@needle-tools/three 0.162.2 → 0.162.3

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 (955) hide show
  1. package/LICENSE +21 -21
  2. package/README.md +86 -86
  3. package/build/three.cjs +53266 -53266
  4. package/build/three.module.js +53266 -53266
  5. package/examples/fonts/LICENSE +13 -13
  6. package/examples/fonts/README.md +11 -11
  7. package/examples/fonts/droid/NOTICE +190 -190
  8. package/examples/fonts/droid/README.txt +18 -18
  9. package/examples/fonts/ttf/README.md +9 -9
  10. package/examples/jsm/Addons.js +295 -295
  11. package/examples/jsm/animation/AnimationClipCreator.js +116 -116
  12. package/examples/jsm/animation/CCDIKSolver.js +482 -482
  13. package/examples/jsm/animation/MMDAnimationHelper.js +1207 -1207
  14. package/examples/jsm/animation/MMDPhysics.js +1406 -1406
  15. package/examples/jsm/cameras/CinematicCamera.js +208 -208
  16. package/examples/jsm/capabilities/WebGL.js +108 -108
  17. package/examples/jsm/capabilities/WebGPU.js +57 -57
  18. package/examples/jsm/controls/ArcballControls.js +3224 -3224
  19. package/examples/jsm/controls/DragControls.js +282 -282
  20. package/examples/jsm/controls/FirstPersonControls.js +325 -325
  21. package/examples/jsm/controls/FlyControls.js +326 -326
  22. package/examples/jsm/controls/MapControls.js +28 -28
  23. package/examples/jsm/controls/OrbitControls.js +1548 -1548
  24. package/examples/jsm/controls/PointerLockControls.js +162 -162
  25. package/examples/jsm/controls/TrackballControls.js +828 -828
  26. package/examples/jsm/controls/TransformControls.js +1573 -1573
  27. package/examples/jsm/csm/CSM.js +384 -384
  28. package/examples/jsm/csm/CSMFrustum.js +152 -152
  29. package/examples/jsm/csm/CSMHelper.js +193 -193
  30. package/examples/jsm/csm/CSMShader.js +295 -295
  31. package/examples/jsm/curves/CurveExtras.js +422 -422
  32. package/examples/jsm/curves/NURBSCurve.js +80 -80
  33. package/examples/jsm/curves/NURBSSurface.js +52 -52
  34. package/examples/jsm/curves/NURBSUtils.js +542 -542
  35. package/examples/jsm/curves/NURBSVolume.js +62 -62
  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 -579
  46. package/examples/jsm/exporters/GLTFExporter.js +3322 -3321
  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 -720
  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 -174
  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 -144
  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 -237
  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 -572
  72. package/examples/jsm/interactive/InteractiveGroup.js +106 -106
  73. package/examples/jsm/interactive/SelectionBox.js +227 -227
  74. package/examples/jsm/interactive/SelectionHelper.js +104 -104
  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 -14849
  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 -14506
  96. package/examples/jsm/libs/potpack.module.js +124 -124
  97. package/examples/jsm/libs/rhino3dm/rhino3dm.js +21 -21
  98. package/examples/jsm/libs/rhino3dm/rhino3dm.module.js +15 -15
  99. package/examples/jsm/libs/stats.module.js +167 -167
  100. package/examples/jsm/libs/surfaceNet.js +200 -200
  101. package/examples/jsm/libs/tween.module.js +876 -876
  102. package/examples/jsm/libs/utif.module.js +1664 -1664
  103. package/examples/jsm/libs/zstddec.module.js +1 -1
  104. package/examples/jsm/lights/IESSpotLight.js +25 -25
  105. package/examples/jsm/lights/LightProbeGenerator.js +286 -286
  106. package/examples/jsm/lights/RectAreaLightUniformsLib.js +79 -79
  107. package/examples/jsm/lines/Line2.js +19 -19
  108. package/examples/jsm/lines/LineGeometry.js +79 -79
  109. package/examples/jsm/lines/LineMaterial.js +619 -619
  110. package/examples/jsm/lines/LineSegments2.js +361 -361
  111. package/examples/jsm/lines/LineSegmentsGeometry.js +241 -241
  112. package/examples/jsm/lines/Wireframe.js +56 -56
  113. package/examples/jsm/lines/WireframeGeometry2.js +24 -24
  114. package/examples/jsm/loaders/3DMLoader.js +1764 -1764
  115. package/examples/jsm/loaders/3MFLoader.js +1478 -1478
  116. package/examples/jsm/loaders/AMFLoader.js +521 -521
  117. package/examples/jsm/loaders/BVHLoader.js +437 -437
  118. package/examples/jsm/loaders/ColladaLoader.js +4116 -4116
  119. package/examples/jsm/loaders/DDSLoader.js +318 -318
  120. package/examples/jsm/loaders/DRACOLoader.js +613 -613
  121. package/examples/jsm/loaders/EXRLoader.js +2309 -2309
  122. package/examples/jsm/loaders/FBXLoader.js +4314 -4314
  123. package/examples/jsm/loaders/FontLoader.js +183 -183
  124. package/examples/jsm/loaders/GCodeLoader.js +261 -261
  125. package/examples/jsm/loaders/GLTFLoader.js +4666 -4666
  126. package/examples/jsm/loaders/GLTFLoaderAnimationPointer.js +729 -729
  127. package/examples/jsm/loaders/HDRCubeTextureLoader.js +115 -115
  128. package/examples/jsm/loaders/IESLoader.js +337 -337
  129. package/examples/jsm/loaders/KMZLoader.js +130 -130
  130. package/examples/jsm/loaders/KTX2Loader.js +932 -932
  131. package/examples/jsm/loaders/KTXLoader.js +176 -176
  132. package/examples/jsm/loaders/LDrawLoader.js +2470 -2470
  133. package/examples/jsm/loaders/LUT3dlLoader.js +183 -183
  134. package/examples/jsm/loaders/LUTCubeLoader.js +167 -167
  135. package/examples/jsm/loaders/LUTImageLoader.js +163 -163
  136. package/examples/jsm/loaders/LWOLoader.js +1052 -1052
  137. package/examples/jsm/loaders/LogLuvLoader.js +606 -606
  138. package/examples/jsm/loaders/LottieLoader.js +77 -77
  139. package/examples/jsm/loaders/MD2Loader.js +399 -399
  140. package/examples/jsm/loaders/MDDLoader.js +102 -102
  141. package/examples/jsm/loaders/MMDLoader.js +2276 -2276
  142. package/examples/jsm/loaders/MTLLoader.js +567 -567
  143. package/examples/jsm/loaders/MaterialXLoader.js +852 -852
  144. package/examples/jsm/loaders/NRRDLoader.js +686 -686
  145. package/examples/jsm/loaders/OBJLoader.js +905 -905
  146. package/examples/jsm/loaders/PCDLoader.js +467 -467
  147. package/examples/jsm/loaders/PDBLoader.js +232 -232
  148. package/examples/jsm/loaders/PLYLoader.js +771 -771
  149. package/examples/jsm/loaders/PVRLoader.js +251 -251
  150. package/examples/jsm/loaders/RGBELoader.js +450 -450
  151. package/examples/jsm/loaders/RGBMLoader.js +1065 -1065
  152. package/examples/jsm/loaders/STLLoader.js +410 -410
  153. package/examples/jsm/loaders/SVGLoader.js +3173 -3173
  154. package/examples/jsm/loaders/TDSLoader.js +1124 -1124
  155. package/examples/jsm/loaders/TGALoader.js +517 -517
  156. package/examples/jsm/loaders/TIFFLoader.js +36 -36
  157. package/examples/jsm/loaders/TTFLoader.js +214 -214
  158. package/examples/jsm/loaders/TiltLoader.js +520 -520
  159. package/examples/jsm/loaders/USDZLoader.js +822 -822
  160. package/examples/jsm/loaders/VOXLoader.js +318 -318
  161. package/examples/jsm/loaders/VRMLLoader.js +3537 -3537
  162. package/examples/jsm/loaders/VTKLoader.js +1163 -1163
  163. package/examples/jsm/loaders/XYZLoader.js +106 -106
  164. package/examples/jsm/loaders/lwo/IFFParser.js +1214 -1214
  165. package/examples/jsm/loaders/lwo/LWO2Parser.js +414 -414
  166. package/examples/jsm/loaders/lwo/LWO3Parser.js +373 -373
  167. package/examples/jsm/materials/MeshGouraudMaterial.js +426 -426
  168. package/examples/jsm/materials/MeshPostProcessingMaterial.js +144 -144
  169. package/examples/jsm/math/Capsule.js +82 -82
  170. package/examples/jsm/math/ColorConverter.js +36 -36
  171. package/examples/jsm/math/ConvexHull.js +1271 -1271
  172. package/examples/jsm/math/ImprovedNoise.js +71 -71
  173. package/examples/jsm/math/Lut.js +204 -204
  174. package/examples/jsm/math/MeshSurfaceSampler.js +250 -250
  175. package/examples/jsm/math/OBB.js +423 -423
  176. package/examples/jsm/math/Octree.js +540 -540
  177. package/examples/jsm/math/SimplexNoise.js +444 -444
  178. package/examples/jsm/misc/ConvexObjectBreaker.js +519 -519
  179. package/examples/jsm/misc/GPUComputationRenderer.js +446 -446
  180. package/examples/jsm/misc/Gyroscope.js +66 -66
  181. package/examples/jsm/misc/MD2Character.js +276 -276
  182. package/examples/jsm/misc/MD2CharacterComplex.js +576 -576
  183. package/examples/jsm/misc/MorphAnimMesh.js +75 -75
  184. package/examples/jsm/misc/MorphBlendMesh.js +322 -322
  185. package/examples/jsm/misc/ProgressiveLightMap.js +324 -324
  186. package/examples/jsm/misc/RollerCoaster.js +566 -566
  187. package/examples/jsm/misc/Timer.js +128 -128
  188. package/examples/jsm/misc/TubePainter.js +202 -202
  189. package/examples/jsm/misc/Volume.js +473 -473
  190. package/examples/jsm/misc/VolumeSlice.js +229 -229
  191. package/examples/jsm/modifiers/CurveModifier.js +344 -344
  192. package/examples/jsm/modifiers/EdgeSplitModifier.js +279 -279
  193. package/examples/jsm/modifiers/SimplifyModifier.js +617 -617
  194. package/examples/jsm/modifiers/TessellateModifier.js +307 -307
  195. package/examples/jsm/nodes/Nodes.js +195 -195
  196. package/examples/jsm/nodes/accessors/AccessorsUtils.js +10 -10
  197. package/examples/jsm/nodes/accessors/BitangentNode.js +89 -89
  198. package/examples/jsm/nodes/accessors/BufferAttributeNode.js +127 -127
  199. package/examples/jsm/nodes/accessors/BufferNode.js +30 -30
  200. package/examples/jsm/nodes/accessors/CameraNode.js +119 -119
  201. package/examples/jsm/nodes/accessors/ClippingNode.js +144 -144
  202. package/examples/jsm/nodes/accessors/CubeTextureNode.js +61 -61
  203. package/examples/jsm/nodes/accessors/InstanceNode.js +71 -71
  204. package/examples/jsm/nodes/accessors/InstancedPointsMaterialNode.js +21 -21
  205. package/examples/jsm/nodes/accessors/MaterialNode.js +314 -314
  206. package/examples/jsm/nodes/accessors/MaterialReferenceNode.js +41 -41
  207. package/examples/jsm/nodes/accessors/ModelNode.js +33 -33
  208. package/examples/jsm/nodes/accessors/ModelViewProjectionNode.js +39 -39
  209. package/examples/jsm/nodes/accessors/MorphNode.js +245 -245
  210. package/examples/jsm/nodes/accessors/NormalNode.js +96 -96
  211. package/examples/jsm/nodes/accessors/Object3DNode.js +150 -150
  212. package/examples/jsm/nodes/accessors/PointUVNode.js +26 -26
  213. package/examples/jsm/nodes/accessors/PositionNode.js +104 -104
  214. package/examples/jsm/nodes/accessors/ReferenceNode.js +160 -160
  215. package/examples/jsm/nodes/accessors/ReflectVectorNode.js +35 -35
  216. package/examples/jsm/nodes/accessors/SceneNode.js +52 -52
  217. package/examples/jsm/nodes/accessors/SkinningNode.js +124 -124
  218. package/examples/jsm/nodes/accessors/StorageBufferNode.js +72 -72
  219. package/examples/jsm/nodes/accessors/TangentNode.js +109 -109
  220. package/examples/jsm/nodes/accessors/TextureBicubicNode.js +94 -94
  221. package/examples/jsm/nodes/accessors/TextureNode.js +367 -367
  222. package/examples/jsm/nodes/accessors/TextureSizeNode.js +35 -35
  223. package/examples/jsm/nodes/accessors/TextureStoreNode.js +82 -82
  224. package/examples/jsm/nodes/accessors/UVNode.js +47 -47
  225. package/examples/jsm/nodes/accessors/UniformsNode.js +140 -140
  226. package/examples/jsm/nodes/accessors/UserDataNode.js +29 -29
  227. package/examples/jsm/nodes/accessors/VertexColorNode.js +70 -70
  228. package/examples/jsm/nodes/code/CodeNode.js +84 -84
  229. package/examples/jsm/nodes/code/ExpressionNode.js +37 -37
  230. package/examples/jsm/nodes/code/FunctionCallNode.js +96 -96
  231. package/examples/jsm/nodes/code/FunctionNode.js +138 -138
  232. package/examples/jsm/nodes/code/ScriptableNode.js +488 -488
  233. package/examples/jsm/nodes/code/ScriptableValueNode.js +167 -167
  234. package/examples/jsm/nodes/core/AssignNode.js +128 -128
  235. package/examples/jsm/nodes/core/AttributeNode.js +108 -108
  236. package/examples/jsm/nodes/core/BypassNode.js +45 -45
  237. package/examples/jsm/nodes/core/CacheNode.js +49 -49
  238. package/examples/jsm/nodes/core/ConstNode.js +32 -32
  239. package/examples/jsm/nodes/core/ContextNode.js +61 -61
  240. package/examples/jsm/nodes/core/IndexNode.js +66 -66
  241. package/examples/jsm/nodes/core/InputNode.js +83 -83
  242. package/examples/jsm/nodes/core/LightingModel.js +17 -17
  243. package/examples/jsm/nodes/core/Node.js +493 -493
  244. package/examples/jsm/nodes/core/NodeAttribute.js +15 -15
  245. package/examples/jsm/nodes/core/NodeBuilder.js +1250 -1250
  246. package/examples/jsm/nodes/core/NodeCache.js +26 -26
  247. package/examples/jsm/nodes/core/NodeCode.js +15 -15
  248. package/examples/jsm/nodes/core/NodeFrame.js +143 -143
  249. package/examples/jsm/nodes/core/NodeFunction.js +22 -22
  250. package/examples/jsm/nodes/core/NodeFunctionInput.js +17 -17
  251. package/examples/jsm/nodes/core/NodeKeywords.js +80 -80
  252. package/examples/jsm/nodes/core/NodeParser.js +11 -11
  253. package/examples/jsm/nodes/core/NodeUniform.js +40 -40
  254. package/examples/jsm/nodes/core/NodeUtils.js +210 -210
  255. package/examples/jsm/nodes/core/NodeVar.js +14 -14
  256. package/examples/jsm/nodes/core/NodeVarying.js +17 -17
  257. package/examples/jsm/nodes/core/OutputStructNode.js +62 -62
  258. package/examples/jsm/nodes/core/ParameterNode.js +33 -33
  259. package/examples/jsm/nodes/core/PropertyNode.js +72 -72
  260. package/examples/jsm/nodes/core/StackNode.js +89 -89
  261. package/examples/jsm/nodes/core/StructTypeNode.js +24 -24
  262. package/examples/jsm/nodes/core/TempNode.js +58 -58
  263. package/examples/jsm/nodes/core/UniformGroup.js +13 -13
  264. package/examples/jsm/nodes/core/UniformGroupNode.js +36 -36
  265. package/examples/jsm/nodes/core/UniformNode.js +80 -80
  266. package/examples/jsm/nodes/core/VarNode.js +60 -60
  267. package/examples/jsm/nodes/core/VaryingNode.js +65 -65
  268. package/examples/jsm/nodes/core/constants.js +28 -28
  269. package/examples/jsm/nodes/display/AfterImageNode.js +148 -148
  270. package/examples/jsm/nodes/display/AnamorphicNode.js +148 -148
  271. package/examples/jsm/nodes/display/BlendModeNode.js +128 -128
  272. package/examples/jsm/nodes/display/BumpMapNode.js +99 -99
  273. package/examples/jsm/nodes/display/ColorAdjustmentNode.js +99 -99
  274. package/examples/jsm/nodes/display/ColorSpaceNode.js +108 -108
  275. package/examples/jsm/nodes/display/FrontFacingNode.js +27 -27
  276. package/examples/jsm/nodes/display/GaussianBlurNode.js +190 -190
  277. package/examples/jsm/nodes/display/NormalMapNode.js +106 -106
  278. package/examples/jsm/nodes/display/PassNode.js +183 -183
  279. package/examples/jsm/nodes/display/PosterizeNode.js +32 -32
  280. package/examples/jsm/nodes/display/ToneMappingNode.js +184 -184
  281. package/examples/jsm/nodes/display/ViewportDepthNode.js +97 -97
  282. package/examples/jsm/nodes/display/ViewportDepthTextureNode.js +31 -31
  283. package/examples/jsm/nodes/display/ViewportNode.js +134 -134
  284. package/examples/jsm/nodes/display/ViewportSharedTextureNode.js +31 -31
  285. package/examples/jsm/nodes/display/ViewportTextureNode.js +75 -75
  286. package/examples/jsm/nodes/fog/FogExp2Node.js +35 -35
  287. package/examples/jsm/nodes/fog/FogNode.js +38 -38
  288. package/examples/jsm/nodes/fog/FogRangeNode.js +34 -34
  289. package/examples/jsm/nodes/functions/BSDF/BRDF_GGX.js +40 -40
  290. package/examples/jsm/nodes/functions/BSDF/BRDF_Lambert.js +9 -9
  291. package/examples/jsm/nodes/functions/BSDF/BRDF_Sheen.js +57 -57
  292. package/examples/jsm/nodes/functions/BSDF/DFGApprox.js +30 -30
  293. package/examples/jsm/nodes/functions/BSDF/D_GGX.js +23 -23
  294. package/examples/jsm/nodes/functions/BSDF/EnvironmentBRDF.js +13 -13
  295. package/examples/jsm/nodes/functions/BSDF/F_Schlick.js +16 -16
  296. package/examples/jsm/nodes/functions/BSDF/Schlick_to_F0.js +21 -21
  297. package/examples/jsm/nodes/functions/BSDF/V_GGX_SmithCorrelated.js +28 -28
  298. package/examples/jsm/nodes/functions/PhongLightingModel.js +67 -67
  299. package/examples/jsm/nodes/functions/PhysicalLightingModel.js +393 -393
  300. package/examples/jsm/nodes/functions/material/getGeometryRoughness.js +13 -13
  301. package/examples/jsm/nodes/functions/material/getRoughness.js +18 -18
  302. package/examples/jsm/nodes/geometry/RangeNode.js +104 -104
  303. package/examples/jsm/nodes/gpgpu/ComputeNode.js +85 -85
  304. package/examples/jsm/nodes/lighting/AONode.js +27 -27
  305. package/examples/jsm/nodes/lighting/AmbientLightNode.js +27 -27
  306. package/examples/jsm/nodes/lighting/AnalyticLightNode.js +241 -241
  307. package/examples/jsm/nodes/lighting/DirectionalLightNode.js +40 -40
  308. package/examples/jsm/nodes/lighting/EnvironmentNode.js +181 -181
  309. package/examples/jsm/nodes/lighting/HemisphereLightNode.js +55 -55
  310. package/examples/jsm/nodes/lighting/IESSpotLightNode.js +39 -39
  311. package/examples/jsm/nodes/lighting/LightNode.js +57 -57
  312. package/examples/jsm/nodes/lighting/LightUtils.js +17 -17
  313. package/examples/jsm/nodes/lighting/LightingContextNode.js +66 -66
  314. package/examples/jsm/nodes/lighting/LightingNode.js +21 -21
  315. package/examples/jsm/nodes/lighting/LightsNode.js +188 -188
  316. package/examples/jsm/nodes/lighting/PointLightNode.js +68 -68
  317. package/examples/jsm/nodes/lighting/SpotLightNode.js +89 -89
  318. package/examples/jsm/nodes/loaders/NodeLoader.js +108 -108
  319. package/examples/jsm/nodes/loaders/NodeMaterialLoader.js +59 -59
  320. package/examples/jsm/nodes/loaders/NodeObjectLoader.js +70 -70
  321. package/examples/jsm/nodes/materials/InstancedPointsNodeMaterial.js +162 -162
  322. package/examples/jsm/nodes/materials/Line2NodeMaterial.js +436 -436
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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 };