1407 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			1407 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	Bone, | ||
|  | 	BoxGeometry, | ||
|  | 	CapsuleGeometry, | ||
|  | 	Color, | ||
|  | 	Euler, | ||
|  | 	Matrix4, | ||
|  | 	Mesh, | ||
|  | 	MeshBasicMaterial, | ||
|  | 	Object3D, | ||
|  | 	Quaternion, | ||
|  | 	SphereGeometry, | ||
|  | 	Vector3 | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | /** | ||
|  |  * Dependencies | ||
|  |  *  - Ammo.js https://github.com/kripken/ammo.js
 | ||
|  |  * | ||
|  |  * MMDPhysics calculates physics with Ammo(Bullet based JavaScript Physics engine) | ||
|  |  * for MMD model loaded by MMDLoader. | ||
|  |  * | ||
|  |  * TODO | ||
|  |  *  - Physics in Worker | ||
|  |  */ | ||
|  | 
 | ||
|  | /* global Ammo */ | ||
|  | 
 | ||
|  | class MMDPhysics { | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * @param {THREE.SkinnedMesh} mesh | ||
|  | 	 * @param {Array<Object>} rigidBodyParams | ||
|  | 	 * @param {Array<Object>} (optional) constraintParams | ||
|  | 	 * @param {Object} params - (optional) | ||
|  | 	 * @param {Number} params.unitStep - Default is 1 / 65. | ||
|  | 	 * @param {Integer} params.maxStepNum - Default is 3. | ||
|  | 	 * @param {Vector3} params.gravity - Default is ( 0, - 9.8 * 10, 0 ) | ||
|  | 	 */ | ||
|  | 	constructor( mesh, rigidBodyParams, constraintParams = [], params = {} ) { | ||
|  | 
 | ||
|  | 		if ( typeof Ammo === 'undefined' ) { | ||
|  | 
 | ||
|  | 			throw new Error( 'THREE.MMDPhysics: Import ammo.js https://github.com/kripken/ammo.js' ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this.manager = new ResourceManager(); | ||
|  | 
 | ||
|  | 		this.mesh = mesh; | ||
|  | 
 | ||
|  | 		/* | ||
|  | 		 * I don't know why but 1/60 unitStep easily breaks models | ||
|  | 		 * so I set it 1/65 so far. | ||
|  | 		 * Don't set too small unitStep because | ||
|  | 		 * the smaller unitStep can make the performance worse. | ||
|  | 		 */ | ||
|  | 		this.unitStep = ( params.unitStep !== undefined ) ? params.unitStep : 1 / 65; | ||
|  | 		this.maxStepNum = ( params.maxStepNum !== undefined ) ? params.maxStepNum : 3; | ||
|  | 		this.gravity = new Vector3( 0, - 9.8 * 10, 0 ); | ||
|  | 
 | ||
|  | 		if ( params.gravity !== undefined ) this.gravity.copy( params.gravity ); | ||
|  | 
 | ||
|  | 		this.world = params.world !== undefined ? params.world : null; // experimental
 | ||
|  | 
 | ||
|  | 		this.bodies = []; | ||
|  | 		this.constraints = []; | ||
|  | 
 | ||
|  | 		this._init( mesh, rigidBodyParams, constraintParams ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Advances Physics calculation and updates bones. | ||
|  | 	 * | ||
|  | 	 * @param {Number} delta - time in second | ||
|  | 	 * @return {MMDPhysics} | ||
|  | 	 */ | ||
|  | 	update( delta ) { | ||
|  | 
 | ||
|  | 		const manager = this.manager; | ||
|  | 		const mesh = this.mesh; | ||
|  | 
 | ||
|  | 		// rigid bodies and constrains are for
 | ||
|  | 		// mesh's world scale (1, 1, 1).
 | ||
|  | 		// Convert to (1, 1, 1) if it isn't.
 | ||
|  | 
 | ||
|  | 		let isNonDefaultScale = false; | ||
|  | 
 | ||
|  | 		const position = manager.allocThreeVector3(); | ||
|  | 		const quaternion = manager.allocThreeQuaternion(); | ||
|  | 		const scale = manager.allocThreeVector3(); | ||
|  | 
 | ||
|  | 		mesh.matrixWorld.decompose( position, quaternion, scale ); | ||
|  | 
 | ||
|  | 		if ( scale.x !== 1 || scale.y !== 1 || scale.z !== 1 ) { | ||
|  | 
 | ||
|  | 			isNonDefaultScale = true; | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		let parent; | ||
|  | 
 | ||
|  | 		if ( isNonDefaultScale ) { | ||
|  | 
 | ||
|  | 			parent = mesh.parent; | ||
|  | 
 | ||
|  | 			if ( parent !== null ) mesh.parent = null; | ||
|  | 
 | ||
|  | 			scale.copy( this.mesh.scale ); | ||
|  | 
 | ||
|  | 			mesh.scale.set( 1, 1, 1 ); | ||
|  | 			mesh.updateMatrixWorld( true ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		// calculate physics and update bones
 | ||
|  | 
 | ||
|  | 		this._updateRigidBodies(); | ||
|  | 		this._stepSimulation( delta ); | ||
|  | 		this._updateBones(); | ||
|  | 
 | ||
|  | 		// restore mesh if converted above
 | ||
|  | 
 | ||
|  | 		if ( isNonDefaultScale ) { | ||
|  | 
 | ||
|  | 			if ( parent !== null ) mesh.parent = parent; | ||
|  | 
 | ||
|  | 			mesh.scale.copy( scale ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		manager.freeThreeVector3( scale ); | ||
|  | 		manager.freeThreeQuaternion( quaternion ); | ||
|  | 		manager.freeThreeVector3( position ); | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Resets rigid bodies transorm to current bone's. | ||
|  | 	 * | ||
|  | 	 * @return {MMDPhysics} | ||
|  | 	 */ | ||
|  | 	reset() { | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = this.bodies.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			this.bodies[ i ].reset(); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Warm ups Rigid bodies. Calculates cycles steps. | ||
|  | 	 * | ||
|  | 	 * @param {Integer} cycles | ||
|  | 	 * @return {MMDPhysics} | ||
|  | 	 */ | ||
|  | 	warmup( cycles ) { | ||
|  | 
 | ||
|  | 		for ( let i = 0; i < cycles; i ++ ) { | ||
|  | 
 | ||
|  | 			this.update( 1 / 60 ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Sets gravity. | ||
|  | 	 * | ||
|  | 	 * @param {Vector3} gravity | ||
|  | 	 * @return {MMDPhysicsHelper} | ||
|  | 	 */ | ||
|  | 	setGravity( gravity ) { | ||
|  | 
 | ||
|  | 		this.world.setGravity( new Ammo.btVector3( gravity.x, gravity.y, gravity.z ) ); | ||
|  | 		this.gravity.copy( gravity ); | ||
|  | 
 | ||
|  | 		return this; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	/** | ||
|  | 	 * Creates MMDPhysicsHelper | ||
|  | 	 * | ||
|  | 	 * @return {MMDPhysicsHelper} | ||
|  | 	 */ | ||
|  | 	createHelper() { | ||
|  | 
 | ||
|  | 		return new MMDPhysicsHelper( this.mesh, this ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	// private methods
 | ||
|  | 
 | ||
|  | 	_init( mesh, rigidBodyParams, constraintParams ) { | ||
|  | 
 | ||
|  | 		const manager = this.manager; | ||
|  | 
 | ||
|  | 		// rigid body/constraint parameters are for
 | ||
|  | 		// mesh's default world transform as position(0, 0, 0),
 | ||
|  | 		// quaternion(0, 0, 0, 1) and scale(0, 0, 0)
 | ||
|  | 
 | ||
|  | 		const parent = mesh.parent; | ||
|  | 
 | ||
|  | 		if ( parent !== null ) mesh.parent = null; | ||
|  | 
 | ||
|  | 		const currentPosition = manager.allocThreeVector3(); | ||
|  | 		const currentQuaternion = manager.allocThreeQuaternion(); | ||
|  | 		const currentScale = manager.allocThreeVector3(); | ||
|  | 
 | ||
|  | 		currentPosition.copy( mesh.position ); | ||
|  | 		currentQuaternion.copy( mesh.quaternion ); | ||
|  | 		currentScale.copy( mesh.scale ); | ||
|  | 
 | ||
|  | 		mesh.position.set( 0, 0, 0 ); | ||
|  | 		mesh.quaternion.set( 0, 0, 0, 1 ); | ||
|  | 		mesh.scale.set( 1, 1, 1 ); | ||
|  | 
 | ||
|  | 		mesh.updateMatrixWorld( true ); | ||
|  | 
 | ||
|  | 		if ( this.world === null ) { | ||
|  | 
 | ||
|  | 			this.world = this._createWorld(); | ||
|  | 			this.setGravity( this.gravity ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 		this._initRigidBodies( rigidBodyParams ); | ||
|  | 		this._initConstraints( constraintParams ); | ||
|  | 
 | ||
|  | 		if ( parent !== null ) mesh.parent = parent; | ||
|  | 
 | ||
|  | 		mesh.position.copy( currentPosition ); | ||
|  | 		mesh.quaternion.copy( currentQuaternion ); | ||
|  | 		mesh.scale.copy( currentScale ); | ||
|  | 
 | ||
|  | 		mesh.updateMatrixWorld( true ); | ||
|  | 
 | ||
|  | 		this.reset(); | ||
|  | 
 | ||
|  | 		manager.freeThreeVector3( currentPosition ); | ||
|  | 		manager.freeThreeQuaternion( currentQuaternion ); | ||
|  | 		manager.freeThreeVector3( currentScale ); | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_createWorld() { | ||
|  | 
 | ||
|  | 		const config = new Ammo.btDefaultCollisionConfiguration(); | ||
|  | 		const dispatcher = new Ammo.btCollisionDispatcher( config ); | ||
|  | 		const cache = new Ammo.btDbvtBroadphase(); | ||
|  | 		const solver = new Ammo.btSequentialImpulseConstraintSolver(); | ||
|  | 		const world = new Ammo.btDiscreteDynamicsWorld( dispatcher, cache, solver, config ); | ||
|  | 		return world; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_initRigidBodies( rigidBodies ) { | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = rigidBodies.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			this.bodies.push( new RigidBody( | ||
|  | 				this.mesh, this.world, rigidBodies[ i ], this.manager ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_initConstraints( constraints ) { | ||
|  | 
 | ||
|  | 		for ( let i = 0, il = constraints.length; i < il; i ++ ) { | ||
|  | 
 | ||
|  | 			const params = constraints[ i ]; | ||
|  | 			const bodyA = this.bodies[ params.rigidBodyIndex1 ]; | ||
|  | 			const bodyB = this.bodies[ params.rigidBodyIndex2 ]; | ||
|  | 			this.constraints.push( new Constraint( this.mesh, this.world, bodyA, bodyB, params, this.manager ) ); | ||
|  | 
 | ||
|  | 		} | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | 	_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 }; |