@needle-tools/three 0.154.2 → 0.160.2

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (957) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -84
  3. package/build/three.cjs +53679 -51654
  4. package/build/three.module.js +53263 -51253
  5. package/build/three.module.min.js +6 -6
  6. package/examples/fonts/LICENSE +13 -13
  7. package/examples/fonts/README.md +11 -11
  8. package/examples/fonts/droid/NOTICE +190 -190
  9. package/examples/fonts/droid/README.txt +18 -18
  10. package/examples/fonts/ttf/README.md +9 -9
  11. package/examples/jsm/Addons.js +294 -0
  12. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  13. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  14. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  15. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  16. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  17. package/examples/jsm/capabilities/WebGL.js +108 -91
  18. package/examples/jsm/capabilities/WebGPU.js +57 -53
  19. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  20. package/examples/jsm/controls/DragControls.js +221 -220
  21. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  22. package/examples/jsm/controls/FlyControls.js +326 -300
  23. package/examples/jsm/controls/MapControls.js +28 -28
  24. package/examples/jsm/controls/OrbitControls.js +1521 -1279
  25. package/examples/jsm/controls/PointerLockControls.js +162 -162
  26. package/examples/jsm/controls/TrackballControls.js +828 -828
  27. package/examples/jsm/controls/TransformControls.js +1573 -1557
  28. package/examples/jsm/csm/CSM.js +384 -384
  29. package/examples/jsm/csm/CSMFrustum.js +152 -152
  30. package/examples/jsm/csm/CSMHelper.js +193 -193
  31. package/examples/jsm/csm/CSMShader.js +295 -252
  32. package/examples/jsm/curves/CurveExtras.js +422 -422
  33. package/examples/jsm/curves/NURBSCurve.js +80 -80
  34. package/examples/jsm/curves/NURBSSurface.js +52 -52
  35. package/examples/jsm/curves/NURBSUtils.js +487 -487
  36. package/examples/jsm/effects/AnaglyphEffect.js +154 -154
  37. package/examples/jsm/effects/AsciiEffect.js +263 -263
  38. package/examples/jsm/effects/OutlineEffect.js +539 -539
  39. package/examples/jsm/effects/ParallaxBarrierEffect.js +119 -119
  40. package/examples/jsm/effects/PeppersGhostEffect.js +153 -153
  41. package/examples/jsm/effects/StereoEffect.js +55 -55
  42. package/examples/jsm/environments/DebugEnvironment.js +52 -52
  43. package/examples/jsm/environments/RoomEnvironment.js +148 -148
  44. package/examples/jsm/exporters/DRACOExporter.js +267 -267
  45. package/examples/jsm/exporters/EXRExporter.js +579 -501
  46. package/examples/jsm/exporters/GLTFExporter.js +3311 -3163
  47. package/examples/jsm/exporters/KTX2Exporter.js +292 -292
  48. package/examples/jsm/exporters/MMDExporter.js +217 -217
  49. package/examples/jsm/exporters/OBJExporter.js +284 -284
  50. package/examples/jsm/exporters/PLYExporter.js +528 -528
  51. package/examples/jsm/exporters/STLExporter.js +199 -199
  52. package/examples/jsm/exporters/USDZExporter.js +720 -710
  53. package/examples/jsm/geometries/BoxLineGeometry.js +69 -69
  54. package/examples/jsm/geometries/ConvexGeometry.js +53 -53
  55. package/examples/jsm/geometries/DecalGeometry.js +356 -356
  56. package/examples/jsm/geometries/InstancedPointsGeometry.js +174 -0
  57. package/examples/jsm/geometries/ParametricGeometries.js +254 -254
  58. package/examples/jsm/geometries/ParametricGeometry.js +139 -139
  59. package/examples/jsm/geometries/RoundedBoxGeometry.js +155 -155
  60. package/examples/jsm/geometries/SDFGeometryGenerator.js +144 -0
  61. package/examples/jsm/geometries/TeapotGeometry.js +704 -704
  62. package/examples/jsm/geometries/TextGeometry.js +57 -57
  63. package/examples/jsm/helpers/LightProbeHelper.js +130 -130
  64. package/examples/jsm/helpers/OctreeHelper.js +73 -73
  65. package/examples/jsm/helpers/PositionalAudioHelper.js +109 -109
  66. package/examples/jsm/helpers/RectAreaLightHelper.js +85 -85
  67. package/examples/jsm/helpers/TextureHelper.js +237 -0
  68. package/examples/jsm/helpers/VertexNormalsHelper.js +96 -96
  69. package/examples/jsm/helpers/VertexTangentsHelper.js +88 -88
  70. package/examples/jsm/helpers/ViewHelper.js +333 -333
  71. package/examples/jsm/interactive/HTMLMesh.js +572 -565
  72. package/examples/jsm/interactive/InteractiveGroup.js +116 -116
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -97
  75. package/examples/jsm/libs/ammo.wasm.js +822 -822
  76. package/examples/jsm/libs/basis/README.md +46 -46
  77. package/examples/jsm/libs/basis/basis_transcoder.js +21 -21
  78. package/examples/jsm/libs/chevrotain.module.min.js +141 -141
  79. package/examples/jsm/libs/draco/README.md +32 -32
  80. package/examples/jsm/libs/draco/draco_decoder.js +34 -34
  81. package/examples/jsm/libs/draco/draco_encoder.js +33 -33
  82. package/examples/jsm/libs/draco/draco_wasm_wrapper.js +117 -117
  83. package/examples/jsm/libs/draco/gltf/draco_decoder.js +33 -33
  84. package/examples/jsm/libs/draco/gltf/draco_encoder.js +33 -33
  85. package/examples/jsm/libs/draco/gltf/draco_wasm_wrapper.js +116 -116
  86. package/examples/jsm/libs/ecsy.module.js +1792 -1792
  87. package/examples/jsm/libs/fflate.module.js +2474 -2474
  88. package/examples/jsm/libs/ktx-parse.module.js +1 -1
  89. package/examples/jsm/libs/lil-gui.module.min.js +8 -8
  90. package/examples/jsm/libs/lottie_canvas.module.js +14849 -14844
  91. package/examples/jsm/libs/meshopt_decoder.module.js +178 -178
  92. package/examples/jsm/libs/mikktspace.module.js +128 -128
  93. package/examples/jsm/libs/mmdparser.module.js +11530 -11530
  94. package/examples/jsm/libs/motion-controllers.module.js +397 -397
  95. package/examples/jsm/libs/opentype.module.js +14506 -14568
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +8743 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +8748 -15
  99. package/examples/jsm/libs/rhino3dm/rhino3dm.wasm +0 -0
  100. package/examples/jsm/libs/stats.module.js +167 -167
  101. package/examples/jsm/libs/surfaceNet.js +201 -0
  102. package/examples/jsm/libs/tween.module.js +858 -803
  103. package/examples/jsm/libs/utif.module.js +1664 -1578
  104. package/examples/jsm/libs/zstddec.module.js +1 -1
  105. package/examples/jsm/lights/IESSpotLight.js +25 -25
  106. package/examples/jsm/lights/LightProbeGenerator.js +286 -252
  107. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  108. package/examples/jsm/lines/Line2.js +19 -19
  109. package/examples/jsm/lines/LineGeometry.js +79 -79
  110. package/examples/jsm/lines/LineMaterial.js +619 -702
  111. package/examples/jsm/lines/LineSegments2.js +361 -361
  112. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  113. package/examples/jsm/lines/Wireframe.js +56 -56
  114. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  115. package/examples/jsm/loaders/3DMLoader.js +1772 -1497
  116. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  117. package/examples/jsm/loaders/AMFLoader.js +521 -521
  118. package/examples/jsm/loaders/BVHLoader.js +437 -437
  119. package/examples/jsm/loaders/ColladaLoader.js +4116 -4122
  120. package/examples/jsm/loaders/DDSLoader.js +318 -274
  121. package/examples/jsm/loaders/DRACOLoader.js +613 -612
  122. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  123. package/examples/jsm/loaders/FBXLoader.js +4314 -4142
  124. package/examples/jsm/loaders/FontLoader.js +183 -183
  125. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  126. package/examples/jsm/loaders/GLTFLoader.js +4666 -4579
  127. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +719 -683
  128. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  129. package/examples/jsm/loaders/IESLoader.js +337 -337
  130. package/examples/jsm/loaders/KMZLoader.js +130 -130
  131. package/examples/jsm/loaders/KTX2Loader.js +932 -868
  132. package/examples/jsm/loaders/KTXLoader.js +176 -176
  133. package/examples/jsm/loaders/LDrawLoader.js +2470 -2464
  134. package/examples/jsm/loaders/LUT3dlLoader.js +183 -151
  135. package/examples/jsm/loaders/LUTCubeLoader.js +167 -153
  136. package/examples/jsm/loaders/LUTImageLoader.js +163 -0
  137. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  138. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  139. package/examples/jsm/loaders/LottieLoader.js +77 -77
  140. package/examples/jsm/loaders/MD2Loader.js +399 -399
  141. package/examples/jsm/loaders/MDDLoader.js +102 -102
  142. package/examples/jsm/loaders/MMDLoader.js +2276 -2273
  143. package/examples/jsm/loaders/MTLLoader.js +567 -567
  144. package/examples/jsm/loaders/MaterialXLoader.js +852 -734
  145. package/examples/jsm/loaders/NRRDLoader.js +686 -699
  146. package/examples/jsm/loaders/OBJLoader.js +905 -905
  147. package/examples/jsm/loaders/PCDLoader.js +467 -467
  148. package/examples/jsm/loaders/PDBLoader.js +232 -232
  149. package/examples/jsm/loaders/PLYLoader.js +771 -771
  150. package/examples/jsm/loaders/PVRLoader.js +251 -251
  151. package/examples/jsm/loaders/RGBELoader.js +450 -468
  152. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  153. package/examples/jsm/loaders/STLLoader.js +410 -403
  154. package/examples/jsm/loaders/SVGLoader.js +3173 -3172
  155. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  156. package/examples/jsm/loaders/TGALoader.js +517 -517
  157. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  158. package/examples/jsm/loaders/TTFLoader.js +214 -214
  159. package/examples/jsm/loaders/TiltLoader.js +520 -520
  160. package/examples/jsm/loaders/USDZLoader.js +822 -633
  161. package/examples/jsm/loaders/VOXLoader.js +311 -311
  162. package/examples/jsm/loaders/VRMLLoader.js +3533 -3533
  163. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  164. package/examples/jsm/loaders/XYZLoader.js +106 -106
  165. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1218
  166. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  167. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  168. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -420
  169. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -0
  170. package/examples/jsm/math/Capsule.js +82 -137
  171. package/examples/jsm/math/ColorConverter.js +36 -36
  172. package/examples/jsm/math/ConvexHull.js +1271 -1271
  173. package/examples/jsm/math/ImprovedNoise.js +71 -71
  174. package/examples/jsm/math/Lut.js +204 -204
  175. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  176. package/examples/jsm/math/OBB.js +423 -423
  177. package/examples/jsm/math/Octree.js +540 -462
  178. package/examples/jsm/math/SimplexNoise.js +444 -444
  179. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  180. package/examples/jsm/misc/GPUComputationRenderer.js +446 -455
  181. package/examples/jsm/misc/Gyroscope.js +66 -66
  182. package/examples/jsm/misc/MD2Character.js +276 -276
  183. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  184. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  185. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  186. package/examples/jsm/misc/ProgressiveLightMap.js +323 -323
  187. package/examples/jsm/misc/RollerCoaster.js +566 -566
  188. package/examples/jsm/misc/Timer.js +119 -0
  189. package/examples/jsm/misc/TubePainter.js +202 -205
  190. package/examples/jsm/misc/Volume.js +473 -475
  191. package/examples/jsm/misc/VolumeSlice.js +229 -229
  192. package/examples/jsm/modifiers/CurveModifier.js +344 -326
  193. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  194. package/examples/jsm/modifiers/SimplifyModifier.js +617 -525
  195. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  196. package/examples/jsm/nodes/Nodes.js +189 -172
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -99
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +120 -98
  201. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -101
  202. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  203. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -0
  204. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -277
  205. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +51 -39
  206. package/examples/jsm/nodes/accessors/ModelNode.js +33 -34
  207. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -29
  208. package/examples/jsm/nodes/accessors/MorphNode.js +245 -70
  209. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  210. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  211. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  212. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  213. package/examples/jsm/nodes/accessors/ReferenceNode.js +102 -72
  214. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  215. package/examples/jsm/nodes/accessors/SceneNode.js +52 -46
  216. package/examples/jsm/nodes/accessors/SkinningNode.js +103 -93
  217. package/examples/jsm/nodes/accessors/StorageBufferNode.js +54 -27
  218. package/examples/jsm/nodes/accessors/TangentNode.js +103 -103
  219. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  220. package/examples/jsm/nodes/accessors/TextureNode.js +367 -230
  221. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  222. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -0
  223. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  224. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  225. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -0
  226. package/examples/jsm/nodes/code/CodeNode.js +78 -78
  227. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  228. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  229. package/examples/jsm/nodes/code/FunctionNode.js +138 -127
  230. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  231. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  232. package/examples/jsm/nodes/core/ArrayUniformNode.js +26 -26
  233. package/examples/jsm/nodes/core/AssignNode.js +72 -0
  234. package/examples/jsm/nodes/core/AttributeNode.js +108 -102
  235. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  236. package/examples/jsm/nodes/core/CacheNode.js +49 -46
  237. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  238. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  239. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  240. package/examples/jsm/nodes/core/InputNode.js +83 -83
  241. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  242. package/examples/jsm/nodes/core/Node.js +483 -445
  243. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  244. package/examples/jsm/nodes/core/NodeBuilder.js +1267 -1016
  245. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  246. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  247. package/examples/jsm/nodes/core/NodeFrame.js +135 -110
  248. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  249. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  250. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  251. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  252. package/examples/jsm/nodes/core/NodeUniform.js +40 -28
  253. package/examples/jsm/nodes/core/NodeUtils.js +210 -212
  254. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  255. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  256. package/examples/jsm/nodes/core/OutputStructNode.js +62 -0
  257. package/examples/jsm/nodes/core/ParameterNode.js +33 -0
  258. package/examples/jsm/nodes/core/PropertyNode.js +72 -57
  259. package/examples/jsm/nodes/core/StackNode.js +89 -99
  260. package/examples/jsm/nodes/core/StructTypeNode.js +24 -0
  261. package/examples/jsm/nodes/core/TempNode.js +58 -58
  262. package/examples/jsm/nodes/core/UniformGroup.js +13 -0
  263. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -0
  264. package/examples/jsm/nodes/core/UniformNode.js +80 -61
  265. package/examples/jsm/nodes/core/VarNode.js +60 -87
  266. package/examples/jsm/nodes/core/VaryingNode.js +65 -69
  267. package/examples/jsm/nodes/core/constants.js +27 -27
  268. package/examples/jsm/nodes/display/AfterImageNode.js +134 -0
  269. package/examples/jsm/nodes/display/BlendModeNode.js +99 -99
  270. package/examples/jsm/nodes/display/BumpMapNode.js +99 -0
  271. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +96 -100
  272. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  273. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  274. package/examples/jsm/nodes/display/GaussianBlurNode.js +177 -0
  275. package/examples/jsm/nodes/display/NormalMapNode.js +108 -106
  276. package/examples/jsm/nodes/display/PassNode.js +182 -0
  277. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  278. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -141
  279. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -69
  280. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -34
  281. package/examples/jsm/nodes/display/ViewportNode.js +134 -115
  282. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  284. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  285. package/examples/jsm/nodes/fog/FogNode.js +38 -37
  286. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  287. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -32
  288. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -43
  290. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -29
  291. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -18
  292. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  293. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  294. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -0
  295. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -20
  296. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -28
  297. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -204
  298. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  299. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  300. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  301. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -72
  302. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  303. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  304. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +238 -146
  305. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -43
  306. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  307. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  308. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  309. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  310. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  311. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -99
  312. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  313. package/examples/jsm/nodes/lighting/LightsNode.js +188 -128
  314. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -71
  315. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -92
  316. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  317. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  318. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  319. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -0
  320. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -0
  321. package/examples/jsm/nodes/materials/LineBasicNodeMaterial.js +28 -28
  322. package/examples/jsm/nodes/materials/LineDashedNodeMaterial.js +54 -0
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  329. package/examples/jsm/nodes/materials/MeshSSSNodeMaterial.js +84 -0
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  347. package/examples/jsm/nodes/shadernode/ShaderNode.js +625 -420
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  471. package/examples/jsm/renderers/{webgl → webgl-legacy}/nodes/WebGLNodeBuilder.js +794 -764
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@@ -1,1406 +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 };
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 };