three-stdlib 2.22.5 → 2.22.7

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Files changed (1091) hide show
  1. package/LICENSE +1 -1
  2. package/README.md +0 -2
  3. package/package.json +34 -14
  4. package/BufferGeometryUtils-903f7ecb.js +0 -1
  5. package/BufferGeometryUtils-f2288d1c.js +0 -740
  6. package/Nodes-2106b101.js +0 -352
  7. package/Nodes-8947ba9a.js +0 -1
  8. package/_polyfill/CompressedArrayTexture.cjs.js +0 -1
  9. package/_polyfill/CompressedArrayTexture.js +0 -13
  10. package/_polyfill/Data3DTexture.cjs.js +0 -1
  11. package/_polyfill/Data3DTexture.js +0 -23
  12. package/animation/AnimationClipCreator.cjs.js +0 -1
  13. package/animation/AnimationClipCreator.d.ts +0 -12
  14. package/animation/AnimationClipCreator.js +0 -77
  15. package/animation/CCDIKSolver.cjs.js +0 -1
  16. package/animation/CCDIKSolver.d.ts +0 -25
  17. package/animation/CCDIKSolver.js +0 -304
  18. package/animation/MMDAnimationHelper.cjs.js +0 -1
  19. package/animation/MMDAnimationHelper.d.ts +0 -103
  20. package/animation/MMDAnimationHelper.js +0 -705
  21. package/animation/MMDPhysics.cjs.js +0 -1
  22. package/animation/MMDPhysics.d.ts +0 -119
  23. package/animation/MMDPhysics.js +0 -976
  24. package/cameras/CinematicCamera.cjs.js +0 -1
  25. package/cameras/CinematicCamera.d.ts +0 -41
  26. package/cameras/CinematicCamera.js +0 -139
  27. package/controls/ArcballControls.cjs.js +0 -1
  28. package/controls/ArcballControls.d.ts +0 -161
  29. package/controls/ArcballControls.js +0 -2642
  30. package/controls/DeviceOrientationControls.cjs.js +0 -1
  31. package/controls/DeviceOrientationControls.d.ts +0 -24
  32. package/controls/DeviceOrientationControls.js +0 -119
  33. package/controls/DragControls.cjs.js +0 -1
  34. package/controls/DragControls.d.ts +0 -34
  35. package/controls/DragControls.js +0 -274
  36. package/controls/FirstPersonControls.cjs.js +0 -1
  37. package/controls/FirstPersonControls.d.ts +0 -48
  38. package/controls/FirstPersonControls.js +0 -290
  39. package/controls/FlyControls.cjs.js +0 -1
  40. package/controls/FlyControls.d.ts +0 -32
  41. package/controls/FlyControls.js +0 -309
  42. package/controls/OrbitControls.cjs.js +0 -1
  43. package/controls/OrbitControls.d.ts +0 -63
  44. package/controls/OrbitControls.js +0 -980
  45. package/controls/PointerLockControls.cjs.js +0 -1
  46. package/controls/PointerLockControls.d.ts +0 -24
  47. package/controls/PointerLockControls.js +0 -135
  48. package/controls/TrackballControls.cjs.js +0 -1
  49. package/controls/TrackballControls.d.ts +0 -95
  50. package/controls/TrackballControls.js +0 -653
  51. package/controls/TransformControls.cjs.js +0 -1
  52. package/controls/TransformControls.d.ts +0 -151
  53. package/controls/TransformControls.js +0 -1275
  54. package/controls/experimental/CameraControls.cjs.js +0 -1
  55. package/controls/experimental/CameraControls.d.ts +0 -170
  56. package/controls/experimental/CameraControls.js +0 -953
  57. package/csm/CSM.cjs.js +0 -1
  58. package/csm/CSM.d.ts +0 -61
  59. package/csm/CSM.js +0 -305
  60. package/csm/CSMFrustum.cjs.js +0 -1
  61. package/csm/CSMFrustum.d.ts +0 -19
  62. package/csm/CSMFrustum.js +0 -90
  63. package/csm/CSMHelper.cjs.js +0 -1
  64. package/csm/CSMHelper.d.ts +0 -26
  65. package/csm/CSMHelper.js +0 -128
  66. package/csm/CSMShader.cjs.js +0 -1
  67. package/csm/CSMShader.d.ts +0 -4
  68. package/csm/CSMShader.js +0 -255
  69. package/curves/CurveExtras.cjs.js +0 -1
  70. package/curves/CurveExtras.d.ts +0 -68
  71. package/curves/CurveExtras.js +0 -266
  72. package/curves/NURBSCurve.cjs.js +0 -1
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  75. package/curves/NURBSSurface.cjs.js +0 -1
  76. package/curves/NURBSSurface.d.ts +0 -13
  77. package/curves/NURBSSurface.js +0 -44
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  79. package/curves/NURBSUtils.d.ts +0 -22
  80. package/curves/NURBSUtils.js +0 -375
  81. package/custom.d.cjs.js +0 -1
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  83. package/deprecated/Geometry.cjs.js +0 -1
  84. package/deprecated/Geometry.d.ts +0 -342
  85. package/deprecated/Geometry.js +0 -1261
  86. package/effects/AnaglyphEffect.cjs.js +0 -1
  87. package/effects/AnaglyphEffect.d.ts +0 -11
  88. package/effects/AnaglyphEffect.js +0 -85
  89. package/effects/AsciiEffect.cjs.js +0 -1
  90. package/effects/AsciiEffect.d.ts +0 -18
  91. package/effects/AsciiEffect.js +0 -203
  92. package/effects/OutlineEffect.cjs.js +0 -1
  93. package/effects/OutlineEffect.d.ts +0 -28
  94. package/effects/OutlineEffect.js +0 -378
  95. package/effects/ParallaxBarrierEffect.cjs.js +0 -1
  96. package/effects/ParallaxBarrierEffect.d.ts +0 -8
  97. package/effects/ParallaxBarrierEffect.js +0 -63
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  101. package/effects/StereoEffect.cjs.js +0 -1
  102. package/effects/StereoEffect.d.ts +0 -9
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  104. package/environments/RoomEnvironment.cjs.js +0 -1
  105. package/environments/RoomEnvironment.d.ts +0 -5
  106. package/environments/RoomEnvironment.js +0 -92
  107. package/exporters/ColladaExporter.cjs.js +0 -1
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  109. package/exporters/ColladaExporter.js +0 -425
  110. package/exporters/DRACOExporter.cjs.js +0 -1
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  116. package/exporters/MMDExporter.cjs.js +0 -1
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  118. package/exporters/MMDExporter.js +0 -160
  119. package/exporters/OBJExporter.cjs.js +0 -1
  120. package/exporters/OBJExporter.d.ts +0 -18
  121. package/exporters/OBJExporter.js +0 -228
  122. package/exporters/PLYExporter.cjs.js +0 -1
  123. package/exporters/PLYExporter.d.ts +0 -11
  124. package/exporters/PLYExporter.js +0 -339
  125. package/exporters/STLExporter.cjs.js +0 -1
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  127. package/exporters/STLExporter.js +0 -180
  128. package/exporters/USDZExporter.cjs.js +0 -1
  129. package/exporters/USDZExporter.d.ts +0 -27
  130. package/exporters/USDZExporter.js +0 -388
  131. package/geometries/BoxLineGeometry.cjs.js +0 -1
  132. package/geometries/BoxLineGeometry.d.ts +0 -12
  133. package/geometries/BoxLineGeometry.js +0 -52
  134. package/geometries/ConvexGeometry.cjs.js +0 -1
  135. package/geometries/ConvexGeometry.d.ts +0 -5
  136. package/geometries/ConvexGeometry.js +0 -38
  137. package/geometries/DecalGeometry.cjs.js +0 -1
  138. package/geometries/DecalGeometry.d.ts +0 -10
  139. package/geometries/DecalGeometry.js +0 -238
  140. package/geometries/LightningStrike.cjs.js +0 -1
  141. package/geometries/LightningStrike.d.ts +0 -108
  142. package/geometries/LightningStrike.js +0 -740
  143. package/geometries/ParametricGeometries.cjs.js +0 -1
  144. package/geometries/ParametricGeometries.d.ts +0 -32
  145. package/geometries/ParametricGeometries.js +0 -179
  146. package/geometries/ParametricGeometry.cjs.js +0 -1
  147. package/geometries/ParametricGeometry.d.ts +0 -18
  148. package/geometries/ParametricGeometry.js +0 -87
  149. package/geometries/RoundedBoxGeometry.cjs.js +0 -1
  150. package/geometries/RoundedBoxGeometry.d.ts +0 -5
  151. package/geometries/RoundedBoxGeometry.js +0 -122
  152. package/geometries/TeapotGeometry.cjs.js +0 -1
  153. package/geometries/TeapotGeometry.d.ts +0 -13
  154. package/geometries/TeapotGeometry.js +0 -297
  155. package/geometries/TextGeometry.cjs.js +0 -1
  156. package/geometries/TextGeometry.d.ts +0 -18
  157. package/geometries/TextGeometry.js +0 -37
  158. package/helpers/LightProbeHelper.cjs.js +0 -1
  159. package/helpers/LightProbeHelper.d.ts +0 -10
  160. package/helpers/LightProbeHelper.js +0 -40
  161. package/helpers/PositionalAudioHelper.cjs.js +0 -1
  162. package/helpers/PositionalAudioHelper.d.ts +0 -13
  163. package/helpers/PositionalAudioHelper.js +0 -75
  164. package/helpers/RectAreaLightHelper.cjs.js +0 -1
  165. package/helpers/RectAreaLightHelper.d.ts +0 -10
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  169. package/helpers/VertexNormalsHelper.js +0 -75
  170. package/helpers/VertexTangentsHelper.cjs.js +0 -1
  171. package/helpers/VertexTangentsHelper.d.ts +0 -10
  172. package/helpers/VertexTangentsHelper.js +0 -63
  173. package/index.cjs.js +0 -1
  174. package/index.d.ts +0 -254
  175. package/index.js +0 -337
  176. package/interactive/HTMLMesh.cjs.js +0 -1
  177. package/interactive/HTMLMesh.d.ts +0 -6
  178. package/interactive/HTMLMesh.js +0 -406
  179. package/interactive/InteractiveGroup.cjs.js +0 -1
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  182. package/interactive/SelectionBox.cjs.js +0 -1
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  185. package/interactive/SelectionHelper.cjs.js +0 -1
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  188. package/libs/MeshoptDecoder.cjs.js +0 -1
  189. package/libs/MeshoptDecoder.d.ts +0 -12
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  191. package/libs/MotionControllers.cjs.js +0 -1
  192. package/libs/MotionControllers.d.ts +0 -132
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  194. package/lights/LightProbeGenerator.cjs.js +0 -1
  195. package/lights/LightProbeGenerator.d.ts +0 -6
  196. package/lights/LightProbeGenerator.js +0 -200
  197. package/lights/RectAreaLightUniformsLib.cjs.js +0 -1
  198. package/lights/RectAreaLightUniformsLib.d.ts +0 -3
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  203. package/lines/LineGeometry.cjs.js +0 -1
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  215. package/lines/Wireframe.cjs.js +0 -1
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  221. package/loaders/3DMLoader.cjs.js +0 -1
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@@ -1,976 +0,0 @@
1
- import { Object3D, Vector3, Quaternion, Matrix4, Mesh, Euler, Bone, MeshBasicMaterial, Color, BoxGeometry, SphereGeometry, CylinderGeometry } from 'three';
2
-
3
- /**
4
- * Dependencies
5
- * - Ammo.js https://github.com/kripken/ammo.js
6
- *
7
- * MMDPhysics calculates physics with Ammo(Bullet based JavaScript Physics engine)
8
- * for MMD model loaded by MMDLoader.
9
- *
10
- * TODO
11
- * - Physics in Worker
12
- */
13
-
14
- /* global Ammo */
15
-
16
- const MMDPhysics = (() => {
17
- /**
18
- * @param {THREE.SkinnedMesh} mesh
19
- * @param {Array<Object>} rigidBodyParams
20
- * @param {Array<Object>} (optional) constraintParams
21
- * @param {Object} params - (optional)
22
- * @param {Number} params.unitStep - Default is 1 / 65.
23
- * @param {Integer} params.maxStepNum - Default is 3.
24
- * @param {Vector3} params.gravity - Default is ( 0, - 9.8 * 10, 0 )
25
- */
26
- function MMDPhysics(mesh, rigidBodyParams, constraintParams, params) {
27
- if (typeof Ammo === 'undefined') {
28
- throw new Error('THREE.MMDPhysics: Import ammo.js https://github.com/kripken/ammo.js');
29
- }
30
-
31
- constraintParams = constraintParams || [];
32
- params = params || {};
33
- this.manager = new ResourceManager();
34
- this.mesh = mesh;
35
- /*
36
- * I don't know why but 1/60 unitStep easily breaks models
37
- * so I set it 1/65 so far.
38
- * Don't set too small unitStep because
39
- * the smaller unitStep can make the performance worse.
40
- */
41
-
42
- this.unitStep = params.unitStep !== undefined ? params.unitStep : 1 / 65;
43
- this.maxStepNum = params.maxStepNum !== undefined ? params.maxStepNum : 3;
44
- this.gravity = new Vector3(0, -9.8 * 10, 0);
45
- if (params.gravity !== undefined) this.gravity.copy(params.gravity);
46
- this.world = params.world !== undefined ? params.world : null; // experimental
47
-
48
- this.bodies = [];
49
- this.constraints = [];
50
-
51
- this._init(mesh, rigidBodyParams, constraintParams);
52
- }
53
-
54
- MMDPhysics.prototype = {
55
- constructor: MMDPhysics,
56
-
57
- /**
58
- * Advances Physics calculation and updates bones.
59
- *
60
- * @param {Number} delta - time in second
61
- * @return {MMDPhysics}
62
- */
63
- update: function (delta) {
64
- const manager = this.manager;
65
- const mesh = this.mesh; // rigid bodies and constrains are for
66
- // mesh's world scale (1, 1, 1).
67
- // Convert to (1, 1, 1) if it isn't.
68
-
69
- let isNonDefaultScale = false;
70
- const position = manager.allocThreeVector3();
71
- const quaternion = manager.allocThreeQuaternion();
72
- const scale = manager.allocThreeVector3();
73
- mesh.matrixWorld.decompose(position, quaternion, scale);
74
-
75
- if (scale.x !== 1 || scale.y !== 1 || scale.z !== 1) {
76
- isNonDefaultScale = true;
77
- }
78
-
79
- let parent;
80
-
81
- if (isNonDefaultScale) {
82
- parent = mesh.parent;
83
- if (parent !== null) mesh.parent = null;
84
- scale.copy(this.mesh.scale);
85
- mesh.scale.set(1, 1, 1);
86
- mesh.updateMatrixWorld(true);
87
- } // calculate physics and update bones
88
-
89
-
90
- this._updateRigidBodies();
91
-
92
- this._stepSimulation(delta);
93
-
94
- this._updateBones(); // restore mesh if converted above
95
-
96
-
97
- if (isNonDefaultScale) {
98
- if (parent !== null) mesh.parent = parent;
99
- mesh.scale.copy(scale);
100
- }
101
-
102
- manager.freeThreeVector3(scale);
103
- manager.freeThreeQuaternion(quaternion);
104
- manager.freeThreeVector3(position);
105
- return this;
106
- },
107
-
108
- /**
109
- * Resets rigid bodies transorm to current bone's.
110
- *
111
- * @return {MMDPhysics}
112
- */
113
- reset: function () {
114
- for (let i = 0, il = this.bodies.length; i < il; i++) {
115
- this.bodies[i].reset();
116
- }
117
-
118
- return this;
119
- },
120
-
121
- /**
122
- * Warm ups Rigid bodies. Calculates cycles steps.
123
- *
124
- * @param {Integer} cycles
125
- * @return {MMDPhysics}
126
- */
127
- warmup: function (cycles) {
128
- for (let i = 0; i < cycles; i++) {
129
- this.update(1 / 60);
130
- }
131
-
132
- return this;
133
- },
134
-
135
- /**
136
- * Sets gravity.
137
- *
138
- * @param {Vector3} gravity
139
- * @return {MMDPhysicsHelper}
140
- */
141
- setGravity: function (gravity) {
142
- this.world.setGravity(new Ammo.btVector3(gravity.x, gravity.y, gravity.z));
143
- this.gravity.copy(gravity);
144
- return this;
145
- },
146
-
147
- /**
148
- * Creates MMDPhysicsHelper
149
- *
150
- * @return {MMDPhysicsHelper}
151
- */
152
- createHelper: function () {
153
- return new MMDPhysicsHelper(this.mesh, this);
154
- },
155
- // private methods
156
- _init: function (mesh, rigidBodyParams, constraintParams) {
157
- const manager = this.manager; // rigid body/constraint parameters are for
158
- // mesh's default world transform as position(0, 0, 0),
159
- // quaternion(0, 0, 0, 1) and scale(0, 0, 0)
160
-
161
- let parent = mesh.parent;
162
- if (parent !== null) parent = null;
163
- const currentPosition = manager.allocThreeVector3();
164
- const currentQuaternion = manager.allocThreeQuaternion();
165
- const currentScale = manager.allocThreeVector3();
166
- currentPosition.copy(mesh.position);
167
- currentQuaternion.copy(mesh.quaternion);
168
- currentScale.copy(mesh.scale);
169
- mesh.position.set(0, 0, 0);
170
- mesh.quaternion.set(0, 0, 0, 1);
171
- mesh.scale.set(1, 1, 1);
172
- mesh.updateMatrixWorld(true);
173
-
174
- if (this.world === null) {
175
- this.world = this._createWorld();
176
- this.setGravity(this.gravity);
177
- }
178
-
179
- this._initRigidBodies(rigidBodyParams);
180
-
181
- this._initConstraints(constraintParams);
182
-
183
- if (parent !== null) mesh.parent = parent;
184
- mesh.position.copy(currentPosition);
185
- mesh.quaternion.copy(currentQuaternion);
186
- mesh.scale.copy(currentScale);
187
- mesh.updateMatrixWorld(true);
188
- this.reset();
189
- manager.freeThreeVector3(currentPosition);
190
- manager.freeThreeQuaternion(currentQuaternion);
191
- manager.freeThreeVector3(currentScale);
192
- },
193
- _createWorld: function () {
194
- const config = new Ammo.btDefaultCollisionConfiguration();
195
- const dispatcher = new Ammo.btCollisionDispatcher(config);
196
- const cache = new Ammo.btDbvtBroadphase();
197
- const solver = new Ammo.btSequentialImpulseConstraintSolver();
198
- const world = new Ammo.btDiscreteDynamicsWorld(dispatcher, cache, solver, config);
199
- return world;
200
- },
201
- _initRigidBodies: function (rigidBodies) {
202
- for (let i = 0, il = rigidBodies.length; i < il; i++) {
203
- this.bodies.push(new RigidBody(this.mesh, this.world, rigidBodies[i], this.manager));
204
- }
205
- },
206
- _initConstraints: function (constraints) {
207
- for (let i = 0, il = constraints.length; i < il; i++) {
208
- const params = constraints[i];
209
- const bodyA = this.bodies[params.rigidBodyIndex1];
210
- const bodyB = this.bodies[params.rigidBodyIndex2];
211
- this.constraints.push(new Constraint(this.mesh, this.world, bodyA, bodyB, params, this.manager));
212
- }
213
- },
214
- _stepSimulation: function (delta) {
215
- const unitStep = this.unitStep;
216
- let stepTime = delta;
217
- let maxStepNum = (delta / unitStep | 0) + 1;
218
-
219
- if (stepTime < unitStep) {
220
- stepTime = unitStep;
221
- maxStepNum = 1;
222
- }
223
-
224
- if (maxStepNum > this.maxStepNum) {
225
- maxStepNum = this.maxStepNum;
226
- }
227
-
228
- this.world.stepSimulation(stepTime, maxStepNum, unitStep);
229
- },
230
- _updateRigidBodies: function () {
231
- for (let i = 0, il = this.bodies.length; i < il; i++) {
232
- this.bodies[i].updateFromBone();
233
- }
234
- },
235
- _updateBones: function () {
236
- for (let i = 0, il = this.bodies.length; i < il; i++) {
237
- this.bodies[i].updateBone();
238
- }
239
- }
240
- };
241
- /**
242
- * This manager's responsibilies are
243
- *
244
- * 1. manage Ammo.js and Three.js object resources and
245
- * improve the performance and the memory consumption by
246
- * reusing objects.
247
- *
248
- * 2. provide simple Ammo object operations.
249
- */
250
-
251
- function ResourceManager() {
252
- // for Three.js
253
- this.threeVector3s = [];
254
- this.threeMatrix4s = [];
255
- this.threeQuaternions = [];
256
- this.threeEulers = []; // for Ammo.js
257
-
258
- this.transforms = [];
259
- this.quaternions = [];
260
- this.vector3s = [];
261
- }
262
-
263
- ResourceManager.prototype = {
264
- constructor: ResourceManager,
265
- allocThreeVector3: function () {
266
- return this.threeVector3s.length > 0 ? this.threeVector3s.pop() : new Vector3();
267
- },
268
- freeThreeVector3: function (v) {
269
- this.threeVector3s.push(v);
270
- },
271
- allocThreeMatrix4: function () {
272
- return this.threeMatrix4s.length > 0 ? this.threeMatrix4s.pop() : new Matrix4();
273
- },
274
- freeThreeMatrix4: function (m) {
275
- this.threeMatrix4s.push(m);
276
- },
277
- allocThreeQuaternion: function () {
278
- return this.threeQuaternions.length > 0 ? this.threeQuaternions.pop() : new Quaternion();
279
- },
280
- freeThreeQuaternion: function (q) {
281
- this.threeQuaternions.push(q);
282
- },
283
- allocThreeEuler: function () {
284
- return this.threeEulers.length > 0 ? this.threeEulers.pop() : new Euler();
285
- },
286
- freeThreeEuler: function (e) {
287
- this.threeEulers.push(e);
288
- },
289
- allocTransform: function () {
290
- return this.transforms.length > 0 ? this.transforms.pop() : new Ammo.btTransform();
291
- },
292
- freeTransform: function (t) {
293
- this.transforms.push(t);
294
- },
295
- allocQuaternion: function () {
296
- return this.quaternions.length > 0 ? this.quaternions.pop() : new Ammo.btQuaternion();
297
- },
298
- freeQuaternion: function (q) {
299
- this.quaternions.push(q);
300
- },
301
- allocVector3: function () {
302
- return this.vector3s.length > 0 ? this.vector3s.pop() : new Ammo.btVector3();
303
- },
304
- freeVector3: function (v) {
305
- this.vector3s.push(v);
306
- },
307
- setIdentity: function (t) {
308
- t.setIdentity();
309
- },
310
- getBasis: function (t) {
311
- const q = this.allocQuaternion();
312
- t.getBasis().getRotation(q);
313
- return q;
314
- },
315
- getBasisAsMatrix3: function (t) {
316
- const q = this.getBasis(t);
317
- const m = this.quaternionToMatrix3(q);
318
- this.freeQuaternion(q);
319
- return m;
320
- },
321
- getOrigin: function (t) {
322
- return t.getOrigin();
323
- },
324
- setOrigin: function (t, v) {
325
- t.getOrigin().setValue(v.x(), v.y(), v.z());
326
- },
327
- copyOrigin: function (t1, t2) {
328
- const o = t2.getOrigin();
329
- this.setOrigin(t1, o);
330
- },
331
- setBasis: function (t, q) {
332
- t.setRotation(q);
333
- },
334
- setBasisFromMatrix3: function (t, m) {
335
- const q = this.matrix3ToQuaternion(m);
336
- this.setBasis(t, q);
337
- this.freeQuaternion(q);
338
- },
339
- setOriginFromArray3: function (t, a) {
340
- t.getOrigin().setValue(a[0], a[1], a[2]);
341
- },
342
- setOriginFromThreeVector3: function (t, v) {
343
- t.getOrigin().setValue(v.x, v.y, v.z);
344
- },
345
- setBasisFromArray3: function (t, a) {
346
- const thQ = this.allocThreeQuaternion();
347
- const thE = this.allocThreeEuler();
348
- thE.set(a[0], a[1], a[2]);
349
- this.setBasisFromThreeQuaternion(t, thQ.setFromEuler(thE));
350
- this.freeThreeEuler(thE);
351
- this.freeThreeQuaternion(thQ);
352
- },
353
- setBasisFromThreeQuaternion: function (t, a) {
354
- const q = this.allocQuaternion();
355
- q.setX(a.x);
356
- q.setY(a.y);
357
- q.setZ(a.z);
358
- q.setW(a.w);
359
- this.setBasis(t, q);
360
- this.freeQuaternion(q);
361
- },
362
- multiplyTransforms: function (t1, t2) {
363
- const t = this.allocTransform();
364
- this.setIdentity(t);
365
- const m1 = this.getBasisAsMatrix3(t1);
366
- const m2 = this.getBasisAsMatrix3(t2);
367
- const o1 = this.getOrigin(t1);
368
- const o2 = this.getOrigin(t2);
369
- const v1 = this.multiplyMatrix3ByVector3(m1, o2);
370
- const v2 = this.addVector3(v1, o1);
371
- this.setOrigin(t, v2);
372
- const m3 = this.multiplyMatrices3(m1, m2);
373
- this.setBasisFromMatrix3(t, m3);
374
- this.freeVector3(v1);
375
- this.freeVector3(v2);
376
- return t;
377
- },
378
- inverseTransform: function (t) {
379
- const t2 = this.allocTransform();
380
- const m1 = this.getBasisAsMatrix3(t);
381
- const o = this.getOrigin(t);
382
- const m2 = this.transposeMatrix3(m1);
383
- const v1 = this.negativeVector3(o);
384
- const v2 = this.multiplyMatrix3ByVector3(m2, v1);
385
- this.setOrigin(t2, v2);
386
- this.setBasisFromMatrix3(t2, m2);
387
- this.freeVector3(v1);
388
- this.freeVector3(v2);
389
- return t2;
390
- },
391
- multiplyMatrices3: function (m1, m2) {
392
- const m3 = [];
393
- const v10 = this.rowOfMatrix3(m1, 0);
394
- const v11 = this.rowOfMatrix3(m1, 1);
395
- const v12 = this.rowOfMatrix3(m1, 2);
396
- const v20 = this.columnOfMatrix3(m2, 0);
397
- const v21 = this.columnOfMatrix3(m2, 1);
398
- const v22 = this.columnOfMatrix3(m2, 2);
399
- m3[0] = this.dotVectors3(v10, v20);
400
- m3[1] = this.dotVectors3(v10, v21);
401
- m3[2] = this.dotVectors3(v10, v22);
402
- m3[3] = this.dotVectors3(v11, v20);
403
- m3[4] = this.dotVectors3(v11, v21);
404
- m3[5] = this.dotVectors3(v11, v22);
405
- m3[6] = this.dotVectors3(v12, v20);
406
- m3[7] = this.dotVectors3(v12, v21);
407
- m3[8] = this.dotVectors3(v12, v22);
408
- this.freeVector3(v10);
409
- this.freeVector3(v11);
410
- this.freeVector3(v12);
411
- this.freeVector3(v20);
412
- this.freeVector3(v21);
413
- this.freeVector3(v22);
414
- return m3;
415
- },
416
- addVector3: function (v1, v2) {
417
- const v = this.allocVector3();
418
- v.setValue(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z());
419
- return v;
420
- },
421
- dotVectors3: function (v1, v2) {
422
- return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z();
423
- },
424
- rowOfMatrix3: function (m, i) {
425
- const v = this.allocVector3();
426
- v.setValue(m[i * 3 + 0], m[i * 3 + 1], m[i * 3 + 2]);
427
- return v;
428
- },
429
- columnOfMatrix3: function (m, i) {
430
- const v = this.allocVector3();
431
- v.setValue(m[i + 0], m[i + 3], m[i + 6]);
432
- return v;
433
- },
434
- negativeVector3: function (v) {
435
- const v2 = this.allocVector3();
436
- v2.setValue(-v.x(), -v.y(), -v.z());
437
- return v2;
438
- },
439
- multiplyMatrix3ByVector3: function (m, v) {
440
- const v4 = this.allocVector3();
441
- const v0 = this.rowOfMatrix3(m, 0);
442
- const v1 = this.rowOfMatrix3(m, 1);
443
- const v2 = this.rowOfMatrix3(m, 2);
444
- const x = this.dotVectors3(v0, v);
445
- const y = this.dotVectors3(v1, v);
446
- const z = this.dotVectors3(v2, v);
447
- v4.setValue(x, y, z);
448
- this.freeVector3(v0);
449
- this.freeVector3(v1);
450
- this.freeVector3(v2);
451
- return v4;
452
- },
453
- transposeMatrix3: function (m) {
454
- const m2 = [];
455
- m2[0] = m[0];
456
- m2[1] = m[3];
457
- m2[2] = m[6];
458
- m2[3] = m[1];
459
- m2[4] = m[4];
460
- m2[5] = m[7];
461
- m2[6] = m[2];
462
- m2[7] = m[5];
463
- m2[8] = m[8];
464
- return m2;
465
- },
466
- quaternionToMatrix3: function (q) {
467
- const m = [];
468
- const x = q.x();
469
- const y = q.y();
470
- const z = q.z();
471
- const w = q.w();
472
- const xx = x * x;
473
- const yy = y * y;
474
- const zz = z * z;
475
- const xy = x * y;
476
- const yz = y * z;
477
- const zx = z * x;
478
- const xw = x * w;
479
- const yw = y * w;
480
- const zw = z * w;
481
- m[0] = 1 - 2 * (yy + zz);
482
- m[1] = 2 * (xy - zw);
483
- m[2] = 2 * (zx + yw);
484
- m[3] = 2 * (xy + zw);
485
- m[4] = 1 - 2 * (zz + xx);
486
- m[5] = 2 * (yz - xw);
487
- m[6] = 2 * (zx - yw);
488
- m[7] = 2 * (yz + xw);
489
- m[8] = 1 - 2 * (xx + yy);
490
- return m;
491
- },
492
- matrix3ToQuaternion: function (m) {
493
- const t = m[0] + m[4] + m[8];
494
- let s, x, y, z, w;
495
-
496
- if (t > 0) {
497
- s = Math.sqrt(t + 1.0) * 2;
498
- w = 0.25 * s;
499
- x = (m[7] - m[5]) / s;
500
- y = (m[2] - m[6]) / s;
501
- z = (m[3] - m[1]) / s;
502
- } else if (m[0] > m[4] && m[0] > m[8]) {
503
- s = Math.sqrt(1.0 + m[0] - m[4] - m[8]) * 2;
504
- w = (m[7] - m[5]) / s;
505
- x = 0.25 * s;
506
- y = (m[1] + m[3]) / s;
507
- z = (m[2] + m[6]) / s;
508
- } else if (m[4] > m[8]) {
509
- s = Math.sqrt(1.0 + m[4] - m[0] - m[8]) * 2;
510
- w = (m[2] - m[6]) / s;
511
- x = (m[1] + m[3]) / s;
512
- y = 0.25 * s;
513
- z = (m[5] + m[7]) / s;
514
- } else {
515
- s = Math.sqrt(1.0 + m[8] - m[0] - m[4]) * 2;
516
- w = (m[3] - m[1]) / s;
517
- x = (m[2] + m[6]) / s;
518
- y = (m[5] + m[7]) / s;
519
- z = 0.25 * s;
520
- }
521
-
522
- const q = this.allocQuaternion();
523
- q.setX(x);
524
- q.setY(y);
525
- q.setZ(z);
526
- q.setW(w);
527
- return q;
528
- }
529
- };
530
- /**
531
- * @param {THREE.SkinnedMesh} mesh
532
- * @param {Ammo.btDiscreteDynamicsWorld} world
533
- * @param {Object} params
534
- * @param {ResourceManager} manager
535
- */
536
-
537
- function RigidBody(mesh, world, params, manager) {
538
- this.mesh = mesh;
539
- this.world = world;
540
- this.params = params;
541
- this.manager = manager;
542
- this.body = null;
543
- this.bone = null;
544
- this.boneOffsetForm = null;
545
- this.boneOffsetFormInverse = null;
546
-
547
- this._init();
548
- }
549
-
550
- RigidBody.prototype = {
551
- constructor: MMDPhysics.RigidBody,
552
-
553
- /**
554
- * Resets rigid body transform to the current bone's.
555
- *
556
- * @return {RigidBody}
557
- */
558
- reset: function () {
559
- this._setTransformFromBone();
560
-
561
- return this;
562
- },
563
-
564
- /**
565
- * Updates rigid body's transform from the current bone.
566
- *
567
- * @return {RidigBody}
568
- */
569
- updateFromBone: function () {
570
- if (this.params.boneIndex !== -1 && this.params.type === 0) {
571
- this._setTransformFromBone();
572
- }
573
-
574
- return this;
575
- },
576
-
577
- /**
578
- * Updates bone from the current ridid body's transform.
579
- *
580
- * @return {RidigBody}
581
- */
582
- updateBone: function () {
583
- if (this.params.type === 0 || this.params.boneIndex === -1) {
584
- return this;
585
- }
586
-
587
- this._updateBoneRotation();
588
-
589
- if (this.params.type === 1) {
590
- this._updateBonePosition();
591
- }
592
-
593
- this.bone.updateMatrixWorld(true);
594
-
595
- if (this.params.type === 2) {
596
- this._setPositionFromBone();
597
- }
598
-
599
- return this;
600
- },
601
- // private methods
602
- _init: function () {
603
- function generateShape(p) {
604
- switch (p.shapeType) {
605
- case 0:
606
- return new Ammo.btSphereShape(p.width);
607
-
608
- case 1:
609
- return new Ammo.btBoxShape(new Ammo.btVector3(p.width, p.height, p.depth));
610
-
611
- case 2:
612
- return new Ammo.btCapsuleShape(p.width, p.height);
613
-
614
- default:
615
- throw `unknown shape type ${p.shapeType}`;
616
- }
617
- }
618
-
619
- const manager = this.manager;
620
- const params = this.params;
621
- const bones = this.mesh.skeleton.bones;
622
- const bone = params.boneIndex === -1 ? new Bone() : bones[params.boneIndex];
623
- const shape = generateShape(params);
624
- const weight = params.type === 0 ? 0 : params.weight;
625
- const localInertia = manager.allocVector3();
626
- localInertia.setValue(0, 0, 0);
627
-
628
- if (weight !== 0) {
629
- shape.calculateLocalInertia(weight, localInertia);
630
- }
631
-
632
- const boneOffsetForm = manager.allocTransform();
633
- manager.setIdentity(boneOffsetForm);
634
- manager.setOriginFromArray3(boneOffsetForm, params.position);
635
- manager.setBasisFromArray3(boneOffsetForm, params.rotation);
636
- const vector = manager.allocThreeVector3();
637
- const boneForm = manager.allocTransform();
638
- manager.setIdentity(boneForm);
639
- manager.setOriginFromThreeVector3(boneForm, bone.getWorldPosition(vector));
640
- const form = manager.multiplyTransforms(boneForm, boneOffsetForm);
641
- const state = new Ammo.btDefaultMotionState(form);
642
- const info = new Ammo.btRigidBodyConstructionInfo(weight, state, shape, localInertia);
643
- info.set_m_friction(params.friction);
644
- info.set_m_restitution(params.restitution);
645
- const body = new Ammo.btRigidBody(info);
646
-
647
- if (params.type === 0) {
648
- body.setCollisionFlags(body.getCollisionFlags() | 2);
649
- /*
650
- * It'd be better to comment out this line though in general I should call this method
651
- * because I'm not sure why but physics will be more like MMD's
652
- * if I comment out.
653
- */
654
-
655
- body.setActivationState(4);
656
- }
657
-
658
- body.setDamping(params.positionDamping, params.rotationDamping);
659
- body.setSleepingThresholds(0, 0);
660
- this.world.addRigidBody(body, 1 << params.groupIndex, params.groupTarget);
661
- this.body = body;
662
- this.bone = bone;
663
- this.boneOffsetForm = boneOffsetForm;
664
- this.boneOffsetFormInverse = manager.inverseTransform(boneOffsetForm);
665
- manager.freeVector3(localInertia);
666
- manager.freeTransform(form);
667
- manager.freeTransform(boneForm);
668
- manager.freeThreeVector3(vector);
669
- },
670
- _getBoneTransform: function () {
671
- const manager = this.manager;
672
- const p = manager.allocThreeVector3();
673
- const q = manager.allocThreeQuaternion();
674
- const s = manager.allocThreeVector3();
675
- this.bone.matrixWorld.decompose(p, q, s);
676
- const tr = manager.allocTransform();
677
- manager.setOriginFromThreeVector3(tr, p);
678
- manager.setBasisFromThreeQuaternion(tr, q);
679
- const form = manager.multiplyTransforms(tr, this.boneOffsetForm);
680
- manager.freeTransform(tr);
681
- manager.freeThreeVector3(s);
682
- manager.freeThreeQuaternion(q);
683
- manager.freeThreeVector3(p);
684
- return form;
685
- },
686
- _getWorldTransformForBone: function () {
687
- const manager = this.manager;
688
- const tr = this.body.getCenterOfMassTransform();
689
- return manager.multiplyTransforms(tr, this.boneOffsetFormInverse);
690
- },
691
- _setTransformFromBone: function () {
692
- const manager = this.manager;
693
-
694
- const form = this._getBoneTransform(); // TODO: check the most appropriate way to set
695
- //this.body.setWorldTransform( form );
696
-
697
-
698
- this.body.setCenterOfMassTransform(form);
699
- this.body.getMotionState().setWorldTransform(form);
700
- manager.freeTransform(form);
701
- },
702
- _setPositionFromBone: function () {
703
- const manager = this.manager;
704
-
705
- const form = this._getBoneTransform();
706
-
707
- const tr = manager.allocTransform();
708
- this.body.getMotionState().getWorldTransform(tr);
709
- manager.copyOrigin(tr, form); // TODO: check the most appropriate way to set
710
- //this.body.setWorldTransform( tr );
711
-
712
- this.body.setCenterOfMassTransform(tr);
713
- this.body.getMotionState().setWorldTransform(tr);
714
- manager.freeTransform(tr);
715
- manager.freeTransform(form);
716
- },
717
- _updateBoneRotation: function () {
718
- const manager = this.manager;
719
-
720
- const tr = this._getWorldTransformForBone();
721
-
722
- const q = manager.getBasis(tr);
723
- const thQ = manager.allocThreeQuaternion();
724
- const thQ2 = manager.allocThreeQuaternion();
725
- const thQ3 = manager.allocThreeQuaternion();
726
- thQ.set(q.x(), q.y(), q.z(), q.w());
727
- thQ2.setFromRotationMatrix(this.bone.matrixWorld);
728
- thQ2.conjugate();
729
- thQ2.multiply(thQ); //this.bone.quaternion.multiply( thQ2 );
730
-
731
- thQ3.setFromRotationMatrix(this.bone.matrix); // Renormalizing quaternion here because repeatedly transforming
732
- // quaternion continuously accumulates floating point error and
733
- // can end up being overflow. See #15335
734
-
735
- this.bone.quaternion.copy(thQ2.multiply(thQ3).normalize());
736
- manager.freeThreeQuaternion(thQ);
737
- manager.freeThreeQuaternion(thQ2);
738
- manager.freeThreeQuaternion(thQ3);
739
- manager.freeQuaternion(q);
740
- manager.freeTransform(tr);
741
- },
742
- _updateBonePosition: function () {
743
- const manager = this.manager;
744
-
745
- const tr = this._getWorldTransformForBone();
746
-
747
- const thV = manager.allocThreeVector3();
748
- const o = manager.getOrigin(tr);
749
- thV.set(o.x(), o.y(), o.z());
750
-
751
- if (this.bone.parent) {
752
- this.bone.parent.worldToLocal(thV);
753
- }
754
-
755
- this.bone.position.copy(thV);
756
- manager.freeThreeVector3(thV);
757
- manager.freeTransform(tr);
758
- }
759
- };
760
- /**
761
- * @param {THREE.SkinnedMesh} mesh
762
- * @param {Ammo.btDiscreteDynamicsWorld} world
763
- * @param {RigidBody} bodyA
764
- * @param {RigidBody} bodyB
765
- * @param {Object} params
766
- * @param {ResourceManager} manager
767
- */
768
-
769
- function Constraint(mesh, world, bodyA, bodyB, params, manager) {
770
- this.mesh = mesh;
771
- this.world = world;
772
- this.bodyA = bodyA;
773
- this.bodyB = bodyB;
774
- this.params = params;
775
- this.manager = manager;
776
- this.constraint = null;
777
-
778
- this._init();
779
- }
780
-
781
- Constraint.prototype = {
782
- constructor: Constraint,
783
- // private method
784
- _init: function () {
785
- const manager = this.manager;
786
- const params = this.params;
787
- const bodyA = this.bodyA;
788
- const bodyB = this.bodyB;
789
- const form = manager.allocTransform();
790
- manager.setIdentity(form);
791
- manager.setOriginFromArray3(form, params.position);
792
- manager.setBasisFromArray3(form, params.rotation);
793
- const formA = manager.allocTransform();
794
- const formB = manager.allocTransform();
795
- bodyA.body.getMotionState().getWorldTransform(formA);
796
- bodyB.body.getMotionState().getWorldTransform(formB);
797
- const formInverseA = manager.inverseTransform(formA);
798
- const formInverseB = manager.inverseTransform(formB);
799
- const formA2 = manager.multiplyTransforms(formInverseA, form);
800
- const formB2 = manager.multiplyTransforms(formInverseB, form);
801
- const constraint = new Ammo.btGeneric6DofSpringConstraint(bodyA.body, bodyB.body, formA2, formB2, true);
802
- const lll = manager.allocVector3();
803
- const lul = manager.allocVector3();
804
- const all = manager.allocVector3();
805
- const aul = manager.allocVector3();
806
- lll.setValue(params.translationLimitation1[0], params.translationLimitation1[1], params.translationLimitation1[2]);
807
- lul.setValue(params.translationLimitation2[0], params.translationLimitation2[1], params.translationLimitation2[2]);
808
- all.setValue(params.rotationLimitation1[0], params.rotationLimitation1[1], params.rotationLimitation1[2]);
809
- aul.setValue(params.rotationLimitation2[0], params.rotationLimitation2[1], params.rotationLimitation2[2]);
810
- constraint.setLinearLowerLimit(lll);
811
- constraint.setLinearUpperLimit(lul);
812
- constraint.setAngularLowerLimit(all);
813
- constraint.setAngularUpperLimit(aul);
814
-
815
- for (let i = 0; i < 3; i++) {
816
- if (params.springPosition[i] !== 0) {
817
- constraint.enableSpring(i, true);
818
- constraint.setStiffness(i, params.springPosition[i]);
819
- }
820
- }
821
-
822
- for (let i = 0; i < 3; i++) {
823
- if (params.springRotation[i] !== 0) {
824
- constraint.enableSpring(i + 3, true);
825
- constraint.setStiffness(i + 3, params.springRotation[i]);
826
- }
827
- }
828
- /*
829
- * Currently(10/31/2016) official ammo.js doesn't support
830
- * btGeneric6DofSpringConstraint.setParam method.
831
- * You need custom ammo.js (add the method into idl) if you wanna use.
832
- * By setting this parameter, physics will be more like MMD's
833
- */
834
-
835
-
836
- if (constraint.setParam !== undefined) {
837
- for (let i = 0; i < 6; i++) {
838
- // this parameter is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
839
- constraint.setParam(2, 0.475, i);
840
- }
841
- }
842
-
843
- this.world.addConstraint(constraint, true);
844
- this.constraint = constraint;
845
- manager.freeTransform(form);
846
- manager.freeTransform(formA);
847
- manager.freeTransform(formB);
848
- manager.freeTransform(formInverseA);
849
- manager.freeTransform(formInverseB);
850
- manager.freeTransform(formA2);
851
- manager.freeTransform(formB2);
852
- manager.freeVector3(lll);
853
- manager.freeVector3(lul);
854
- manager.freeVector3(all);
855
- manager.freeVector3(aul);
856
- }
857
- };
858
- /**
859
- * Visualize Rigid bodies
860
- *
861
- * @param {THREE.SkinnedMesh} mesh
862
- * @param {Physics} physics
863
- */
864
-
865
- function MMDPhysicsHelper(mesh, physics) {
866
- Object3D.call(this);
867
- this.root = mesh;
868
- this.physics = physics;
869
- this.matrix.copy(mesh.matrixWorld);
870
- this.matrixAutoUpdate = false;
871
- this.materials = [];
872
- this.materials.push(new MeshBasicMaterial({
873
- color: new Color(0xff8888),
874
- wireframe: true,
875
- depthTest: false,
876
- depthWrite: false,
877
- opacity: 0.25,
878
- transparent: true
879
- }));
880
- this.materials.push(new MeshBasicMaterial({
881
- color: new Color(0x88ff88),
882
- wireframe: true,
883
- depthTest: false,
884
- depthWrite: false,
885
- opacity: 0.25,
886
- transparent: true
887
- }));
888
- this.materials.push(new MeshBasicMaterial({
889
- color: new Color(0x8888ff),
890
- wireframe: true,
891
- depthTest: false,
892
- depthWrite: false,
893
- opacity: 0.25,
894
- transparent: true
895
- }));
896
-
897
- this._init();
898
- }
899
-
900
- MMDPhysicsHelper.prototype = Object.assign(Object.create(Object3D.prototype), {
901
- constructor: MMDPhysicsHelper,
902
-
903
- /**
904
- * Updates Rigid Bodies visualization.
905
- */
906
- updateMatrixWorld: (() => {
907
- const position = new Vector3();
908
- const quaternion = new Quaternion();
909
- const scale = new Vector3();
910
- const matrixWorldInv = new Matrix4();
911
- return function updateMatrixWorld(force) {
912
- const mesh = this.root;
913
-
914
- if (this.visible) {
915
- const bodies = this.physics.bodies;
916
- matrixWorldInv.copy(mesh.matrixWorld).decompose(position, quaternion, scale).compose(position, quaternion, scale.set(1, 1, 1)).invert();
917
-
918
- for (let i = 0, il = bodies.length; i < il; i++) {
919
- const body = bodies[i].body;
920
- const child = this.children[i];
921
- const tr = body.getCenterOfMassTransform();
922
- const origin = tr.getOrigin();
923
- const rotation = tr.getRotation();
924
- child.position.set(origin.x(), origin.y(), origin.z()).applyMatrix4(matrixWorldInv);
925
- child.quaternion.setFromRotationMatrix(matrixWorldInv).multiply(quaternion.set(rotation.x(), rotation.y(), rotation.z(), rotation.w()));
926
- }
927
- }
928
-
929
- this.matrix.copy(mesh.matrixWorld).decompose(position, quaternion, scale).compose(position, quaternion, scale.set(1, 1, 1));
930
- Object3D.prototype.updateMatrixWorld.call(this, force);
931
- };
932
- })(),
933
- // private method
934
- _init: function () {
935
- const bodies = this.physics.bodies;
936
-
937
- function createGeometry(param) {
938
- switch (param.shapeType) {
939
- case 0:
940
- return new SphereGeometry(param.width, 16, 8);
941
-
942
- case 1:
943
- return new BoxGeometry(param.width * 2, param.height * 2, param.depth * 2, 8, 8, 8);
944
-
945
- case 2:
946
- return new createCapsuleGeometry(param.width, param.height, 16, 8);
947
-
948
- default:
949
- return null;
950
- }
951
- } // copy from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mytest37.js?ver=20160815
952
-
953
-
954
- function createCapsuleGeometry(radius, cylinderHeight, segmentsRadius, segmentsHeight) {
955
- const geometry = new CylinderGeometry(radius, radius, cylinderHeight, segmentsRadius, segmentsHeight, true);
956
- const upperSphere = new Mesh(new SphereGeometry(radius, segmentsRadius, segmentsHeight, 0, Math.PI * 2, 0, Math.PI / 2));
957
- const lowerSphere = new Mesh(new SphereGeometry(radius, segmentsRadius, segmentsHeight, 0, Math.PI * 2, Math.PI / 2, Math.PI / 2));
958
- upperSphere.position.set(0, cylinderHeight / 2, 0);
959
- lowerSphere.position.set(0, -cylinderHeight / 2, 0);
960
- upperSphere.updateMatrix();
961
- lowerSphere.updateMatrix();
962
- geometry.merge(upperSphere.geometry, upperSphere.matrix);
963
- geometry.merge(lowerSphere.geometry, lowerSphere.matrix);
964
- return geometry;
965
- }
966
-
967
- for (let i = 0, il = bodies.length; i < il; i++) {
968
- const param = bodies[i].params;
969
- this.add(new Mesh(createGeometry(param), this.materials[param.type]));
970
- }
971
- }
972
- });
973
- return MMDPhysics;
974
- })();
975
-
976
- export { MMDPhysics };