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| THREE.MMDPhysics = ( function () { |
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| function MMDPhysics( mesh, rigidBodyParams, constraintParams, params ) { |
|
|
| if ( typeof Ammo === 'undefined' ) { |
|
|
| throw new Error( 'THREE.MMDPhysics: Import ammo.js https://github.com/kripken/ammo.js' ); |
|
|
| } |
|
|
| constraintParams = constraintParams || []; |
| params = params || {}; |
|
|
| this.manager = new ResourceManager(); |
|
|
| this.mesh = mesh; |
|
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| |
| |
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| |
| this.unitStep = ( params.unitStep !== undefined ) ? params.unitStep : 1 / 65; |
| this.maxStepNum = ( params.maxStepNum !== undefined ) ? params.maxStepNum : 3; |
| this.gravity = new THREE.Vector3( 0, - 9.8 * 10, 0 ); |
|
|
| if ( params.gravity !== undefined ) this.gravity.copy( params.gravity ); |
|
|
| this.world = params.world !== undefined ? params.world : null; |
|
|
| this.bodies = []; |
| this.constraints = []; |
|
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| this._init( mesh, rigidBodyParams, constraintParams ); |
|
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| } |
|
|
| MMDPhysics.prototype = { |
|
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| constructor: MMDPhysics, |
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| |
| update: function ( delta ) { |
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| var manager = this.manager; |
| var mesh = this.mesh; |
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| |
| |
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| var isNonDefaultScale = false; |
|
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| var position = manager.allocThreeVector3(); |
| var quaternion = manager.allocThreeQuaternion(); |
| var scale = manager.allocThreeVector3(); |
|
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| mesh.matrixWorld.decompose( position, quaternion, scale ); |
|
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| if ( scale.x !== 1 || scale.y !== 1 || scale.z !== 1 ) { |
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| isNonDefaultScale = true; |
|
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| } |
|
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| var parent; |
|
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| if ( isNonDefaultScale ) { |
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| parent = mesh.parent; |
|
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| if ( parent !== null ) mesh.parent = null; |
|
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| scale.copy( this.mesh.scale ); |
|
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| mesh.scale.set( 1, 1, 1 ); |
| mesh.updateMatrixWorld( true ); |
|
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| } |
|
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| |
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| this._updateRigidBodies(); |
| this._stepSimulation( delta ); |
| this._updateBones(); |
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| |
|
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| if ( isNonDefaultScale ) { |
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| if ( parent !== null ) mesh.parent = parent; |
|
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| mesh.scale.copy( scale ); |
|
|
| } |
|
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| manager.freeThreeVector3( scale ); |
| manager.freeThreeQuaternion( quaternion ); |
| manager.freeThreeVector3( position ); |
|
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| return this; |
|
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| }, |
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| |
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| reset: function () { |
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| for ( var i = 0, il = this.bodies.length; i < il; i++ ) { |
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| this.bodies[ i ].reset(); |
|
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| } |
|
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| return this; |
|
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| }, |
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| warmup: function ( cycles ) { |
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| for ( var i = 0; i < cycles; i++ ) { |
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| this.update( 1 / 60 ); |
|
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| } |
|
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| return this; |
|
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| }, |
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| |
| setGravity: function ( gravity ) { |
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| this.world.setGravity( new Ammo.btVector3( gravity.x, gravity.y, gravity.z ) ); |
| this.gravity.copy( gravity ); |
|
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| return this; |
|
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| }, |
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| createHelper: function () { |
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| return new MMDPhysicsHelper( this.mesh, this ); |
|
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| }, |
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|
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| _init: function ( mesh, rigidBodyParams, constraintParams ) { |
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| var manager = this.manager; |
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| var parent = mesh.parent; |
|
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| if ( parent !== null ) parent = null; |
|
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| var currentPosition = manager.allocThreeVector3(); |
| var currentQuaternion = manager.allocThreeQuaternion(); |
| var 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 ); |
|
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| mesh.updateMatrixWorld( true ); |
|
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| if ( this.world === null ) { |
|
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| this.world = this._createWorld(); |
| this.setGravity( this.gravity ); |
|
|
| } |
|
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| this._initRigidBodies( rigidBodyParams ); |
| this._initConstraints( constraintParams ); |
|
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| 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: 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 ); |
| return world; |
|
|
| }, |
|
|
| _initRigidBodies: function ( rigidBodies ) { |
|
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| for ( var i = 0, il = rigidBodies.length; i < il; i++ ) { |
|
|
| this.bodies.push( new RigidBody( |
| this.mesh, this.world, rigidBodies[ i ], this.manager ) ); |
|
|
| } |
|
|
| }, |
|
|
| _initConstraints: function ( constraints ) { |
|
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| for ( var i = 0, il = constraints.length; i < il; i++ ) { |
|
|
| var params = constraints[ i ]; |
| var bodyA = this.bodies[ params.rigidBodyIndex1 ]; |
| var bodyB = this.bodies[ params.rigidBodyIndex2 ]; |
| this.constraints.push( new Constraint( |
| this.mesh, this.world, bodyA, bodyB, params, this.manager ) ); |
|
|
| } |
|
|
|
|
| }, |
|
|
| _stepSimulation: function ( delta ) { |
|
|
| var unitStep = this.unitStep; |
| var stepTime = delta; |
| var maxStepNum = ( ( delta / unitStep ) | 0 ) + 1; |
|
|
| if ( stepTime < unitStep ) { |
|
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| stepTime = unitStep; |
| maxStepNum = 1; |
|
|
| } |
|
|
| if ( maxStepNum > this.maxStepNum ) { |
|
|
| maxStepNum = this.maxStepNum; |
|
|
| } |
|
|
| this.world.stepSimulation( stepTime, maxStepNum, unitStep ); |
|
|
| }, |
|
|
| _updateRigidBodies: function () { |
|
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| for ( var i = 0, il = this.bodies.length; i < il; i++ ) { |
|
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| this.bodies[ i ].updateFromBone(); |
|
|
| } |
|
|
| }, |
|
|
| _updateBones: function () { |
|
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| for ( var i = 0, il = this.bodies.length; i < il; i++ ) { |
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| this.bodies[ i ].updateBone(); |
|
|
| } |
|
|
| } |
|
|
| }; |
|
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| |
| |
| function ResourceManager() { |
|
|
| |
| this.threeVector3s = []; |
| this.threeMatrix4s = []; |
| this.threeQuaternions = []; |
| this.threeEulers = []; |
|
|
| |
| this.transforms = []; |
| this.quaternions = []; |
| this.vector3s = []; |
|
|
| } |
|
|
| ResourceManager.prototype = { |
|
|
| constructor: ResourceManager, |
|
|
| 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 ] ); |
|
|
| }, |
|
|
| setOriginFromThreeVector3: function ( t, v ) { |
|
|
| t.getOrigin().setValue( v.x, v.y, v.z ); |
|
|
| }, |
|
|
| setBasisFromArray3: function ( 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: function ( 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: 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; |
|
|
| } |
|
|
| }; |
|
|
| |
| |
| |
| |
| |
| |
| function RigidBody( 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(); |
|
|
| } |
|
|
| RigidBody.prototype = { |
|
|
| constructor: MMDPhysics.RigidBody, |
|
|
| |
| |
| |
| |
| |
| reset: function () { |
|
|
| this._setTransformFromBone(); |
| return this; |
|
|
| }, |
|
|
| |
| |
| |
| |
| |
| updateFromBone: function () { |
|
|
| if ( this.params.boneIndex !== - 1 && |
| this.params.type === 0 ) { |
|
|
| this._setTransformFromBone(); |
|
|
| } |
|
|
| return this; |
|
|
| }, |
|
|
| |
| |
| |
| |
| |
| updateBone: function () { |
|
|
| 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; |
|
|
| }, |
|
|
| |
|
|
| _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 manager = this.manager; |
| 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 = manager.allocVector3(); |
| localInertia.setValue( 0, 0, 0 ); |
|
|
| if( weight !== 0 ) { |
|
|
| shape.calculateLocalInertia( weight, localInertia ); |
|
|
| } |
|
|
| var boneOffsetForm = manager.allocTransform(); |
| manager.setIdentity( boneOffsetForm ); |
| manager.setOriginFromArray3( boneOffsetForm, params.position ); |
| manager.setBasisFromArray3( boneOffsetForm, params.rotation ); |
|
|
| var vector = manager.allocThreeVector3(); |
| var boneForm = manager.allocTransform(); |
| manager.setIdentity( boneForm ); |
| manager.setOriginFromThreeVector3( boneForm, bone.getWorldPosition( vector ) ); |
|
|
| var form = manager.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 ); |
|
|
| |
| |
| |
| |
| |
| 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: function () { |
|
|
| var manager = this.manager; |
| var p = manager.allocThreeVector3(); |
| var q = manager.allocThreeQuaternion(); |
| var s = manager.allocThreeVector3(); |
|
|
| this.bone.matrixWorld.decompose( p, q, s ); |
|
|
| var tr = manager.allocTransform(); |
| manager.setOriginFromThreeVector3( tr, p ); |
| manager.setBasisFromThreeQuaternion( tr, q ); |
|
|
| var form = manager.multiplyTransforms( tr, this.boneOffsetForm ); |
|
|
| manager.freeTransform( tr ); |
| manager.freeThreeVector3( s ); |
| manager.freeThreeQuaternion( q ); |
| manager.freeThreeVector3( p ); |
|
|
| return form; |
|
|
| }, |
|
|
| _getWorldTransformForBone: function () { |
|
|
| var manager = this.manager; |
|
|
| var tr = manager.allocTransform(); |
| this.body.getMotionState().getWorldTransform( tr ); |
| var tr2 = manager.multiplyTransforms( tr, this.boneOffsetFormInverse ); |
|
|
| manager.freeTransform( tr ); |
|
|
| return tr2; |
|
|
| }, |
|
|
| _setTransformFromBone: function () { |
|
|
| var manager = this.manager; |
| var form = this._getBoneTransform(); |
|
|
| |
| |
| this.body.setCenterOfMassTransform( form ); |
| this.body.getMotionState().setWorldTransform( form ); |
|
|
| manager.freeTransform( form ); |
|
|
| }, |
|
|
| _setPositionFromBone: function () { |
|
|
| var manager = this.manager; |
| var form = this._getBoneTransform(); |
|
|
| var tr = manager.allocTransform(); |
| this.body.getMotionState().getWorldTransform( tr ); |
| manager.copyOrigin( tr, form ); |
|
|
| |
| |
| this.body.setCenterOfMassTransform( tr ); |
| this.body.getMotionState().setWorldTransform( tr ); |
|
|
| manager.freeTransform( tr ); |
| manager.freeTransform( form ); |
|
|
| }, |
|
|
| _updateBoneRotation: function () { |
|
|
| var manager = this.manager; |
|
|
| var tr = this._getWorldTransformForBone(); |
| var q = manager.getBasis( tr ); |
|
|
| var thQ = manager.allocThreeQuaternion(); |
| var thQ2 = manager.allocThreeQuaternion(); |
| var thQ3 = manager.allocThreeQuaternion(); |
|
|
| thQ.set( q.x(), q.y(), q.z(), q.w() ); |
| thQ2.setFromRotationMatrix( this.bone.matrixWorld ); |
| thQ2.conjugate(); |
| thQ2.multiply( thQ ); |
|
|
| |
|
|
| thQ3.setFromRotationMatrix( this.bone.matrix ); |
| this.bone.quaternion.copy( thQ2.multiply( thQ3 ) ); |
|
|
| manager.freeThreeQuaternion( thQ ); |
| manager.freeThreeQuaternion( thQ2 ); |
| manager.freeThreeQuaternion( thQ3 ); |
|
|
| manager.freeQuaternion( q ); |
| manager.freeTransform( tr ); |
|
|
| }, |
|
|
| _updateBonePosition: function () { |
|
|
| var manager = this.manager; |
|
|
| var tr = this.body.getCenterOfMassTransform(); |
| var origin = tr.getOrigin(); |
| |
| var matrixInv = manager.allocThreeMatrix4(); |
| matrixInv.copy( this.bone.parent.matrixWorld ).getInverse( matrixInv ); |
| |
| var pos = manager.allocThreeVector3(); |
| pos.set( origin.x(), origin.y(), origin.z() ).applyMatrix4( matrixInv ); |
|
|
| this.bone.position.copy( pos ); |
|
|
| manager.freeThreeVector3( pos ); |
| manager.freeThreeMatrix4( matrixInv ); |
|
|
| } |
|
|
| }; |
|
|
| |
| |
| |
| |
| |
| |
| |
| |
| function Constraint( 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(); |
|
|
| } |
|
|
| Constraint.prototype = { |
|
|
| constructor: Constraint, |
|
|
| |
|
|
| _init: function () { |
|
|
| var manager = this.manager; |
| var params = this.params; |
| var bodyA = this.bodyA; |
| var bodyB = this.bodyB; |
|
|
| var form = manager.allocTransform(); |
| manager.setIdentity( form ); |
| manager.setOriginFromArray3( form, params.position ); |
| manager.setBasisFromArray3( form, params.rotation ); |
|
|
| var formA = manager.allocTransform(); |
| var formB = manager.allocTransform(); |
|
|
| bodyA.body.getMotionState().getWorldTransform( formA ); |
| bodyB.body.getMotionState().getWorldTransform( formB ); |
|
|
| var formInverseA = manager.inverseTransform( formA ); |
| var formInverseB = manager.inverseTransform( formB ); |
|
|
| var formA2 = manager.multiplyTransforms( formInverseA, form ); |
| var formB2 = manager.multiplyTransforms( formInverseB, form ); |
|
|
| var constraint = new Ammo.btGeneric6DofSpringConstraint( bodyA.body, bodyB.body, formA2, formB2, true ); |
|
|
| var lll = manager.allocVector3(); |
| var lul = manager.allocVector3(); |
| var all = manager.allocVector3(); |
| var 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 ( 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 ] ); |
|
|
| } |
|
|
| } |
|
|
| |
| |
| |
| |
| |
| |
| if ( constraint.setParam !== undefined ) { |
|
|
| for ( var 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 ); |
|
|
| } |
|
|
| }; |
|
|
| |
| |
| |
| |
| |
| |
| function MMDPhysicsHelper( mesh, physics ) { |
|
|
| THREE.Object3D.call( this ); |
|
|
| this.root = mesh; |
| this.physics = physics; |
|
|
| this.matrix.copy( 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(); |
|
|
| } |
|
|
| MMDPhysicsHelper.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), { |
|
|
| constructor: MMDPhysicsHelper, |
|
|
| |
| |
| |
| updateMatrixWorld: function () { |
|
|
| var position = new THREE.Vector3(); |
| var quaternion = new THREE.Quaternion(); |
| var scale = new THREE.Vector3(); |
| var matrixWorldInv = new THREE.Matrix4(); |
|
|
| return function 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 ) ) |
| .getInverse( matrixWorldInv ); |
|
|
| 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 ) ); |
|
|
| THREE.Object3D.prototype.updateMatrixWorld.call( this, force ); |
|
|
| }; |
|
|
| }(), |
|
|
| |
|
|
| _init: function () { |
|
|
| var bodies = this.physics.bodies; |
|
|
| 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; |
|
|
| } |
|
|
| } |
|
|
| |
| 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 = bodies.length; i < il; i ++ ) { |
|
|
| var param = bodies[ i ].params; |
| this.add( new THREE.Mesh( createGeometry( param ), this.materials[ param.type ] ) ); |
|
|
| } |
|
|
| } |
|
|
| } ); |
|
|
| return MMDPhysics; |
|
|
| } )(); |
|
|