@needle-tools/three 0.145.0

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Files changed (1160) hide show
  1. package/LICENSE +21 -0
  2. package/README.md +84 -0
  3. package/build/three.cjs +36042 -0
  4. package/build/three.js +36048 -0
  5. package/build/three.min.js +6 -0
  6. package/build/three.module.js +49769 -0
  7. package/examples/fonts/LICENSE +13 -0
  8. package/examples/fonts/README.md +11 -0
  9. package/examples/fonts/droid/NOTICE +190 -0
  10. package/examples/fonts/droid/README.txt +18 -0
  11. package/examples/fonts/droid/droid_sans_bold.typeface.json +1 -0
  12. package/examples/fonts/droid/droid_sans_mono_regular.typeface.json +1 -0
  13. package/examples/fonts/droid/droid_sans_regular.typeface.json +1 -0
  14. package/examples/fonts/droid/droid_serif_bold.typeface.json +1 -0
  15. package/examples/fonts/droid/droid_serif_regular.typeface.json +1 -0
  16. package/examples/fonts/gentilis_bold.typeface.json +1 -0
  17. package/examples/fonts/gentilis_regular.typeface.json +1 -0
  18. package/examples/fonts/helvetiker_bold.typeface.json +1 -0
  19. package/examples/fonts/helvetiker_regular.typeface.json +1 -0
  20. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff +0 -0
  21. package/examples/fonts/open-sans/open-sans-v15-cyrillic-ext_greek_greek-ext_cyrillic_latin_latin-ext_vietnamese-regular.woff2 +0 -0
  22. package/examples/fonts/open-sans/open-sans.css +9 -0
  23. package/examples/fonts/optimer_bold.typeface.json +1 -0
  24. package/examples/fonts/optimer_regular.typeface.json +1 -0
  25. package/examples/fonts/tabler-icons/fonts/tabler-icons.eot +0 -0
  26. package/examples/fonts/tabler-icons/fonts/tabler-icons.svg +3966 -0
  27. package/examples/fonts/tabler-icons/fonts/tabler-icons.ttf +0 -0
  28. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff +0 -0
  29. package/examples/fonts/tabler-icons/fonts/tabler-icons.woff2 +0 -0
  30. package/examples/fonts/tabler-icons/tabler-icons.min.css +4 -0
  31. package/examples/fonts/ttf/README.md +9 -0
  32. package/examples/fonts/ttf/kenpixel.ttf +0 -0
  33. package/examples/js/animation/AnimationClipCreator.js +97 -0
  34. package/examples/js/animation/CCDIKSolver.js +433 -0
  35. package/examples/js/animation/MMDAnimationHelper.js +1117 -0
  36. package/examples/js/animation/MMDPhysics.js +1238 -0
  37. package/examples/js/cameras/CinematicCamera.js +157 -0
  38. package/examples/js/controls/ArcballControls.js +3037 -0
  39. package/examples/js/controls/DragControls.js +230 -0
  40. package/examples/js/controls/FirstPersonControls.js +334 -0
  41. package/examples/js/controls/FlyControls.js +347 -0
  42. package/examples/js/controls/OrbitControls.js +1075 -0
  43. package/examples/js/controls/PointerLockControls.js +153 -0
  44. package/examples/js/controls/TrackballControls.js +782 -0
  45. package/examples/js/controls/TransformControls.js +1386 -0
  46. package/examples/js/csm/CSM.js +382 -0
  47. package/examples/js/csm/CSMFrustum.js +133 -0
  48. package/examples/js/csm/CSMHelper.js +145 -0
  49. package/examples/js/csm/CSMShader.js +257 -0
  50. package/examples/js/curves/CurveExtras.js +348 -0
  51. package/examples/js/curves/NURBSCurve.js +75 -0
  52. package/examples/js/curves/NURBSSurface.js +54 -0
  53. package/examples/js/curves/NURBSUtils.js +476 -0
  54. package/examples/js/effects/AnaglyphEffect.js +100 -0
  55. package/examples/js/effects/AsciiEffect.js +259 -0
  56. package/examples/js/effects/OutlineEffect.js +454 -0
  57. package/examples/js/effects/ParallaxBarrierEffect.js +75 -0
  58. package/examples/js/effects/PeppersGhostEffect.js +166 -0
  59. package/examples/js/effects/StereoEffect.js +50 -0
  60. package/examples/js/environments/DebugEnvironment.js +53 -0
  61. package/examples/js/environments/RoomEnvironment.js +122 -0
  62. package/examples/js/exporters/ColladaExporter.js +504 -0
  63. package/examples/js/exporters/DRACOExporter.js +212 -0
  64. package/examples/js/exporters/EXRExporter.js +458 -0
  65. package/examples/js/exporters/GLTFExporter.js +2543 -0
  66. package/examples/js/exporters/MMDExporter.js +194 -0
  67. package/examples/js/exporters/OBJExporter.js +251 -0
  68. package/examples/js/exporters/PLYExporter.js +422 -0
  69. package/examples/js/exporters/STLExporter.js +190 -0
  70. package/examples/js/exporters/USDZExporter.js +523 -0
  71. package/examples/js/geometries/BoxLineGeometry.js +60 -0
  72. package/examples/js/geometries/ConvexGeometry.js +48 -0
  73. package/examples/js/geometries/DecalGeometry.js +291 -0
  74. package/examples/js/geometries/LightningStrike.js +874 -0
  75. package/examples/js/geometries/ParametricGeometries.js +215 -0
  76. package/examples/js/geometries/ParametricGeometry.js +108 -0
  77. package/examples/js/geometries/RoundedBoxGeometry.js +140 -0
  78. package/examples/js/geometries/TeapotGeometry.js +331 -0
  79. package/examples/js/geometries/TextGeometry.js +51 -0
  80. package/examples/js/helpers/LightProbeHelper.js +49 -0
  81. package/examples/js/helpers/OctreeHelper.js +74 -0
  82. package/examples/js/helpers/PositionalAudioHelper.js +89 -0
  83. package/examples/js/helpers/RectAreaLightHelper.js +74 -0
  84. package/examples/js/helpers/VertexNormalsHelper.js +72 -0
  85. package/examples/js/helpers/VertexTangentsHelper.js +62 -0
  86. package/examples/js/helpers/ViewHelper.js +266 -0
  87. package/examples/js/interactive/HTMLMesh.js +508 -0
  88. package/examples/js/interactive/InteractiveGroup.js +101 -0
  89. package/examples/js/interactive/SelectionBox.js +262 -0
  90. package/examples/js/interactive/SelectionHelper.js +91 -0
  91. package/examples/js/libs/ammo.wasm.js +822 -0
  92. package/examples/js/libs/ammo.wasm.wasm +0 -0
  93. package/examples/js/libs/basis/README.md +46 -0
  94. package/examples/js/libs/basis/basis_transcoder.js +21 -0
  95. package/examples/js/libs/basis/basis_transcoder.wasm +0 -0
  96. package/examples/js/libs/chevrotain.min.js +3 -0
  97. package/examples/js/libs/draco/README.md +32 -0
  98. package/examples/js/libs/draco/draco_decoder.js +52 -0
  99. package/examples/js/libs/draco/draco_decoder.wasm +0 -0
  100. package/examples/js/libs/draco/draco_encoder.js +33 -0
  101. package/examples/js/libs/draco/draco_wasm_wrapper.js +104 -0
  102. package/examples/js/libs/draco/gltf/draco_decoder.js +48 -0
  103. package/examples/js/libs/draco/gltf/draco_decoder.wasm +0 -0
  104. package/examples/js/libs/draco/gltf/draco_encoder.js +33 -0
  105. package/examples/js/libs/draco/gltf/draco_wasm_wrapper.js +104 -0
  106. package/examples/js/libs/fflate.min.js +7 -0
  107. package/examples/js/libs/ktx-parse.umd.js +1 -0
  108. package/examples/js/libs/lottie_canvas.js +12751 -0
  109. package/examples/js/libs/meshopt_decoder.js +188 -0
  110. package/examples/js/libs/opentype.min.js +1 -0
  111. package/examples/js/libs/stats.min.js +5 -0
  112. package/examples/js/lights/LightProbeGenerator.js +228 -0
  113. package/examples/js/lights/RectAreaLightUniformsLib.js +56 -0
  114. package/examples/js/lines/Line2.js +19 -0
  115. package/examples/js/lines/LineGeometry.js +71 -0
  116. package/examples/js/lines/LineMaterial.js +642 -0
  117. package/examples/js/lines/LineSegments2.js +362 -0
  118. package/examples/js/lines/LineSegmentsGeometry.js +219 -0
  119. package/examples/js/lines/Wireframe.js +52 -0
  120. package/examples/js/lines/WireframeGeometry2.js +18 -0
  121. package/examples/js/loaders/3DMLoader.js +1370 -0
  122. package/examples/js/loaders/3MFLoader.js +1340 -0
  123. package/examples/js/loaders/AMFLoader.js +529 -0
  124. package/examples/js/loaders/BVHLoader.js +394 -0
  125. package/examples/js/loaders/BasisTextureLoader.js +736 -0
  126. package/examples/js/loaders/ColladaLoader.js +3821 -0
  127. package/examples/js/loaders/DDSLoader.js +245 -0
  128. package/examples/js/loaders/DRACOLoader.js +548 -0
  129. package/examples/js/loaders/EXRLoader.js +2136 -0
  130. package/examples/js/loaders/FBXLoader.js +3835 -0
  131. package/examples/js/loaders/FontLoader.js +169 -0
  132. package/examples/js/loaders/GCodeLoader.js +256 -0
  133. package/examples/js/loaders/GLTFLoader.js +4159 -0
  134. package/examples/js/loaders/HDRCubeTextureLoader.js +93 -0
  135. package/examples/js/loaders/KMZLoader.js +125 -0
  136. package/examples/js/loaders/KTXLoader.js +177 -0
  137. package/examples/js/loaders/LDrawLoader.js +2374 -0
  138. package/examples/js/loaders/LUT3dlLoader.js +139 -0
  139. package/examples/js/loaders/LUTCubeLoader.js +140 -0
  140. package/examples/js/loaders/LWOLoader.js +966 -0
  141. package/examples/js/loaders/LogLuvLoader.js +765 -0
  142. package/examples/js/loaders/LottieLoader.js +62 -0
  143. package/examples/js/loaders/MD2Loader.js +249 -0
  144. package/examples/js/loaders/MDDLoader.js +95 -0
  145. package/examples/js/loaders/MMDLoader.js +1924 -0
  146. package/examples/js/loaders/MTLLoader.js +501 -0
  147. package/examples/js/loaders/NRRDLoader.js +649 -0
  148. package/examples/js/loaders/OBJLoader.js +804 -0
  149. package/examples/js/loaders/PCDLoader.js +408 -0
  150. package/examples/js/loaders/PDBLoader.js +313 -0
  151. package/examples/js/loaders/PLYLoader.js +562 -0
  152. package/examples/js/loaders/PRWMLoader.js +260 -0
  153. package/examples/js/loaders/PVRLoader.js +227 -0
  154. package/examples/js/loaders/RGBELoader.js +467 -0
  155. package/examples/js/loaders/RGBMLoader.js +1415 -0
  156. package/examples/js/loaders/STLLoader.js +371 -0
  157. package/examples/js/loaders/SVGLoader.js +2655 -0
  158. package/examples/js/loaders/TDSLoader.js +1029 -0
  159. package/examples/js/loaders/TGALoader.js +486 -0
  160. package/examples/js/loaders/TIFFLoader.js +31 -0
  161. package/examples/js/loaders/TTFLoader.js +211 -0
  162. package/examples/js/loaders/TiltLoader.js +460 -0
  163. package/examples/js/loaders/VOXLoader.js +248 -0
  164. package/examples/js/loaders/VRMLLoader.js +3237 -0
  165. package/examples/js/loaders/VTKLoader.js +1095 -0
  166. package/examples/js/loaders/XYZLoader.js +91 -0
  167. package/examples/js/loaders/lwo/IFFParser.js +1148 -0
  168. package/examples/js/loaders/lwo/LWO2Parser.js +448 -0
  169. package/examples/js/loaders/lwo/LWO3Parser.js +402 -0
  170. package/examples/js/materials/MeshGouraudMaterial.js +385 -0
  171. package/examples/js/math/Capsule.js +120 -0
  172. package/examples/js/math/ColorConverter.js +33 -0
  173. package/examples/js/math/ConvexHull.js +1110 -0
  174. package/examples/js/math/ImprovedNoise.js +66 -0
  175. package/examples/js/math/Lut.js +171 -0
  176. package/examples/js/math/MeshSurfaceSampler.js +193 -0
  177. package/examples/js/math/OBB.js +341 -0
  178. package/examples/js/math/Octree.js +465 -0
  179. package/examples/js/math/SimplexNoise.js +459 -0
  180. package/examples/js/misc/ConvexObjectBreaker.js +485 -0
  181. package/examples/js/misc/GPUComputationRenderer.js +397 -0
  182. package/examples/js/misc/Gyroscope.js +60 -0
  183. package/examples/js/misc/MD2Character.js +244 -0
  184. package/examples/js/misc/MD2CharacterComplex.js +494 -0
  185. package/examples/js/misc/MorphAnimMesh.js +69 -0
  186. package/examples/js/misc/MorphBlendMesh.js +292 -0
  187. package/examples/js/misc/ProgressiveLightMap.js +331 -0
  188. package/examples/js/misc/RollerCoaster.js +437 -0
  189. package/examples/js/misc/TubePainter.js +161 -0
  190. package/examples/js/misc/Volume.js +466 -0
  191. package/examples/js/misc/VolumeSlice.js +224 -0
  192. package/examples/js/modifiers/CurveModifier.js +311 -0
  193. package/examples/js/modifiers/EdgeSplitModifier.js +258 -0
  194. package/examples/js/modifiers/SimplifyModifier.js +468 -0
  195. package/examples/js/modifiers/TessellateModifier.js +283 -0
  196. package/examples/js/objects/GroundProjectedEnv.js +193 -0
  197. package/examples/js/objects/Lensflare.js +347 -0
  198. package/examples/js/objects/LightningStorm.js +209 -0
  199. package/examples/js/objects/MarchingCubes.js +738 -0
  200. package/examples/js/objects/Reflector.js +214 -0
  201. package/examples/js/objects/ReflectorForSSRPass.js +319 -0
  202. package/examples/js/objects/Refractor.js +261 -0
  203. package/examples/js/objects/ShadowMesh.js +60 -0
  204. package/examples/js/objects/Sky.js +223 -0
  205. package/examples/js/objects/Water.js +287 -0
  206. package/examples/js/objects/Water2.js +306 -0
  207. package/examples/js/physics/AmmoPhysics.js +256 -0
  208. package/examples/js/physics/OimoPhysics.js +215 -0
  209. package/examples/js/postprocessing/AdaptiveToneMappingPass.js +342 -0
  210. package/examples/js/postprocessing/AfterimagePass.js +70 -0
  211. package/examples/js/postprocessing/BloomPass.js +114 -0
  212. package/examples/js/postprocessing/BokehPass.js +103 -0
  213. package/examples/js/postprocessing/ClearPass.js +44 -0
  214. package/examples/js/postprocessing/CubeTexturePass.js +57 -0
  215. package/examples/js/postprocessing/DotScreenPass.js +49 -0
  216. package/examples/js/postprocessing/EffectComposer.js +279 -0
  217. package/examples/js/postprocessing/FilmPass.js +50 -0
  218. package/examples/js/postprocessing/GlitchPass.js +105 -0
  219. package/examples/js/postprocessing/HalftonePass.js +75 -0
  220. package/examples/js/postprocessing/LUTPass.js +184 -0
  221. package/examples/js/postprocessing/MaskPass.js +92 -0
  222. package/examples/js/postprocessing/OutlinePass.js +589 -0
  223. package/examples/js/postprocessing/Pass.js +75 -0
  224. package/examples/js/postprocessing/RenderPass.js +74 -0
  225. package/examples/js/postprocessing/SAOPass.js +366 -0
  226. package/examples/js/postprocessing/SMAAPass.js +153 -0
  227. package/examples/js/postprocessing/SSAARenderPass.js +156 -0
  228. package/examples/js/postprocessing/SSAOPass.js +351 -0
  229. package/examples/js/postprocessing/SSRPass.js +550 -0
  230. package/examples/js/postprocessing/SavePass.js +51 -0
  231. package/examples/js/postprocessing/ShaderPass.js +63 -0
  232. package/examples/js/postprocessing/TAARenderPass.js +128 -0
  233. package/examples/js/postprocessing/TexturePass.js +46 -0
  234. package/examples/js/postprocessing/UnrealBloomPass.js +357 -0
  235. package/examples/js/renderers/CSS2DRenderer.js +197 -0
  236. package/examples/js/renderers/CSS3DRenderer.js +258 -0
  237. package/examples/js/renderers/Projector.js +874 -0
  238. package/examples/js/renderers/SVGRenderer.js +537 -0
  239. package/examples/js/shaders/ACESFilmicToneMappingShader.js +92 -0
  240. package/examples/js/shaders/AfterimageShader.js +63 -0
  241. package/examples/js/shaders/BasicShader.js +30 -0
  242. package/examples/js/shaders/BleachBypassShader.js +65 -0
  243. package/examples/js/shaders/BlendShader.js +57 -0
  244. package/examples/js/shaders/BokehShader.js +159 -0
  245. package/examples/js/shaders/BokehShader2.js +428 -0
  246. package/examples/js/shaders/BrightnessContrastShader.js +61 -0
  247. package/examples/js/shaders/ColorCorrectionShader.js +56 -0
  248. package/examples/js/shaders/ColorifyShader.js +51 -0
  249. package/examples/js/shaders/ConvolutionShader.js +97 -0
  250. package/examples/js/shaders/CopyShader.js +48 -0
  251. package/examples/js/shaders/DOFMipMapShader.js +63 -0
  252. package/examples/js/shaders/DepthLimitedBlurShader.js +180 -0
  253. package/examples/js/shaders/DigitalGlitch.js +130 -0
  254. package/examples/js/shaders/DotScreenShader.js +76 -0
  255. package/examples/js/shaders/FXAAShader.js +286 -0
  256. package/examples/js/shaders/FilmShader.js +113 -0
  257. package/examples/js/shaders/FocusShader.js +98 -0
  258. package/examples/js/shaders/FreiChenShader.js +97 -0
  259. package/examples/js/shaders/GammaCorrectionShader.js +44 -0
  260. package/examples/js/shaders/GodRaysShader.js +297 -0
  261. package/examples/js/shaders/HalftoneShader.js +339 -0
  262. package/examples/js/shaders/HorizontalBlurShader.js +62 -0
  263. package/examples/js/shaders/HorizontalTiltShiftShader.js +68 -0
  264. package/examples/js/shaders/HueSaturationShader.js +72 -0
  265. package/examples/js/shaders/KaleidoShader.js +63 -0
  266. package/examples/js/shaders/LuminosityHighPassShader.js +71 -0
  267. package/examples/js/shaders/LuminosityShader.js +49 -0
  268. package/examples/js/shaders/MMDToonShader.js +100 -0
  269. package/examples/js/shaders/MirrorShader.js +59 -0
  270. package/examples/js/shaders/NormalMapShader.js +59 -0
  271. package/examples/js/shaders/PixelShader.js +51 -0
  272. package/examples/js/shaders/RGBShiftShader.js +59 -0
  273. package/examples/js/shaders/SAOShader.js +213 -0
  274. package/examples/js/shaders/SMAAShader.js +466 -0
  275. package/examples/js/shaders/SSAOShader.js +299 -0
  276. package/examples/js/shaders/SSRShader.js +393 -0
  277. package/examples/js/shaders/SepiaShader.js +55 -0
  278. package/examples/js/shaders/SobelOperatorShader.js +92 -0
  279. package/examples/js/shaders/SubsurfaceScatteringShader.js +49 -0
  280. package/examples/js/shaders/TechnicolorShader.js +46 -0
  281. package/examples/js/shaders/ToneMapShader.js +87 -0
  282. package/examples/js/shaders/ToonShader.js +351 -0
  283. package/examples/js/shaders/TriangleBlurShader.js +74 -0
  284. package/examples/js/shaders/UnpackDepthRGBAShader.js +50 -0
  285. package/examples/js/shaders/VerticalBlurShader.js +62 -0
  286. package/examples/js/shaders/VerticalTiltShiftShader.js +68 -0
  287. package/examples/js/shaders/VignetteShader.js +56 -0
  288. package/examples/js/shaders/VolumeShader.js +300 -0
  289. package/examples/js/shaders/WaterRefractionShader.js +88 -0
  290. package/examples/js/textures/FlakesTexture.js +41 -0
  291. package/examples/js/utils/BufferGeometryUtils.js +1094 -0
  292. package/examples/js/utils/CameraUtils.js +86 -0
  293. package/examples/js/utils/GPUStatsPanel.js +134 -0
  294. package/examples/js/utils/GeometryCompressionUtils.js +574 -0
  295. package/examples/js/utils/GeometryUtils.js +173 -0
  296. package/examples/js/utils/LDrawUtils.js +182 -0
  297. package/examples/js/utils/PackedPhongMaterial.js +107 -0
  298. package/examples/js/utils/SceneUtils.js +103 -0
  299. package/examples/js/utils/ShadowMapViewer.js +180 -0
  300. package/examples/js/utils/SkeletonUtils.js +507 -0
  301. package/examples/js/utils/UVsDebug.js +135 -0
  302. package/examples/js/utils/WorkerPool.js +115 -0
  303. package/examples/jsm/animation/AnimationClipCreator.js +114 -0
  304. package/examples/jsm/animation/CCDIKSolver.js +482 -0
  305. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -0
  306. package/examples/jsm/animation/MMDPhysics.js +1406 -0
  307. package/examples/jsm/cameras/CinematicCamera.js +209 -0
  308. package/examples/jsm/capabilities/WebGL.js +91 -0
  309. package/examples/jsm/capabilities/WebGPU.js +39 -0
  310. package/examples/jsm/controls/ArcballControls.js +3216 -0
  311. package/examples/jsm/controls/DragControls.js +220 -0
  312. package/examples/jsm/controls/FirstPersonControls.js +325 -0
  313. package/examples/jsm/controls/FlyControls.js +284 -0
  314. package/examples/jsm/controls/OrbitControls.js +1249 -0
  315. package/examples/jsm/controls/PointerLockControls.js +157 -0
  316. package/examples/jsm/controls/TrackballControls.js +814 -0
  317. package/examples/jsm/controls/TransformControls.js +1558 -0
  318. package/examples/jsm/csm/CSM.js +378 -0
  319. package/examples/jsm/csm/CSMFrustum.js +152 -0
  320. package/examples/jsm/csm/CSMHelper.js +193 -0
  321. package/examples/jsm/csm/CSMShader.js +251 -0
  322. package/examples/jsm/curves/CurveExtras.js +422 -0
  323. package/examples/jsm/curves/NURBSCurve.js +80 -0
  324. package/examples/jsm/curves/NURBSSurface.js +52 -0
  325. package/examples/jsm/curves/NURBSUtils.js +487 -0
  326. package/examples/jsm/effects/AnaglyphEffect.js +168 -0
  327. package/examples/jsm/effects/AsciiEffect.js +266 -0
  328. package/examples/jsm/effects/OutlineEffect.js +553 -0
  329. package/examples/jsm/effects/ParallaxBarrierEffect.js +116 -0
  330. package/examples/jsm/effects/PeppersGhostEffect.js +153 -0
  331. package/examples/jsm/effects/StereoEffect.js +55 -0
  332. package/examples/jsm/environments/DebugEnvironment.js +52 -0
  333. package/examples/jsm/environments/RoomEnvironment.js +144 -0
  334. package/examples/jsm/exporters/ColladaExporter.js +713 -0
  335. package/examples/jsm/exporters/DRACOExporter.js +225 -0
  336. package/examples/jsm/exporters/EXRExporter.js +507 -0
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  1002. package/src/renderers/shaders/ShaderChunk/color_fragment.glsl.js +11 -0
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  1008. package/src/renderers/shaders/ShaderChunk/default_fragment.glsl.js +5 -0
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@@ -0,0 +1,1406 @@
1
+ import {
2
+ Bone,
3
+ BoxGeometry,
4
+ CapsuleGeometry,
5
+ Color,
6
+ Euler,
7
+ Matrix4,
8
+ Mesh,
9
+ MeshBasicMaterial,
10
+ Object3D,
11
+ Quaternion,
12
+ SphereGeometry,
13
+ Vector3
14
+ } from 'three';
15
+
16
+ /**
17
+ * Dependencies
18
+ * - Ammo.js https://github.com/kripken/ammo.js
19
+ *
20
+ * MMDPhysics calculates physics with Ammo(Bullet based JavaScript Physics engine)
21
+ * for MMD model loaded by MMDLoader.
22
+ *
23
+ * TODO
24
+ * - Physics in Worker
25
+ */
26
+
27
+ /* global Ammo */
28
+
29
+ class MMDPhysics {
30
+
31
+ /**
32
+ * @param {THREE.SkinnedMesh} mesh
33
+ * @param {Array<Object>} rigidBodyParams
34
+ * @param {Array<Object>} (optional) constraintParams
35
+ * @param {Object} params - (optional)
36
+ * @param {Number} params.unitStep - Default is 1 / 65.
37
+ * @param {Integer} params.maxStepNum - Default is 3.
38
+ * @param {Vector3} params.gravity - Default is ( 0, - 9.8 * 10, 0 )
39
+ */
40
+ constructor( mesh, rigidBodyParams, constraintParams = [], params = {} ) {
41
+
42
+ if ( typeof Ammo === 'undefined' ) {
43
+
44
+ throw new Error( 'THREE.MMDPhysics: Import ammo.js https://github.com/kripken/ammo.js' );
45
+
46
+ }
47
+
48
+ this.manager = new ResourceManager();
49
+
50
+ this.mesh = mesh;
51
+
52
+ /*
53
+ * I don't know why but 1/60 unitStep easily breaks models
54
+ * so I set it 1/65 so far.
55
+ * Don't set too small unitStep because
56
+ * the smaller unitStep can make the performance worse.
57
+ */
58
+ this.unitStep = ( params.unitStep !== undefined ) ? params.unitStep : 1 / 65;
59
+ this.maxStepNum = ( params.maxStepNum !== undefined ) ? params.maxStepNum : 3;
60
+ this.gravity = new Vector3( 0, - 9.8 * 10, 0 );
61
+
62
+ if ( params.gravity !== undefined ) this.gravity.copy( params.gravity );
63
+
64
+ this.world = params.world !== undefined ? params.world : null; // experimental
65
+
66
+ this.bodies = [];
67
+ this.constraints = [];
68
+
69
+ this._init( mesh, rigidBodyParams, constraintParams );
70
+
71
+ }
72
+
73
+ /**
74
+ * Advances Physics calculation and updates bones.
75
+ *
76
+ * @param {Number} delta - time in second
77
+ * @return {MMDPhysics}
78
+ */
79
+ update( delta ) {
80
+
81
+ const manager = this.manager;
82
+ const mesh = this.mesh;
83
+
84
+ // rigid bodies and constrains are for
85
+ // mesh's world scale (1, 1, 1).
86
+ // Convert to (1, 1, 1) if it isn't.
87
+
88
+ let isNonDefaultScale = false;
89
+
90
+ const position = manager.allocThreeVector3();
91
+ const quaternion = manager.allocThreeQuaternion();
92
+ const scale = manager.allocThreeVector3();
93
+
94
+ mesh.matrixWorld.decompose( position, quaternion, scale );
95
+
96
+ if ( scale.x !== 1 || scale.y !== 1 || scale.z !== 1 ) {
97
+
98
+ isNonDefaultScale = true;
99
+
100
+ }
101
+
102
+ let parent;
103
+
104
+ if ( isNonDefaultScale ) {
105
+
106
+ parent = mesh.parent;
107
+
108
+ if ( parent !== null ) mesh.parent = null;
109
+
110
+ scale.copy( this.mesh.scale );
111
+
112
+ mesh.scale.set( 1, 1, 1 );
113
+ mesh.updateMatrixWorld( true );
114
+
115
+ }
116
+
117
+ // calculate physics and update bones
118
+
119
+ this._updateRigidBodies();
120
+ this._stepSimulation( delta );
121
+ this._updateBones();
122
+
123
+ // restore mesh if converted above
124
+
125
+ if ( isNonDefaultScale ) {
126
+
127
+ if ( parent !== null ) mesh.parent = parent;
128
+
129
+ mesh.scale.copy( scale );
130
+
131
+ }
132
+
133
+ manager.freeThreeVector3( scale );
134
+ manager.freeThreeQuaternion( quaternion );
135
+ manager.freeThreeVector3( position );
136
+
137
+ return this;
138
+
139
+ }
140
+
141
+ /**
142
+ * Resets rigid bodies transorm to current bone's.
143
+ *
144
+ * @return {MMDPhysics}
145
+ */
146
+ reset() {
147
+
148
+ for ( let i = 0, il = this.bodies.length; i < il; i ++ ) {
149
+
150
+ this.bodies[ i ].reset();
151
+
152
+ }
153
+
154
+ return this;
155
+
156
+ }
157
+
158
+ /**
159
+ * Warm ups Rigid bodies. Calculates cycles steps.
160
+ *
161
+ * @param {Integer} cycles
162
+ * @return {MMDPhysics}
163
+ */
164
+ warmup( cycles ) {
165
+
166
+ for ( let i = 0; i < cycles; i ++ ) {
167
+
168
+ this.update( 1 / 60 );
169
+
170
+ }
171
+
172
+ return this;
173
+
174
+ }
175
+
176
+ /**
177
+ * Sets gravity.
178
+ *
179
+ * @param {Vector3} gravity
180
+ * @return {MMDPhysicsHelper}
181
+ */
182
+ setGravity( gravity ) {
183
+
184
+ this.world.setGravity( new Ammo.btVector3( gravity.x, gravity.y, gravity.z ) );
185
+ this.gravity.copy( gravity );
186
+
187
+ return this;
188
+
189
+ }
190
+
191
+ /**
192
+ * Creates MMDPhysicsHelper
193
+ *
194
+ * @return {MMDPhysicsHelper}
195
+ */
196
+ createHelper() {
197
+
198
+ return new MMDPhysicsHelper( this.mesh, this );
199
+
200
+ }
201
+
202
+ // private methods
203
+
204
+ _init( mesh, rigidBodyParams, constraintParams ) {
205
+
206
+ const manager = this.manager;
207
+
208
+ // rigid body/constraint parameters are for
209
+ // mesh's default world transform as position(0, 0, 0),
210
+ // quaternion(0, 0, 0, 1) and scale(0, 0, 0)
211
+
212
+ const parent = mesh.parent;
213
+
214
+ if ( parent !== null ) mesh.parent = null;
215
+
216
+ const currentPosition = manager.allocThreeVector3();
217
+ const currentQuaternion = manager.allocThreeQuaternion();
218
+ const currentScale = manager.allocThreeVector3();
219
+
220
+ currentPosition.copy( mesh.position );
221
+ currentQuaternion.copy( mesh.quaternion );
222
+ currentScale.copy( mesh.scale );
223
+
224
+ mesh.position.set( 0, 0, 0 );
225
+ mesh.quaternion.set( 0, 0, 0, 1 );
226
+ mesh.scale.set( 1, 1, 1 );
227
+
228
+ mesh.updateMatrixWorld( true );
229
+
230
+ if ( this.world === null ) {
231
+
232
+ this.world = this._createWorld();
233
+ this.setGravity( this.gravity );
234
+
235
+ }
236
+
237
+ this._initRigidBodies( rigidBodyParams );
238
+ this._initConstraints( constraintParams );
239
+
240
+ if ( parent !== null ) mesh.parent = parent;
241
+
242
+ mesh.position.copy( currentPosition );
243
+ mesh.quaternion.copy( currentQuaternion );
244
+ mesh.scale.copy( currentScale );
245
+
246
+ mesh.updateMatrixWorld( true );
247
+
248
+ this.reset();
249
+
250
+ manager.freeThreeVector3( currentPosition );
251
+ manager.freeThreeQuaternion( currentQuaternion );
252
+ manager.freeThreeVector3( currentScale );
253
+
254
+ }
255
+
256
+ _createWorld() {
257
+
258
+ const config = new Ammo.btDefaultCollisionConfiguration();
259
+ const dispatcher = new Ammo.btCollisionDispatcher( config );
260
+ const cache = new Ammo.btDbvtBroadphase();
261
+ const solver = new Ammo.btSequentialImpulseConstraintSolver();
262
+ const world = new Ammo.btDiscreteDynamicsWorld( dispatcher, cache, solver, config );
263
+ return world;
264
+
265
+ }
266
+
267
+ _initRigidBodies( rigidBodies ) {
268
+
269
+ for ( let i = 0, il = rigidBodies.length; i < il; i ++ ) {
270
+
271
+ this.bodies.push( new RigidBody(
272
+ this.mesh, this.world, rigidBodies[ i ], this.manager ) );
273
+
274
+ }
275
+
276
+ }
277
+
278
+ _initConstraints( constraints ) {
279
+
280
+ for ( let i = 0, il = constraints.length; i < il; i ++ ) {
281
+
282
+ const params = constraints[ i ];
283
+ const bodyA = this.bodies[ params.rigidBodyIndex1 ];
284
+ const bodyB = this.bodies[ params.rigidBodyIndex2 ];
285
+ this.constraints.push( new Constraint( this.mesh, this.world, bodyA, bodyB, params, this.manager ) );
286
+
287
+ }
288
+
289
+ }
290
+
291
+ _stepSimulation( delta ) {
292
+
293
+ const unitStep = this.unitStep;
294
+ let stepTime = delta;
295
+ let maxStepNum = ( ( delta / unitStep ) | 0 ) + 1;
296
+
297
+ if ( stepTime < unitStep ) {
298
+
299
+ stepTime = unitStep;
300
+ maxStepNum = 1;
301
+
302
+ }
303
+
304
+ if ( maxStepNum > this.maxStepNum ) {
305
+
306
+ maxStepNum = this.maxStepNum;
307
+
308
+ }
309
+
310
+ this.world.stepSimulation( stepTime, maxStepNum, unitStep );
311
+
312
+ }
313
+
314
+ _updateRigidBodies() {
315
+
316
+ for ( let i = 0, il = this.bodies.length; i < il; i ++ ) {
317
+
318
+ this.bodies[ i ].updateFromBone();
319
+
320
+ }
321
+
322
+ }
323
+
324
+ _updateBones() {
325
+
326
+ for ( let i = 0, il = this.bodies.length; i < il; i ++ ) {
327
+
328
+ this.bodies[ i ].updateBone();
329
+
330
+ }
331
+
332
+ }
333
+
334
+ }
335
+
336
+ /**
337
+ * This manager's responsibilies are
338
+ *
339
+ * 1. manage Ammo.js and Three.js object resources and
340
+ * improve the performance and the memory consumption by
341
+ * reusing objects.
342
+ *
343
+ * 2. provide simple Ammo object operations.
344
+ */
345
+ class ResourceManager {
346
+
347
+ constructor() {
348
+
349
+ // for Three.js
350
+ this.threeVector3s = [];
351
+ this.threeMatrix4s = [];
352
+ this.threeQuaternions = [];
353
+ this.threeEulers = [];
354
+
355
+ // for Ammo.js
356
+ this.transforms = [];
357
+ this.quaternions = [];
358
+ this.vector3s = [];
359
+
360
+ }
361
+
362
+ allocThreeVector3() {
363
+
364
+ return ( this.threeVector3s.length > 0 )
365
+ ? this.threeVector3s.pop()
366
+ : new Vector3();
367
+
368
+ }
369
+
370
+ freeThreeVector3( v ) {
371
+
372
+ this.threeVector3s.push( v );
373
+
374
+ }
375
+
376
+ allocThreeMatrix4() {
377
+
378
+ return ( this.threeMatrix4s.length > 0 )
379
+ ? this.threeMatrix4s.pop()
380
+ : new Matrix4();
381
+
382
+ }
383
+
384
+ freeThreeMatrix4( m ) {
385
+
386
+ this.threeMatrix4s.push( m );
387
+
388
+ }
389
+
390
+ allocThreeQuaternion() {
391
+
392
+ return ( this.threeQuaternions.length > 0 )
393
+ ? this.threeQuaternions.pop()
394
+ : new Quaternion();
395
+
396
+ }
397
+
398
+ freeThreeQuaternion( q ) {
399
+
400
+ this.threeQuaternions.push( q );
401
+
402
+ }
403
+
404
+ allocThreeEuler() {
405
+
406
+ return ( this.threeEulers.length > 0 )
407
+ ? this.threeEulers.pop()
408
+ : new Euler();
409
+
410
+ }
411
+
412
+ freeThreeEuler( e ) {
413
+
414
+ this.threeEulers.push( e );
415
+
416
+ }
417
+
418
+ allocTransform() {
419
+
420
+ return ( this.transforms.length > 0 )
421
+ ? this.transforms.pop()
422
+ : new Ammo.btTransform();
423
+
424
+ }
425
+
426
+ freeTransform( t ) {
427
+
428
+ this.transforms.push( t );
429
+
430
+ }
431
+
432
+ allocQuaternion() {
433
+
434
+ return ( this.quaternions.length > 0 )
435
+ ? this.quaternions.pop()
436
+ : new Ammo.btQuaternion();
437
+
438
+ }
439
+
440
+ freeQuaternion( q ) {
441
+
442
+ this.quaternions.push( q );
443
+
444
+ }
445
+
446
+ allocVector3() {
447
+
448
+ return ( this.vector3s.length > 0 )
449
+ ? this.vector3s.pop()
450
+ : new Ammo.btVector3();
451
+
452
+ }
453
+
454
+ freeVector3( v ) {
455
+
456
+ this.vector3s.push( v );
457
+
458
+ }
459
+
460
+ setIdentity( t ) {
461
+
462
+ t.setIdentity();
463
+
464
+ }
465
+
466
+ getBasis( t ) {
467
+
468
+ var q = this.allocQuaternion();
469
+ t.getBasis().getRotation( q );
470
+ return q;
471
+
472
+ }
473
+
474
+ getBasisAsMatrix3( t ) {
475
+
476
+ var q = this.getBasis( t );
477
+ var m = this.quaternionToMatrix3( q );
478
+ this.freeQuaternion( q );
479
+ return m;
480
+
481
+ }
482
+
483
+ getOrigin( t ) {
484
+
485
+ return t.getOrigin();
486
+
487
+ }
488
+
489
+ setOrigin( t, v ) {
490
+
491
+ t.getOrigin().setValue( v.x(), v.y(), v.z() );
492
+
493
+ }
494
+
495
+ copyOrigin( t1, t2 ) {
496
+
497
+ var o = t2.getOrigin();
498
+ this.setOrigin( t1, o );
499
+
500
+ }
501
+
502
+ setBasis( t, q ) {
503
+
504
+ t.setRotation( q );
505
+
506
+ }
507
+
508
+ setBasisFromMatrix3( t, m ) {
509
+
510
+ var q = this.matrix3ToQuaternion( m );
511
+ this.setBasis( t, q );
512
+ this.freeQuaternion( q );
513
+
514
+ }
515
+
516
+ setOriginFromArray3( t, a ) {
517
+
518
+ t.getOrigin().setValue( a[ 0 ], a[ 1 ], a[ 2 ] );
519
+
520
+ }
521
+
522
+ setOriginFromThreeVector3( t, v ) {
523
+
524
+ t.getOrigin().setValue( v.x, v.y, v.z );
525
+
526
+ }
527
+
528
+ setBasisFromArray3( t, a ) {
529
+
530
+ var thQ = this.allocThreeQuaternion();
531
+ var thE = this.allocThreeEuler();
532
+ thE.set( a[ 0 ], a[ 1 ], a[ 2 ] );
533
+ this.setBasisFromThreeQuaternion( t, thQ.setFromEuler( thE ) );
534
+
535
+ this.freeThreeEuler( thE );
536
+ this.freeThreeQuaternion( thQ );
537
+
538
+ }
539
+
540
+ setBasisFromThreeQuaternion( t, a ) {
541
+
542
+ var q = this.allocQuaternion();
543
+
544
+ q.setX( a.x );
545
+ q.setY( a.y );
546
+ q.setZ( a.z );
547
+ q.setW( a.w );
548
+ this.setBasis( t, q );
549
+
550
+ this.freeQuaternion( q );
551
+
552
+ }
553
+
554
+ multiplyTransforms( t1, t2 ) {
555
+
556
+ var t = this.allocTransform();
557
+ this.setIdentity( t );
558
+
559
+ var m1 = this.getBasisAsMatrix3( t1 );
560
+ var m2 = this.getBasisAsMatrix3( t2 );
561
+
562
+ var o1 = this.getOrigin( t1 );
563
+ var o2 = this.getOrigin( t2 );
564
+
565
+ var v1 = this.multiplyMatrix3ByVector3( m1, o2 );
566
+ var v2 = this.addVector3( v1, o1 );
567
+ this.setOrigin( t, v2 );
568
+
569
+ var m3 = this.multiplyMatrices3( m1, m2 );
570
+ this.setBasisFromMatrix3( t, m3 );
571
+
572
+ this.freeVector3( v1 );
573
+ this.freeVector3( v2 );
574
+
575
+ return t;
576
+
577
+ }
578
+
579
+ inverseTransform( t ) {
580
+
581
+ var t2 = this.allocTransform();
582
+
583
+ var m1 = this.getBasisAsMatrix3( t );
584
+ var o = this.getOrigin( t );
585
+
586
+ var m2 = this.transposeMatrix3( m1 );
587
+ var v1 = this.negativeVector3( o );
588
+ var v2 = this.multiplyMatrix3ByVector3( m2, v1 );
589
+
590
+ this.setOrigin( t2, v2 );
591
+ this.setBasisFromMatrix3( t2, m2 );
592
+
593
+ this.freeVector3( v1 );
594
+ this.freeVector3( v2 );
595
+
596
+ return t2;
597
+
598
+ }
599
+
600
+ multiplyMatrices3( m1, m2 ) {
601
+
602
+ var m3 = [];
603
+
604
+ var v10 = this.rowOfMatrix3( m1, 0 );
605
+ var v11 = this.rowOfMatrix3( m1, 1 );
606
+ var v12 = this.rowOfMatrix3( m1, 2 );
607
+
608
+ var v20 = this.columnOfMatrix3( m2, 0 );
609
+ var v21 = this.columnOfMatrix3( m2, 1 );
610
+ var v22 = this.columnOfMatrix3( m2, 2 );
611
+
612
+ m3[ 0 ] = this.dotVectors3( v10, v20 );
613
+ m3[ 1 ] = this.dotVectors3( v10, v21 );
614
+ m3[ 2 ] = this.dotVectors3( v10, v22 );
615
+ m3[ 3 ] = this.dotVectors3( v11, v20 );
616
+ m3[ 4 ] = this.dotVectors3( v11, v21 );
617
+ m3[ 5 ] = this.dotVectors3( v11, v22 );
618
+ m3[ 6 ] = this.dotVectors3( v12, v20 );
619
+ m3[ 7 ] = this.dotVectors3( v12, v21 );
620
+ m3[ 8 ] = this.dotVectors3( v12, v22 );
621
+
622
+ this.freeVector3( v10 );
623
+ this.freeVector3( v11 );
624
+ this.freeVector3( v12 );
625
+ this.freeVector3( v20 );
626
+ this.freeVector3( v21 );
627
+ this.freeVector3( v22 );
628
+
629
+ return m3;
630
+
631
+ }
632
+
633
+ addVector3( v1, v2 ) {
634
+
635
+ var v = this.allocVector3();
636
+ v.setValue( v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z() );
637
+ return v;
638
+
639
+ }
640
+
641
+ dotVectors3( v1, v2 ) {
642
+
643
+ return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z();
644
+
645
+ }
646
+
647
+ rowOfMatrix3( m, i ) {
648
+
649
+ var v = this.allocVector3();
650
+ v.setValue( m[ i * 3 + 0 ], m[ i * 3 + 1 ], m[ i * 3 + 2 ] );
651
+ return v;
652
+
653
+ }
654
+
655
+ columnOfMatrix3( m, i ) {
656
+
657
+ var v = this.allocVector3();
658
+ v.setValue( m[ i + 0 ], m[ i + 3 ], m[ i + 6 ] );
659
+ return v;
660
+
661
+ }
662
+
663
+ negativeVector3( v ) {
664
+
665
+ var v2 = this.allocVector3();
666
+ v2.setValue( - v.x(), - v.y(), - v.z() );
667
+ return v2;
668
+
669
+ }
670
+
671
+ multiplyMatrix3ByVector3( m, v ) {
672
+
673
+ var v4 = this.allocVector3();
674
+
675
+ var v0 = this.rowOfMatrix3( m, 0 );
676
+ var v1 = this.rowOfMatrix3( m, 1 );
677
+ var v2 = this.rowOfMatrix3( m, 2 );
678
+ var x = this.dotVectors3( v0, v );
679
+ var y = this.dotVectors3( v1, v );
680
+ var z = this.dotVectors3( v2, v );
681
+
682
+ v4.setValue( x, y, z );
683
+
684
+ this.freeVector3( v0 );
685
+ this.freeVector3( v1 );
686
+ this.freeVector3( v2 );
687
+
688
+ return v4;
689
+
690
+ }
691
+
692
+ transposeMatrix3( m ) {
693
+
694
+ var m2 = [];
695
+ m2[ 0 ] = m[ 0 ];
696
+ m2[ 1 ] = m[ 3 ];
697
+ m2[ 2 ] = m[ 6 ];
698
+ m2[ 3 ] = m[ 1 ];
699
+ m2[ 4 ] = m[ 4 ];
700
+ m2[ 5 ] = m[ 7 ];
701
+ m2[ 6 ] = m[ 2 ];
702
+ m2[ 7 ] = m[ 5 ];
703
+ m2[ 8 ] = m[ 8 ];
704
+ return m2;
705
+
706
+ }
707
+
708
+ quaternionToMatrix3( q ) {
709
+
710
+ var m = [];
711
+
712
+ var x = q.x();
713
+ var y = q.y();
714
+ var z = q.z();
715
+ var w = q.w();
716
+
717
+ var xx = x * x;
718
+ var yy = y * y;
719
+ var zz = z * z;
720
+
721
+ var xy = x * y;
722
+ var yz = y * z;
723
+ var zx = z * x;
724
+
725
+ var xw = x * w;
726
+ var yw = y * w;
727
+ var zw = z * w;
728
+
729
+ m[ 0 ] = 1 - 2 * ( yy + zz );
730
+ m[ 1 ] = 2 * ( xy - zw );
731
+ m[ 2 ] = 2 * ( zx + yw );
732
+ m[ 3 ] = 2 * ( xy + zw );
733
+ m[ 4 ] = 1 - 2 * ( zz + xx );
734
+ m[ 5 ] = 2 * ( yz - xw );
735
+ m[ 6 ] = 2 * ( zx - yw );
736
+ m[ 7 ] = 2 * ( yz + xw );
737
+ m[ 8 ] = 1 - 2 * ( xx + yy );
738
+
739
+ return m;
740
+
741
+ }
742
+
743
+ matrix3ToQuaternion( m ) {
744
+
745
+ var t = m[ 0 ] + m[ 4 ] + m[ 8 ];
746
+ var s, x, y, z, w;
747
+
748
+ if ( t > 0 ) {
749
+
750
+ s = Math.sqrt( t + 1.0 ) * 2;
751
+ w = 0.25 * s;
752
+ x = ( m[ 7 ] - m[ 5 ] ) / s;
753
+ y = ( m[ 2 ] - m[ 6 ] ) / s;
754
+ z = ( m[ 3 ] - m[ 1 ] ) / s;
755
+
756
+ } else if ( ( m[ 0 ] > m[ 4 ] ) && ( m[ 0 ] > m[ 8 ] ) ) {
757
+
758
+ s = Math.sqrt( 1.0 + m[ 0 ] - m[ 4 ] - m[ 8 ] ) * 2;
759
+ w = ( m[ 7 ] - m[ 5 ] ) / s;
760
+ x = 0.25 * s;
761
+ y = ( m[ 1 ] + m[ 3 ] ) / s;
762
+ z = ( m[ 2 ] + m[ 6 ] ) / s;
763
+
764
+ } else if ( m[ 4 ] > m[ 8 ] ) {
765
+
766
+ s = Math.sqrt( 1.0 + m[ 4 ] - m[ 0 ] - m[ 8 ] ) * 2;
767
+ w = ( m[ 2 ] - m[ 6 ] ) / s;
768
+ x = ( m[ 1 ] + m[ 3 ] ) / s;
769
+ y = 0.25 * s;
770
+ z = ( m[ 5 ] + m[ 7 ] ) / s;
771
+
772
+ } else {
773
+
774
+ s = Math.sqrt( 1.0 + m[ 8 ] - m[ 0 ] - m[ 4 ] ) * 2;
775
+ w = ( m[ 3 ] - m[ 1 ] ) / s;
776
+ x = ( m[ 2 ] + m[ 6 ] ) / s;
777
+ y = ( m[ 5 ] + m[ 7 ] ) / s;
778
+ z = 0.25 * s;
779
+
780
+ }
781
+
782
+ var q = this.allocQuaternion();
783
+ q.setX( x );
784
+ q.setY( y );
785
+ q.setZ( z );
786
+ q.setW( w );
787
+ return q;
788
+
789
+ }
790
+
791
+ }
792
+
793
+ /**
794
+ * @param {THREE.SkinnedMesh} mesh
795
+ * @param {Ammo.btDiscreteDynamicsWorld} world
796
+ * @param {Object} params
797
+ * @param {ResourceManager} manager
798
+ */
799
+ class RigidBody {
800
+
801
+ constructor( mesh, world, params, manager ) {
802
+
803
+ this.mesh = mesh;
804
+ this.world = world;
805
+ this.params = params;
806
+ this.manager = manager;
807
+
808
+ this.body = null;
809
+ this.bone = null;
810
+ this.boneOffsetForm = null;
811
+ this.boneOffsetFormInverse = null;
812
+
813
+ this._init();
814
+
815
+ }
816
+
817
+ /**
818
+ * Resets rigid body transform to the current bone's.
819
+ *
820
+ * @return {RigidBody}
821
+ */
822
+ reset() {
823
+
824
+ this._setTransformFromBone();
825
+ return this;
826
+
827
+ }
828
+
829
+ /**
830
+ * Updates rigid body's transform from the current bone.
831
+ *
832
+ * @return {RidigBody}
833
+ */
834
+ updateFromBone() {
835
+
836
+ if ( this.params.boneIndex !== - 1 && this.params.type === 0 ) {
837
+
838
+ this._setTransformFromBone();
839
+
840
+ }
841
+
842
+ return this;
843
+
844
+ }
845
+
846
+ /**
847
+ * Updates bone from the current ridid body's transform.
848
+ *
849
+ * @return {RidigBody}
850
+ */
851
+ updateBone() {
852
+
853
+ if ( this.params.type === 0 || this.params.boneIndex === - 1 ) {
854
+
855
+ return this;
856
+
857
+ }
858
+
859
+ this._updateBoneRotation();
860
+
861
+ if ( this.params.type === 1 ) {
862
+
863
+ this._updateBonePosition();
864
+
865
+ }
866
+
867
+ this.bone.updateMatrixWorld( true );
868
+
869
+ if ( this.params.type === 2 ) {
870
+
871
+ this._setPositionFromBone();
872
+
873
+ }
874
+
875
+ return this;
876
+
877
+ }
878
+
879
+ // private methods
880
+
881
+ _init() {
882
+
883
+ function generateShape( p ) {
884
+
885
+ switch ( p.shapeType ) {
886
+
887
+ case 0:
888
+ return new Ammo.btSphereShape( p.width );
889
+
890
+ case 1:
891
+ return new Ammo.btBoxShape( new Ammo.btVector3( p.width, p.height, p.depth ) );
892
+
893
+ case 2:
894
+ return new Ammo.btCapsuleShape( p.width, p.height );
895
+
896
+ default:
897
+ throw new Error( 'unknown shape type ' + p.shapeType );
898
+
899
+ }
900
+
901
+ }
902
+
903
+ const manager = this.manager;
904
+ const params = this.params;
905
+ const bones = this.mesh.skeleton.bones;
906
+ const bone = ( params.boneIndex === - 1 )
907
+ ? new Bone()
908
+ : bones[ params.boneIndex ];
909
+
910
+ const shape = generateShape( params );
911
+ const weight = ( params.type === 0 ) ? 0 : params.weight;
912
+ const localInertia = manager.allocVector3();
913
+ localInertia.setValue( 0, 0, 0 );
914
+
915
+ if ( weight !== 0 ) {
916
+
917
+ shape.calculateLocalInertia( weight, localInertia );
918
+
919
+ }
920
+
921
+ const boneOffsetForm = manager.allocTransform();
922
+ manager.setIdentity( boneOffsetForm );
923
+ manager.setOriginFromArray3( boneOffsetForm, params.position );
924
+ manager.setBasisFromArray3( boneOffsetForm, params.rotation );
925
+
926
+ const vector = manager.allocThreeVector3();
927
+ const boneForm = manager.allocTransform();
928
+ manager.setIdentity( boneForm );
929
+ manager.setOriginFromThreeVector3( boneForm, bone.getWorldPosition( vector ) );
930
+
931
+ const form = manager.multiplyTransforms( boneForm, boneOffsetForm );
932
+ const state = new Ammo.btDefaultMotionState( form );
933
+
934
+ const info = new Ammo.btRigidBodyConstructionInfo( weight, state, shape, localInertia );
935
+ info.set_m_friction( params.friction );
936
+ info.set_m_restitution( params.restitution );
937
+
938
+ const body = new Ammo.btRigidBody( info );
939
+
940
+ if ( params.type === 0 ) {
941
+
942
+ body.setCollisionFlags( body.getCollisionFlags() | 2 );
943
+
944
+ /*
945
+ * It'd be better to comment out this line though in general I should call this method
946
+ * because I'm not sure why but physics will be more like MMD's
947
+ * if I comment out.
948
+ */
949
+ body.setActivationState( 4 );
950
+
951
+ }
952
+
953
+ body.setDamping( params.positionDamping, params.rotationDamping );
954
+ body.setSleepingThresholds( 0, 0 );
955
+
956
+ this.world.addRigidBody( body, 1 << params.groupIndex, params.groupTarget );
957
+
958
+ this.body = body;
959
+ this.bone = bone;
960
+ this.boneOffsetForm = boneOffsetForm;
961
+ this.boneOffsetFormInverse = manager.inverseTransform( boneOffsetForm );
962
+
963
+ manager.freeVector3( localInertia );
964
+ manager.freeTransform( form );
965
+ manager.freeTransform( boneForm );
966
+ manager.freeThreeVector3( vector );
967
+
968
+ }
969
+
970
+ _getBoneTransform() {
971
+
972
+ const manager = this.manager;
973
+ const p = manager.allocThreeVector3();
974
+ const q = manager.allocThreeQuaternion();
975
+ const s = manager.allocThreeVector3();
976
+
977
+ this.bone.matrixWorld.decompose( p, q, s );
978
+
979
+ const tr = manager.allocTransform();
980
+ manager.setOriginFromThreeVector3( tr, p );
981
+ manager.setBasisFromThreeQuaternion( tr, q );
982
+
983
+ const form = manager.multiplyTransforms( tr, this.boneOffsetForm );
984
+
985
+ manager.freeTransform( tr );
986
+ manager.freeThreeVector3( s );
987
+ manager.freeThreeQuaternion( q );
988
+ manager.freeThreeVector3( p );
989
+
990
+ return form;
991
+
992
+ }
993
+
994
+ _getWorldTransformForBone() {
995
+
996
+ const manager = this.manager;
997
+ const tr = this.body.getCenterOfMassTransform();
998
+ return manager.multiplyTransforms( tr, this.boneOffsetFormInverse );
999
+
1000
+ }
1001
+
1002
+ _setTransformFromBone() {
1003
+
1004
+ const manager = this.manager;
1005
+ const form = this._getBoneTransform();
1006
+
1007
+ // TODO: check the most appropriate way to set
1008
+ //this.body.setWorldTransform( form );
1009
+ this.body.setCenterOfMassTransform( form );
1010
+ this.body.getMotionState().setWorldTransform( form );
1011
+
1012
+ manager.freeTransform( form );
1013
+
1014
+ }
1015
+
1016
+ _setPositionFromBone() {
1017
+
1018
+ const manager = this.manager;
1019
+ const form = this._getBoneTransform();
1020
+
1021
+ const tr = manager.allocTransform();
1022
+ this.body.getMotionState().getWorldTransform( tr );
1023
+ manager.copyOrigin( tr, form );
1024
+
1025
+ // TODO: check the most appropriate way to set
1026
+ //this.body.setWorldTransform( tr );
1027
+ this.body.setCenterOfMassTransform( tr );
1028
+ this.body.getMotionState().setWorldTransform( tr );
1029
+
1030
+ manager.freeTransform( tr );
1031
+ manager.freeTransform( form );
1032
+
1033
+ }
1034
+
1035
+ _updateBoneRotation() {
1036
+
1037
+ const manager = this.manager;
1038
+
1039
+ const tr = this._getWorldTransformForBone();
1040
+ const q = manager.getBasis( tr );
1041
+
1042
+ const thQ = manager.allocThreeQuaternion();
1043
+ const thQ2 = manager.allocThreeQuaternion();
1044
+ const thQ3 = manager.allocThreeQuaternion();
1045
+
1046
+ thQ.set( q.x(), q.y(), q.z(), q.w() );
1047
+ thQ2.setFromRotationMatrix( this.bone.matrixWorld );
1048
+ thQ2.conjugate();
1049
+ thQ2.multiply( thQ );
1050
+
1051
+ //this.bone.quaternion.multiply( thQ2 );
1052
+
1053
+ thQ3.setFromRotationMatrix( this.bone.matrix );
1054
+
1055
+ // Renormalizing quaternion here because repeatedly transforming
1056
+ // quaternion continuously accumulates floating point error and
1057
+ // can end up being overflow. See #15335
1058
+ this.bone.quaternion.copy( thQ2.multiply( thQ3 ).normalize() );
1059
+
1060
+ manager.freeThreeQuaternion( thQ );
1061
+ manager.freeThreeQuaternion( thQ2 );
1062
+ manager.freeThreeQuaternion( thQ3 );
1063
+
1064
+ manager.freeQuaternion( q );
1065
+ manager.freeTransform( tr );
1066
+
1067
+ }
1068
+
1069
+ _updateBonePosition() {
1070
+
1071
+ const manager = this.manager;
1072
+
1073
+ const tr = this._getWorldTransformForBone();
1074
+
1075
+ const thV = manager.allocThreeVector3();
1076
+
1077
+ const o = manager.getOrigin( tr );
1078
+ thV.set( o.x(), o.y(), o.z() );
1079
+
1080
+ if ( this.bone.parent ) {
1081
+
1082
+ this.bone.parent.worldToLocal( thV );
1083
+
1084
+ }
1085
+
1086
+ this.bone.position.copy( thV );
1087
+
1088
+ manager.freeThreeVector3( thV );
1089
+
1090
+ manager.freeTransform( tr );
1091
+
1092
+ }
1093
+
1094
+ }
1095
+
1096
+ //
1097
+
1098
+ class Constraint {
1099
+
1100
+ /**
1101
+ * @param {THREE.SkinnedMesh} mesh
1102
+ * @param {Ammo.btDiscreteDynamicsWorld} world
1103
+ * @param {RigidBody} bodyA
1104
+ * @param {RigidBody} bodyB
1105
+ * @param {Object} params
1106
+ * @param {ResourceManager} manager
1107
+ */
1108
+ constructor( mesh, world, bodyA, bodyB, params, manager ) {
1109
+
1110
+ this.mesh = mesh;
1111
+ this.world = world;
1112
+ this.bodyA = bodyA;
1113
+ this.bodyB = bodyB;
1114
+ this.params = params;
1115
+ this.manager = manager;
1116
+
1117
+ this.constraint = null;
1118
+
1119
+ this._init();
1120
+
1121
+ }
1122
+
1123
+ // private method
1124
+
1125
+ _init() {
1126
+
1127
+ const manager = this.manager;
1128
+ const params = this.params;
1129
+ const bodyA = this.bodyA;
1130
+ const bodyB = this.bodyB;
1131
+
1132
+ const form = manager.allocTransform();
1133
+ manager.setIdentity( form );
1134
+ manager.setOriginFromArray3( form, params.position );
1135
+ manager.setBasisFromArray3( form, params.rotation );
1136
+
1137
+ const formA = manager.allocTransform();
1138
+ const formB = manager.allocTransform();
1139
+
1140
+ bodyA.body.getMotionState().getWorldTransform( formA );
1141
+ bodyB.body.getMotionState().getWorldTransform( formB );
1142
+
1143
+ const formInverseA = manager.inverseTransform( formA );
1144
+ const formInverseB = manager.inverseTransform( formB );
1145
+
1146
+ const formA2 = manager.multiplyTransforms( formInverseA, form );
1147
+ const formB2 = manager.multiplyTransforms( formInverseB, form );
1148
+
1149
+ const constraint = new Ammo.btGeneric6DofSpringConstraint( bodyA.body, bodyB.body, formA2, formB2, true );
1150
+
1151
+ const lll = manager.allocVector3();
1152
+ const lul = manager.allocVector3();
1153
+ const all = manager.allocVector3();
1154
+ const aul = manager.allocVector3();
1155
+
1156
+ lll.setValue( params.translationLimitation1[ 0 ],
1157
+ params.translationLimitation1[ 1 ],
1158
+ params.translationLimitation1[ 2 ] );
1159
+ lul.setValue( params.translationLimitation2[ 0 ],
1160
+ params.translationLimitation2[ 1 ],
1161
+ params.translationLimitation2[ 2 ] );
1162
+ all.setValue( params.rotationLimitation1[ 0 ],
1163
+ params.rotationLimitation1[ 1 ],
1164
+ params.rotationLimitation1[ 2 ] );
1165
+ aul.setValue( params.rotationLimitation2[ 0 ],
1166
+ params.rotationLimitation2[ 1 ],
1167
+ params.rotationLimitation2[ 2 ] );
1168
+
1169
+ constraint.setLinearLowerLimit( lll );
1170
+ constraint.setLinearUpperLimit( lul );
1171
+ constraint.setAngularLowerLimit( all );
1172
+ constraint.setAngularUpperLimit( aul );
1173
+
1174
+ for ( let i = 0; i < 3; i ++ ) {
1175
+
1176
+ if ( params.springPosition[ i ] !== 0 ) {
1177
+
1178
+ constraint.enableSpring( i, true );
1179
+ constraint.setStiffness( i, params.springPosition[ i ] );
1180
+
1181
+ }
1182
+
1183
+ }
1184
+
1185
+ for ( let i = 0; i < 3; i ++ ) {
1186
+
1187
+ if ( params.springRotation[ i ] !== 0 ) {
1188
+
1189
+ constraint.enableSpring( i + 3, true );
1190
+ constraint.setStiffness( i + 3, params.springRotation[ i ] );
1191
+
1192
+ }
1193
+
1194
+ }
1195
+
1196
+ /*
1197
+ * Currently(10/31/2016) official ammo.js doesn't support
1198
+ * btGeneric6DofSpringConstraint.setParam method.
1199
+ * You need custom ammo.js (add the method into idl) if you wanna use.
1200
+ * By setting this parameter, physics will be more like MMD's
1201
+ */
1202
+ if ( constraint.setParam !== undefined ) {
1203
+
1204
+ for ( let i = 0; i < 6; i ++ ) {
1205
+
1206
+ constraint.setParam( 2, 0.475, i );
1207
+
1208
+ }
1209
+
1210
+ }
1211
+
1212
+ this.world.addConstraint( constraint, true );
1213
+ this.constraint = constraint;
1214
+
1215
+ manager.freeTransform( form );
1216
+ manager.freeTransform( formA );
1217
+ manager.freeTransform( formB );
1218
+ manager.freeTransform( formInverseA );
1219
+ manager.freeTransform( formInverseB );
1220
+ manager.freeTransform( formA2 );
1221
+ manager.freeTransform( formB2 );
1222
+ manager.freeVector3( lll );
1223
+ manager.freeVector3( lul );
1224
+ manager.freeVector3( all );
1225
+ manager.freeVector3( aul );
1226
+
1227
+ }
1228
+
1229
+ }
1230
+
1231
+ //
1232
+
1233
+ const _position = new Vector3();
1234
+ const _quaternion = new Quaternion();
1235
+ const _scale = new Vector3();
1236
+ const _matrixWorldInv = new Matrix4();
1237
+
1238
+ class MMDPhysicsHelper extends Object3D {
1239
+
1240
+ /**
1241
+ * Visualize Rigid bodies
1242
+ *
1243
+ * @param {THREE.SkinnedMesh} mesh
1244
+ * @param {Physics} physics
1245
+ */
1246
+ constructor( mesh, physics ) {
1247
+
1248
+ super();
1249
+
1250
+ this.root = mesh;
1251
+ this.physics = physics;
1252
+
1253
+ this.matrix.copy( mesh.matrixWorld );
1254
+ this.matrixAutoUpdate = false;
1255
+
1256
+ this.materials = [];
1257
+
1258
+ this.materials.push(
1259
+ new MeshBasicMaterial( {
1260
+ color: new Color( 0xff8888 ),
1261
+ wireframe: true,
1262
+ depthTest: false,
1263
+ depthWrite: false,
1264
+ opacity: 0.25,
1265
+ transparent: true
1266
+ } )
1267
+ );
1268
+
1269
+ this.materials.push(
1270
+ new MeshBasicMaterial( {
1271
+ color: new Color( 0x88ff88 ),
1272
+ wireframe: true,
1273
+ depthTest: false,
1274
+ depthWrite: false,
1275
+ opacity: 0.25,
1276
+ transparent: true
1277
+ } )
1278
+ );
1279
+
1280
+ this.materials.push(
1281
+ new MeshBasicMaterial( {
1282
+ color: new Color( 0x8888ff ),
1283
+ wireframe: true,
1284
+ depthTest: false,
1285
+ depthWrite: false,
1286
+ opacity: 0.25,
1287
+ transparent: true
1288
+ } )
1289
+ );
1290
+
1291
+ this._init();
1292
+
1293
+ }
1294
+
1295
+
1296
+ /**
1297
+ * Frees the GPU-related resources allocated by this instance. Call this method whenever this instance is no longer used in your app.
1298
+ */
1299
+ dispose() {
1300
+
1301
+ const materials = this.materials;
1302
+ const children = this.children;
1303
+
1304
+ for ( let i = 0; i < materials.length; i ++ ) {
1305
+
1306
+ materials[ i ].dispose();
1307
+
1308
+ }
1309
+
1310
+ for ( let i = 0; i < children.length; i ++ ) {
1311
+
1312
+ const child = children[ i ];
1313
+
1314
+ if ( child.isMesh ) child.geometry.dispose();
1315
+
1316
+ }
1317
+
1318
+ }
1319
+
1320
+ /**
1321
+ * Updates Rigid Bodies visualization.
1322
+ */
1323
+ updateMatrixWorld( force ) {
1324
+
1325
+ var mesh = this.root;
1326
+
1327
+ if ( this.visible ) {
1328
+
1329
+ var bodies = this.physics.bodies;
1330
+
1331
+ _matrixWorldInv
1332
+ .copy( mesh.matrixWorld )
1333
+ .decompose( _position, _quaternion, _scale )
1334
+ .compose( _position, _quaternion, _scale.set( 1, 1, 1 ) )
1335
+ .invert();
1336
+
1337
+ for ( var i = 0, il = bodies.length; i < il; i ++ ) {
1338
+
1339
+ var body = bodies[ i ].body;
1340
+ var child = this.children[ i ];
1341
+
1342
+ var tr = body.getCenterOfMassTransform();
1343
+ var origin = tr.getOrigin();
1344
+ var rotation = tr.getRotation();
1345
+
1346
+ child.position
1347
+ .set( origin.x(), origin.y(), origin.z() )
1348
+ .applyMatrix4( _matrixWorldInv );
1349
+
1350
+ child.quaternion
1351
+ .setFromRotationMatrix( _matrixWorldInv )
1352
+ .multiply(
1353
+ _quaternion.set( rotation.x(), rotation.y(), rotation.z(), rotation.w() )
1354
+ );
1355
+
1356
+ }
1357
+
1358
+ }
1359
+
1360
+ this.matrix
1361
+ .copy( mesh.matrixWorld )
1362
+ .decompose( _position, _quaternion, _scale )
1363
+ .compose( _position, _quaternion, _scale.set( 1, 1, 1 ) );
1364
+
1365
+ super.updateMatrixWorld( force );
1366
+
1367
+ }
1368
+
1369
+ // private method
1370
+
1371
+ _init() {
1372
+
1373
+ var bodies = this.physics.bodies;
1374
+
1375
+ function createGeometry( param ) {
1376
+
1377
+ switch ( param.shapeType ) {
1378
+
1379
+ case 0:
1380
+ return new SphereGeometry( param.width, 16, 8 );
1381
+
1382
+ case 1:
1383
+ return new BoxGeometry( param.width * 2, param.height * 2, param.depth * 2, 8, 8, 8 );
1384
+
1385
+ case 2:
1386
+ return new CapsuleGeometry( param.width, param.height, 8, 16 );
1387
+
1388
+ default:
1389
+ return null;
1390
+
1391
+ }
1392
+
1393
+ }
1394
+
1395
+ for ( var i = 0, il = bodies.length; i < il; i ++ ) {
1396
+
1397
+ var param = bodies[ i ].params;
1398
+ this.add( new Mesh( createGeometry( param ), this.materials[ param.type ] ) );
1399
+
1400
+ }
1401
+
1402
+ }
1403
+
1404
+ }
1405
+
1406
+ export { MMDPhysics };