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- /**
- * @author takahiro / https://github.com/takahirox
- *
- * Dependencies
- * - Ammo.js https://github.com/kripken/ammo.js
- *
- * MMD specific Physics class.
- *
- * See THREE.MMDLoader for the passed parameter list of RigidBody/Constraint.
- *
- * Requirement:
- * - don't change object's scale from (1,1,1) after setting physics to object
- *
- * TODO
- * - optimize for the performance
- * - use Physijs http://chandlerprall.github.io/Physijs/
- * and improve the performance by making use of Web worker.
- * - if possible, make this class being non-MMD specific.
- * - object scale change support
- */
- THREE.MMDPhysics = function ( mesh, params ) {
- if ( params === undefined ) params = {};
- this.mesh = mesh;
- this.helper = new THREE.MMDPhysics.ResourceHelper();
- /*
- * 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.world = params.world !== undefined ? params.world : null;
- this.bodies = [];
- this.constraints = [];
- this.init( mesh );
- };
- THREE.MMDPhysics.prototype = {
- constructor: THREE.MMDPhysics,
- init: function ( mesh ) {
- var parent = mesh.parent;
- if ( parent !== null ) {
- parent.remove( mesh );
- }
- var currentPosition = mesh.position.clone();
- var currentRotation = mesh.rotation.clone();
- var currentScale = mesh.scale.clone();
- mesh.position.set( 0, 0, 0 );
- mesh.rotation.set( 0, 0, 0 );
- mesh.scale.set( 1, 1, 1 );
- mesh.updateMatrixWorld( true );
- if ( this.world === null ) this.initWorld();
- this.initRigidBodies();
- this.initConstraints();
- if ( parent !== null ) {
- parent.add( mesh );
- }
- mesh.position.copy( currentPosition );
- mesh.rotation.copy( currentRotation );
- mesh.scale.copy( currentScale );
- mesh.updateMatrixWorld( true );
- this.reset();
- },
- initWorld: function () {
- var config = new Ammo.btDefaultCollisionConfiguration();
- var dispatcher = new Ammo.btCollisionDispatcher( config );
- var cache = new Ammo.btDbvtBroadphase();
- var solver = new Ammo.btSequentialImpulseConstraintSolver();
- var world = new Ammo.btDiscreteDynamicsWorld( dispatcher, cache, solver, config );
- world.setGravity( new Ammo.btVector3( 0, -9.8 * 10, 0 ) );
- this.world = world;
- },
- initRigidBodies: function () {
- var bodies = this.mesh.geometry.rigidBodies;
- for ( var i = 0; i < bodies.length; i++ ) {
- var b = new THREE.MMDPhysics.RigidBody( this.mesh, this.world, bodies[ i ], this.helper );
- this.bodies.push( b );
- }
- },
- initConstraints: function () {
- var constraints = this.mesh.geometry.constraints;
- for ( var i = 0; i < constraints.length; i++ ) {
- var params = constraints[ i ];
- var bodyA = this.bodies[ params.rigidBodyIndex1 ];
- var bodyB = this.bodies[ params.rigidBodyIndex2 ];
- var c = new THREE.MMDPhysics.Constraint( this.mesh, this.world, bodyA, bodyB, params, this.helper );
- this.constraints.push( c );
- }
- },
- update: function ( delta ) {
- this.updateRigidBodies();
- this.stepSimulation( delta );
- this.updateBones();
- },
- stepSimulation: function ( delta ) {
- var unitStep = this.unitStep;
- var stepTime = delta;
- var 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: function () {
- for ( var i = 0; i < this.bodies.length; i++ ) {
- this.bodies[ i ].updateFromBone();
- }
- },
- updateBones: function () {
- for ( var i = 0; i < this.bodies.length; i++ ) {
- this.bodies[ i ].updateBone();
- }
- },
- reset: function () {
- for ( var i = 0; i < this.bodies.length; i++ ) {
- this.bodies[ i ].reset();
- }
- },
- warmup: function ( cycles ) {
- for ( var i = 0; i < cycles; i++ ) {
- this.update( 1 / 60 );
- }
- }
- };
- /**
- * This helper class 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.
- */
- THREE.MMDPhysics.ResourceHelper = function () {
- // for Three.js
- this.threeVector3s = [];
- this.threeMatrix4s = [];
- this.threeQuaternions = [];
- this.threeEulers = [];
- // for Ammo.js
- this.transforms = [];
- this.quaternions = [];
- this.vector3s = [];
- };
- THREE.MMDPhysics.ResourceHelper.prototype = {
- allocThreeVector3: function () {
- return ( this.threeVector3s.length > 0 ) ? this.threeVector3s.pop() : new THREE.Vector3();
- },
- freeThreeVector3: function ( v ) {
- this.threeVector3s.push( v );
- },
- allocThreeMatrix4: function () {
- return ( this.threeMatrix4s.length > 0 ) ? this.threeMatrix4s.pop() : new THREE.Matrix4();
- },
- freeThreeMatrix4: function ( m ) {
- this.threeMatrix4s.push( m );
- },
- allocThreeQuaternion: function () {
- return ( this.threeQuaternions.length > 0 ) ? this.threeQuaternions.pop() : new THREE.Quaternion();
- },
- freeThreeQuaternion: function ( q ) {
- this.threeQuaternions.push( q );
- },
- allocThreeEuler: function () {
- return ( this.threeEulers.length > 0 ) ? this.threeEulers.pop() : new THREE.Euler();
- },
- freeThreeEuler: function ( e ) {
- this.threeEulers.push( e );
- },
- allocTransform: function () {
- return ( this.transforms.length > 0 ) ? this.transforms.pop() : new Ammo.btTransform();
- },
- freeTransform: function ( t ) {
- this.transforms.push( t );
- },
- allocQuaternion: function () {
- return ( this.quaternions.length > 0 ) ? this.quaternions.pop() : new Ammo.btQuaternion();
- },
- freeQuaternion: function ( q ) {
- this.quaternions.push( q );
- },
- allocVector3: function () {
- return ( this.vector3s.length > 0 ) ? this.vector3s.pop() : new Ammo.btVector3();
- },
- freeVector3: function ( v ) {
- this.vector3s.push( v );
- },
- setIdentity: function ( t ) {
- t.setIdentity();
- },
- getBasis: function ( t ) {
- var q = this.allocQuaternion();
- t.getBasis().getRotation( q );
- return q;
- },
- getBasisAsMatrix3: function ( t ) {
- var q = this.getBasis( t );
- var m = this.quaternionToMatrix3( q );
- this.freeQuaternion( q );
- return m;
- },
- getOrigin: function( t ) {
- return t.getOrigin();
- },
- setOrigin: function( t, v ) {
- t.getOrigin().setValue( v.x(), v.y(), v.z() );
- },
- copyOrigin: function( t1, t2 ) {
- var o = t2.getOrigin();
- this.setOrigin( t1, o );
- },
- setBasis: function( t, q ) {
- t.setRotation( q );
- },
- setBasisFromMatrix3: function( t, m ) {
- var q = this.matrix3ToQuaternion( m );
- this.setBasis( t, q );
- this.freeQuaternion( q );
- },
- setOriginFromArray3: function ( t, a ) {
- t.getOrigin().setValue( a[ 0 ], a[ 1 ], a[ 2 ] );
- },
- setBasisFromArray3: function ( t, a ) {
- var thQ = this.allocThreeQuaternion();
- var thE = this.allocThreeEuler();
- thE.set( a[ 0 ], a[ 1 ], a[ 2 ] );
- this.setBasisFromArray4( t, thQ.setFromEuler( thE ).toArray() );
- this.freeThreeEuler( thE );
- this.freeThreeQuaternion( thQ );
- },
- setBasisFromArray4: function ( t, a ) {
- var q = this.array4ToQuaternion( a );
- this.setBasis( t, q );
- this.freeQuaternion( q );
- },
- array4ToQuaternion: function( a ) {
- var q = this.allocQuaternion();
- q.setX( a[ 0 ] );
- q.setY( a[ 1 ] );
- q.setZ( a[ 2 ] );
- q.setW( a[ 3 ] );
- return q;
- },
- multiplyTransforms: function ( 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: function ( 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: function ( 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: function( v1, v2 ) {
- var v = this.allocVector3();
- v.setValue( v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z() );
- return v;
- },
- dotVectors3: function( v1, v2 ) {
- return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z();
- },
- rowOfMatrix3: function( m, i ) {
- var v = this.allocVector3();
- v.setValue( m[ i * 3 + 0 ], m[ i * 3 + 1 ], m[ i * 3 + 2 ] );
- return v;
- },
- columnOfMatrix3: function( m, i ) {
- var v = this.allocVector3();
- v.setValue( m[ i + 0 ], m[ i + 3 ], m[ i + 6 ] );
- return v;
- },
- negativeVector3: function( v ) {
- var v2 = this.allocVector3();
- v2.setValue( -v.x(), -v.y(), -v.z() );
- return v2;
- },
- multiplyMatrix3ByVector3: function ( 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: function( 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: function ( 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: function( 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;
- }
- };
- THREE.MMDPhysics.RigidBody = function ( mesh, world, params, helper ) {
- this.mesh = mesh;
- this.world = world;
- this.params = params;
- this.helper = helper;
- this.body = null;
- this.bone = null;
- this.boneOffsetForm = null;
- this.boneOffsetFormInverse = null;
- this.init();
- };
- THREE.MMDPhysics.RigidBody.prototype = {
- constructor: THREE.MMDPhysics.RigidBody,
- init: function () {
- 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 'unknown shape type ' + p.shapeType;
- }
- }
- var helper = this.helper;
- var params = this.params;
- var bones = this.mesh.skeleton.bones;
- var bone = ( params.boneIndex === -1 ) ? new THREE.Bone() : bones[ params.boneIndex ];
- var shape = generateShape( params );
- var weight = ( params.type === 0 ) ? 0 : params.weight;
- var localInertia = helper.allocVector3();
- localInertia.setValue( 0, 0, 0 );
- if( weight !== 0 ) {
- shape.calculateLocalInertia( weight, localInertia );
- }
- var boneOffsetForm = helper.allocTransform();
- helper.setIdentity( boneOffsetForm );
- helper.setOriginFromArray3( boneOffsetForm, params.position );
- helper.setBasisFromArray3( boneOffsetForm, params.rotation );
- var boneForm = helper.allocTransform();
- helper.setIdentity( boneForm );
- helper.setOriginFromArray3( boneForm, bone.getWorldPosition().toArray() );
- var form = helper.multiplyTransforms( boneForm, boneOffsetForm );
- var state = new Ammo.btDefaultMotionState( form );
- var info = new Ammo.btRigidBodyConstructionInfo( weight, state, shape, localInertia );
- info.set_m_friction( params.friction );
- info.set_m_restitution( params.restitution );
- var 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 = helper.inverseTransform( boneOffsetForm );
- helper.freeVector3( localInertia );
- helper.freeTransform( form );
- helper.freeTransform( boneForm );
- },
- reset: function () {
- this.setTransformFromBone();
- },
- updateFromBone: function () {
- if ( this.params.boneIndex === -1 ) {
- return;
- }
- if ( this.params.type === 0 ) {
- this.setTransformFromBone();
- }
- },
- updateBone: function () {
- if ( this.params.type === 0 || this.params.boneIndex === -1 ) {
- return;
- }
- this.updateBoneRotation();
- if ( this.params.type === 1 ) {
- this.updateBonePosition();
- }
- this.bone.updateMatrixWorld( true );
- if ( this.params.type === 2 ) {
- this.setPositionFromBone();
- }
- },
- getBoneTransform: function () {
- var helper = this.helper;
- var p = this.bone.getWorldPosition();
- var q = this.bone.getWorldQuaternion();
- var tr = helper.allocTransform();
- helper.setOriginFromArray3( tr, p.toArray() );
- helper.setBasisFromArray4( tr, q.toArray() );
- var form = helper.multiplyTransforms( tr, this.boneOffsetForm );
- helper.freeTransform( tr );
- return form;
- },
- getWorldTransformForBone: function () {
- var helper = this.helper;
- var tr = helper.allocTransform();
- this.body.getMotionState().getWorldTransform( tr );
- var tr2 = helper.multiplyTransforms( tr, this.boneOffsetFormInverse );
- helper.freeTransform( tr );
- return tr2;
- },
- setTransformFromBone: function () {
- var helper = this.helper;
- var form = this.getBoneTransform();
- // TODO: check the most appropriate way to set
- //this.body.setWorldTransform( form );
- this.body.setCenterOfMassTransform( form );
- this.body.getMotionState().setWorldTransform( form );
- helper.freeTransform( form );
- },
- setPositionFromBone: function () {
- var helper = this.helper;
- var form = this.getBoneTransform();
- var tr = helper.allocTransform();
- this.body.getMotionState().getWorldTransform( tr );
- helper.copyOrigin( tr, form );
- // TODO: check the most appropriate way to set
- //this.body.setWorldTransform( tr );
- this.body.setCenterOfMassTransform( tr );
- this.body.getMotionState().setWorldTransform( tr );
- helper.freeTransform( tr );
- helper.freeTransform( form );
- },
- updateBoneRotation: function () {
- this.bone.updateMatrixWorld( true );
- var helper = this.helper;
- var tr = this.getWorldTransformForBone();
- var q = helper.getBasis( tr );
- var thQ = helper.allocThreeQuaternion();
- var thQ2 = helper.allocThreeQuaternion();
- var thQ3 = helper.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 );
- this.bone.quaternion.copy( thQ2.multiply( thQ3 ) );
- helper.freeThreeQuaternion( thQ );
- helper.freeThreeQuaternion( thQ2 );
- helper.freeThreeQuaternion( thQ3 );
- helper.freeQuaternion( q );
- helper.freeTransform( tr );
- },
- updateBonePosition: function () {
- var helper = this.helper;
- var tr = this.getWorldTransformForBone();
- var thV = helper.allocThreeVector3();
- var o = helper.getOrigin( tr );
- thV.set( o.x(), o.y(), o.z() );
- var v = this.bone.worldToLocal( thV );
- this.bone.position.add( v );
- helper.freeThreeVector3( thV );
- helper.freeTransform( tr );
- }
- };
- THREE.MMDPhysics.Constraint = function ( mesh, world, bodyA, bodyB, params, helper ) {
- this.mesh = mesh;
- this.world = world;
- this.bodyA = bodyA;
- this.bodyB = bodyB;
- this.params = params;
- this.helper = helper;
- this.constraint = null;
- this.init();
- };
- THREE.MMDPhysics.Constraint.prototype = {
- constructor: THREE.MMDPhysics.Constraint,
- init: function () {
- var helper = this.helper;
- var params = this.params;
- var bodyA = this.bodyA;
- var bodyB = this.bodyB;
- var form = helper.allocTransform();
- helper.setIdentity( form );
- helper.setOriginFromArray3( form, params.position );
- helper.setBasisFromArray3( form, params.rotation );
- var formA = helper.allocTransform();
- var formB = helper.allocTransform();
- bodyA.body.getMotionState().getWorldTransform( formA );
- bodyB.body.getMotionState().getWorldTransform( formB );
- var formInverseA = helper.inverseTransform( formA );
- var formInverseB = helper.inverseTransform( formB );
- var formA2 = helper.multiplyTransforms( formInverseA, form );
- var formB2 = helper.multiplyTransforms( formInverseB, form );
- var constraint = new Ammo.btGeneric6DofSpringConstraint( bodyA.body, bodyB.body, formA2, formB2, true );
- var lll = helper.allocVector3();
- var lul = helper.allocVector3();
- var all = helper.allocVector3();
- var aul = helper.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 ( var i = 0; i < 3; i++ ) {
- if( params.springPosition[ i ] !== 0 ) {
- constraint.enableSpring( i, true );
- constraint.setStiffness( i, params.springPosition[ i ] );
- }
- }
- for ( var 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 ( var i = 0; i < 6; i ++ ) {
- // this parameter is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
- constraint.setParam( 2, 0.475, i );
- }
- }
- this.world.addConstraint( constraint, true );
- this.constraint = constraint;
- helper.freeTransform( form );
- helper.freeTransform( formA );
- helper.freeTransform( formB );
- helper.freeTransform( formInverseA );
- helper.freeTransform( formInverseB );
- helper.freeTransform( formA2 );
- helper.freeTransform( formB2 );
- helper.freeVector3( lll );
- helper.freeVector3( lul );
- helper.freeVector3( all );
- helper.freeVector3( aul );
- }
- };
- THREE.MMDPhysicsHelper = function ( mesh ) {
- if ( mesh.physics === undefined || mesh.geometry.rigidBodies === undefined ) {
- throw 'THREE.MMDPhysicsHelper requires physics in mesh and rigidBodies in mesh.geometry.';
- }
- THREE.Object3D.call( this );
- this.root = mesh;
- this.matrix = mesh.matrixWorld;
- this.matrixAutoUpdate = false;
- this.materials = [];
- this.materials.push(
- new THREE.MeshBasicMaterial( {
- color: new THREE.Color( 0xff8888 ),
- wireframe: true,
- depthTest: false,
- depthWrite: false,
- opacity: 0.25,
- transparent: true
- } )
- );
- this.materials.push(
- new THREE.MeshBasicMaterial( {
- color: new THREE.Color( 0x88ff88 ),
- wireframe: true,
- depthTest: false,
- depthWrite: false,
- opacity: 0.25,
- transparent: true
- } )
- );
- this.materials.push(
- new THREE.MeshBasicMaterial( {
- color: new THREE.Color( 0x8888ff ),
- wireframe: true,
- depthTest: false,
- depthWrite: false,
- opacity: 0.25,
- transparent: true
- } )
- );
- this._init();
- this.update();
- };
- THREE.MMDPhysicsHelper.prototype = Object.create( THREE.Object3D.prototype );
- THREE.MMDPhysicsHelper.prototype.constructor = THREE.MMDPhysicsHelper;
- THREE.MMDPhysicsHelper.prototype._init = function () {
- var mesh = this.root;
- var rigidBodies = mesh.geometry.rigidBodies;
- function createGeometry( param ) {
- switch ( param.shapeType ) {
- case 0:
- return new THREE.SphereBufferGeometry( param.width, 16, 8 );
- case 1:
- return new THREE.BoxBufferGeometry( param.width * 2, param.height * 2, param.depth * 2, 8, 8, 8);
- case 2:
- return new createCapsuleGeometry( param.width, param.height, 16, 8 );
- default:
- return null;
- }
- }
- // copy from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mytest37.js?ver=20160815
- function createCapsuleGeometry( radius, cylinderHeight, segmentsRadius, segmentsHeight ) {
- var geometry = new THREE.CylinderBufferGeometry( radius, radius, cylinderHeight, segmentsRadius, segmentsHeight, true );
- var upperSphere = new THREE.Mesh( new THREE.SphereBufferGeometry( radius, segmentsRadius, segmentsHeight, 0, Math.PI * 2, 0, Math.PI / 2 ) );
- var lowerSphere = new THREE.Mesh( new THREE.SphereBufferGeometry( radius, segmentsRadius, segmentsHeight, 0, Math.PI * 2, Math.PI / 2, Math.PI / 2 ) );
- upperSphere.position.set( 0, cylinderHeight / 2, 0 );
- lowerSphere.position.set( 0, -cylinderHeight / 2, 0 );
- upperSphere.updateMatrix();
- lowerSphere.updateMatrix();
- geometry.merge( upperSphere.geometry, upperSphere.matrix );
- geometry.merge( lowerSphere.geometry, lowerSphere.matrix );
- return geometry;
- }
- for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
- var param = rigidBodies[ i ];
- this.add( new THREE.Mesh( createGeometry( param ), this.materials[ param.type ] ) );
- }
- };
- THREE.MMDPhysicsHelper.prototype.update = function () {
- var mesh = this.root;
- var rigidBodies = mesh.geometry.rigidBodies;
- var bodies = mesh.physics.bodies;
- var matrixWorldInv = new THREE.Matrix4().getInverse( mesh.matrixWorld );
- var vector = new THREE.Vector3();
- var quaternion = new THREE.Quaternion();
- var quaternion2 = new THREE.Quaternion();
- function getPosition( origin ) {
- vector.set( origin.x(), origin.y(), origin.z() );
- vector.applyMatrix4( matrixWorldInv );
- return vector;
- }
- function getQuaternion( rotation ) {
- quaternion.set( rotation.x(), rotation.y(), rotation.z(), rotation.w() );
- quaternion2.setFromRotationMatrix( matrixWorldInv );
- quaternion2.multiply( quaternion );
- return quaternion2;
- }
- for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
- var body = bodies[ i ].body;
- var mesh = this.children[ i ];
- var tr = body.getCenterOfMassTransform();
- mesh.position.copy( getPosition( tr.getOrigin() ) );
- mesh.quaternion.copy( getQuaternion( tr.getRotation() ) );
- }
- };
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