Buckets:
ktongue/docker_container / simsite /frontend /node_modules /three /examples /jsm /animation /MMDPhysics.js
| 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 }; | |
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