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