You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
466 lines
9.3 KiB
466 lines
9.3 KiB
2 years ago
|
import {
|
||
|
BufferAttribute,
|
||
|
BufferGeometry,
|
||
|
Color,
|
||
|
Line,
|
||
|
LineBasicMaterial,
|
||
|
Matrix4,
|
||
|
Mesh,
|
||
|
MeshBasicMaterial,
|
||
|
Object3D,
|
||
|
Quaternion,
|
||
|
SphereGeometry,
|
||
|
Vector3
|
||
|
} from '../../../build/three.module.js';
|
||
|
|
||
|
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
|
||
|
// Refer to http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
|
||
|
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(
|
||
|
link.rotation
|
||
|
.toVector3( _vector )
|
||
|
.max( rotationMin ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( rotationMax !== undefined ) {
|
||
|
|
||
|
link.rotation.setFromVector3(
|
||
|
link.rotation
|
||
|
.toVector3( _vector )
|
||
|
.min( rotationMax ) );
|
||
|
|
||
|
}
|
||
|
|
||
|
link.updateMatrixWorld( true );
|
||
|
|
||
|
rotated = true;
|
||
|
|
||
|
}
|
||
|
|
||
|
if ( ! rotated ) break;
|
||
|
|
||
|
}
|
||
|
|
||
|
return this;
|
||
|
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Creates Helper
|
||
|
*
|
||
|
* @return {CCDIKHelper}
|
||
|
*/
|
||
|
createHelper() {
|
||
|
|
||
|
return new CCDIKHelper( this.mesh, this.mesh.geometry.userData.MMD.iks );
|
||
|
|
||
|
}
|
||
|
|
||
|
// 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
|
||
|
*/
|
||
|
class CCDIKHelper extends Object3D {
|
||
|
|
||
|
constructor( mesh, iks = [] ) {
|
||
|
|
||
|
super();
|
||
|
|
||
|
this.root = mesh;
|
||
|
this.iks = iks;
|
||
|
|
||
|
this.matrix.copy( mesh.matrixWorld );
|
||
|
this.matrixAutoUpdate = false;
|
||
|
|
||
|
this.sphereGeometry = new SphereGeometry( 0.25, 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 );
|
||
|
|
||
|
}
|
||
|
|
||
|
// 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 };
|