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
											var param = bodies[ i ].params;
							 | 
						||
| 
								 | 
							
											this.add( new Mesh( createGeometry( param ), this.materials[ param.type ] ) );
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
										}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
									}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								}
							 | 
						||
| 
								 | 
							
								
							 | 
						||
| 
								 | 
							
								export { MMDPhysics };
							 |