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Im Hintergrund läuft eine Planetensimulation, geschrieben in JavaScript und Three.js.
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464 lines
9.1 KiB
464 lines
9.1 KiB
import { |
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BufferAttribute, |
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BufferGeometry, |
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Color, |
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Line, |
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LineBasicMaterial, |
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Matrix4, |
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Mesh, |
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MeshBasicMaterial, |
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Object3D, |
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Quaternion, |
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SphereGeometry, |
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Vector3 |
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} from 'three'; |
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const _q = new Quaternion(); |
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const _targetPos = new Vector3(); |
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const _targetVec = new Vector3(); |
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const _effectorPos = new Vector3(); |
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const _effectorVec = new Vector3(); |
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const _linkPos = new Vector3(); |
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const _invLinkQ = new Quaternion(); |
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const _linkScale = new Vector3(); |
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const _axis = new Vector3(); |
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const _vector = new Vector3(); |
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const _matrix = new Matrix4(); |
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/** |
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* CCD Algorithm |
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* - https://sites.google.com/site/auraliusproject/ccd-algorithm |
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* |
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* // ik parameter example |
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* // |
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* // target, effector, index in links are bone index in skeleton.bones. |
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* // the bones relation should be |
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* // <-- parent child --> |
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* // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector |
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* iks = [ { |
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* target: 1, |
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* effector: 2, |
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* links: [ { index: 5, limitation: new Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ], |
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* iteration: 10, |
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* minAngle: 0.0, |
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* maxAngle: 1.0, |
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* } ]; |
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*/ |
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class CCDIKSolver { |
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/** |
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* @param {THREE.SkinnedMesh} mesh |
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* @param {Array<Object>} iks |
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*/ |
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constructor( mesh, iks = [] ) { |
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this.mesh = mesh; |
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this.iks = iks; |
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this._valid(); |
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} |
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/** |
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* Update all IK bones. |
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* |
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* @return {CCDIKSolver} |
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*/ |
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update() { |
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const iks = this.iks; |
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for ( let i = 0, il = iks.length; i < il; i ++ ) { |
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this.updateOne( iks[ i ] ); |
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} |
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return this; |
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} |
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/** |
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* Update one IK bone |
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* |
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* @param {Object} ik parameter |
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* @return {CCDIKSolver} |
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*/ |
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updateOne( ik ) { |
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const bones = this.mesh.skeleton.bones; |
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// for reference overhead reduction in loop |
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const math = Math; |
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const effector = bones[ ik.effector ]; |
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const target = bones[ ik.target ]; |
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// don't use getWorldPosition() here for the performance |
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// because it calls updateMatrixWorld( true ) inside. |
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_targetPos.setFromMatrixPosition( target.matrixWorld ); |
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const links = ik.links; |
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const iteration = ik.iteration !== undefined ? ik.iteration : 1; |
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for ( let i = 0; i < iteration; i ++ ) { |
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let rotated = false; |
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for ( let j = 0, jl = links.length; j < jl; j ++ ) { |
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const link = bones[ links[ j ].index ]; |
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// skip this link and following links. |
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// this skip is used for MMD performance optimization. |
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if ( links[ j ].enabled === false ) break; |
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const limitation = links[ j ].limitation; |
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const rotationMin = links[ j ].rotationMin; |
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const rotationMax = links[ j ].rotationMax; |
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// don't use getWorldPosition/Quaternion() here for the performance |
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// because they call updateMatrixWorld( true ) inside. |
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link.matrixWorld.decompose( _linkPos, _invLinkQ, _linkScale ); |
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_invLinkQ.invert(); |
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_effectorPos.setFromMatrixPosition( effector.matrixWorld ); |
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// work in link world |
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_effectorVec.subVectors( _effectorPos, _linkPos ); |
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_effectorVec.applyQuaternion( _invLinkQ ); |
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_effectorVec.normalize(); |
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_targetVec.subVectors( _targetPos, _linkPos ); |
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_targetVec.applyQuaternion( _invLinkQ ); |
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_targetVec.normalize(); |
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let angle = _targetVec.dot( _effectorVec ); |
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if ( angle > 1.0 ) { |
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angle = 1.0; |
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} else if ( angle < - 1.0 ) { |
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angle = - 1.0; |
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} |
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angle = math.acos( angle ); |
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// skip if changing angle is too small to prevent vibration of bone |
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if ( angle < 1e-5 ) continue; |
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if ( ik.minAngle !== undefined && angle < ik.minAngle ) { |
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angle = ik.minAngle; |
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} |
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if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) { |
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angle = ik.maxAngle; |
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} |
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_axis.crossVectors( _effectorVec, _targetVec ); |
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_axis.normalize(); |
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_q.setFromAxisAngle( _axis, angle ); |
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link.quaternion.multiply( _q ); |
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// TODO: re-consider the limitation specification |
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if ( limitation !== undefined ) { |
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let c = link.quaternion.w; |
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if ( c > 1.0 ) c = 1.0; |
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const c2 = math.sqrt( 1 - c * c ); |
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link.quaternion.set( limitation.x * c2, |
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limitation.y * c2, |
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limitation.z * c2, |
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c ); |
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} |
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if ( rotationMin !== undefined ) { |
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link.rotation.setFromVector3( |
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link.rotation |
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.toVector3( _vector ) |
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.max( rotationMin ) ); |
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} |
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if ( rotationMax !== undefined ) { |
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link.rotation.setFromVector3( |
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link.rotation |
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.toVector3( _vector ) |
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.min( rotationMax ) ); |
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} |
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link.updateMatrixWorld( true ); |
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rotated = true; |
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} |
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if ( ! rotated ) break; |
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} |
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return this; |
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} |
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/** |
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* Creates Helper |
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* |
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* @return {CCDIKHelper} |
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*/ |
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createHelper() { |
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return new CCDIKHelper( this.mesh, this.mesh.geometry.userData.MMD.iks ); |
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} |
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// private methods |
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_valid() { |
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const iks = this.iks; |
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const bones = this.mesh.skeleton.bones; |
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for ( let i = 0, il = iks.length; i < il; i ++ ) { |
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const ik = iks[ i ]; |
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const effector = bones[ ik.effector ]; |
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const links = ik.links; |
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let link0, link1; |
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link0 = effector; |
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for ( let j = 0, jl = links.length; j < jl; j ++ ) { |
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link1 = bones[ links[ j ].index ]; |
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if ( link0.parent !== link1 ) { |
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console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name ); |
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} |
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link0 = link1; |
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} |
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} |
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} |
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} |
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function getPosition( bone, matrixWorldInv ) { |
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return _vector |
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.setFromMatrixPosition( bone.matrixWorld ) |
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.applyMatrix4( matrixWorldInv ); |
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} |
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function setPositionOfBoneToAttributeArray( array, index, bone, matrixWorldInv ) { |
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const v = getPosition( bone, matrixWorldInv ); |
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array[ index * 3 + 0 ] = v.x; |
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array[ index * 3 + 1 ] = v.y; |
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array[ index * 3 + 2 ] = v.z; |
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} |
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/** |
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* Visualize IK bones |
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* |
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* @param {SkinnedMesh} mesh |
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* @param {Array<Object>} iks |
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*/ |
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class CCDIKHelper extends Object3D { |
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constructor( mesh, iks = [] ) { |
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super(); |
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this.root = mesh; |
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this.iks = iks; |
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this.matrix.copy( mesh.matrixWorld ); |
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this.matrixAutoUpdate = false; |
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this.sphereGeometry = new SphereGeometry( 0.25, 16, 8 ); |
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this.targetSphereMaterial = new MeshBasicMaterial( { |
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color: new Color( 0xff8888 ), |
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depthTest: false, |
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depthWrite: false, |
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transparent: true |
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} ); |
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this.effectorSphereMaterial = new MeshBasicMaterial( { |
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color: new Color( 0x88ff88 ), |
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depthTest: false, |
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depthWrite: false, |
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transparent: true |
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} ); |
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this.linkSphereMaterial = new MeshBasicMaterial( { |
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color: new Color( 0x8888ff ), |
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depthTest: false, |
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depthWrite: false, |
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transparent: true |
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} ); |
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this.lineMaterial = new LineBasicMaterial( { |
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color: new Color( 0xff0000 ), |
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depthTest: false, |
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depthWrite: false, |
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transparent: true |
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} ); |
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this._init(); |
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} |
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/** |
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* Updates IK bones visualization. |
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*/ |
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updateMatrixWorld( force ) { |
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const mesh = this.root; |
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if ( this.visible ) { |
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let offset = 0; |
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const iks = this.iks; |
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const bones = mesh.skeleton.bones; |
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_matrix.copy( mesh.matrixWorld ).invert(); |
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for ( let i = 0, il = iks.length; i < il; i ++ ) { |
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const ik = iks[ i ]; |
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const targetBone = bones[ ik.target ]; |
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const effectorBone = bones[ ik.effector ]; |
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const targetMesh = this.children[ offset ++ ]; |
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const effectorMesh = this.children[ offset ++ ]; |
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targetMesh.position.copy( getPosition( targetBone, _matrix ) ); |
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effectorMesh.position.copy( getPosition( effectorBone, _matrix ) ); |
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for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) { |
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const link = ik.links[ j ]; |
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const linkBone = bones[ link.index ]; |
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const linkMesh = this.children[ offset ++ ]; |
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linkMesh.position.copy( getPosition( linkBone, _matrix ) ); |
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} |
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const line = this.children[ offset ++ ]; |
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const array = line.geometry.attributes.position.array; |
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setPositionOfBoneToAttributeArray( array, 0, targetBone, _matrix ); |
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setPositionOfBoneToAttributeArray( array, 1, effectorBone, _matrix ); |
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for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) { |
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const link = ik.links[ j ]; |
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const linkBone = bones[ link.index ]; |
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setPositionOfBoneToAttributeArray( array, j + 2, linkBone, _matrix ); |
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} |
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line.geometry.attributes.position.needsUpdate = true; |
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} |
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} |
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this.matrix.copy( mesh.matrixWorld ); |
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super.updateMatrixWorld( force ); |
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} |
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// private method |
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_init() { |
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const scope = this; |
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const iks = this.iks; |
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function createLineGeometry( ik ) { |
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const geometry = new BufferGeometry(); |
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const vertices = new Float32Array( ( 2 + ik.links.length ) * 3 ); |
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geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) ); |
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return geometry; |
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} |
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function createTargetMesh() { |
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return new Mesh( scope.sphereGeometry, scope.targetSphereMaterial ); |
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} |
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function createEffectorMesh() { |
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return new Mesh( scope.sphereGeometry, scope.effectorSphereMaterial ); |
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} |
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function createLinkMesh() { |
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return new Mesh( scope.sphereGeometry, scope.linkSphereMaterial ); |
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} |
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function createLine( ik ) { |
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return new Line( createLineGeometry( ik ), scope.lineMaterial ); |
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} |
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for ( let i = 0, il = iks.length; i < il; i ++ ) { |
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const ik = iks[ i ]; |
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this.add( createTargetMesh() ); |
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this.add( createEffectorMesh() ); |
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for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) { |
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this.add( createLinkMesh() ); |
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} |
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this.add( createLine( ik ) ); |
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} |
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} |
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} |
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export { CCDIKSolver };
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