bytev-charts
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基于echarts和JavaScript及ES6封装的一个可以直接调用的图表组件库,内置主题设计,简单快捷,且支持用户自定义配置; npm 安装方式: npm install bytev-charts 若启动提示还需额外install插件,则运行 npm install @babel/runtime-corejs2 即可;
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JavaScript
import _Object$assign from "@babel/runtime-corejs2/core-js/object/assign";
import _Object$create from "@babel/runtime-corejs2/core-js/object/create";
console.warn("THREE.MMDPhysics: As part of the transition to ES6 Modules, the files in 'examples/js' were deprecated in May 2020 (r117) and will be deleted in December 2020 (r124). You can find more information about developing using ES6 Modules in https://threejs.org/docs/#manual/en/introduction/Installation.");
/**
* Dependencies
* - Ammo.js https://github.com/kripken/ammo.js
*
* MMDPhysics calculates physics with Ammo(Bullet based JavaScript Physics engine)
* for MMD model loaded by THREE.MMDLoader.
*
* TODO
* - Physics in Worker
*/
/* global Ammo */
THREE.MMDPhysics = function () {
/**
* @param {THREE.SkinnedMesh} mesh
* @param {Array<Object>} rigidBodyParams
* @param {Array<Object>} (optional) constraintParams
* @param {Object} params - (optional)
* @param {Number} params.unitStep - Default is 1 / 65.
* @param {Integer} params.maxStepNum - Default is 3.
* @param {THREE.Vector3} params.gravity - Default is ( 0, - 9.8 * 10, 0 )
*/
function MMDPhysics(mesh, rigidBodyParams, constraintParams, params) {
if (typeof Ammo === 'undefined') {
throw new Error('THREE.MMDPhysics: Import ammo.js https://github.com/kripken/ammo.js');
}
constraintParams = constraintParams || [];
params = params || {};
this.manager = new ResourceManager();
this.mesh = mesh;
/*
* I don't know why but 1/60 unitStep easily breaks models
* so I set it 1/65 so far.
* Don't set too small unitStep because
* the smaller unitStep can make the performance worse.
*/
this.unitStep = params.unitStep !== undefined ? params.unitStep : 1 / 65;
this.maxStepNum = params.maxStepNum !== undefined ? params.maxStepNum : 3;
this.gravity = new THREE.Vector3(0, -9.8 * 10, 0);
if (params.gravity !== undefined) this.gravity.copy(params.gravity);
this.world = params.world !== undefined ? params.world : null; // experimental
this.bodies = [];
this.constraints = [];
this._init(mesh, rigidBodyParams, constraintParams);
}
MMDPhysics.prototype = {
constructor: MMDPhysics,
/**
* Advances Physics calculation and updates bones.
*
* @param {Number} delta - time in second
* @return {THREE.MMDPhysics}
*/
update: function update(delta) {
var manager = this.manager;
var mesh = this.mesh; // rigid bodies and constrains are for
// mesh's world scale (1, 1, 1).
// Convert to (1, 1, 1) if it isn't.
var isNonDefaultScale = false;
var position = manager.allocThreeVector3();
var quaternion = manager.allocThreeQuaternion();
var scale = manager.allocThreeVector3();
mesh.matrixWorld.decompose(position, quaternion, scale);
if (scale.x !== 1 || scale.y !== 1 || scale.z !== 1) {
isNonDefaultScale = true;
}
var parent;
if (isNonDefaultScale) {
parent = mesh.parent;
if (parent !== null) mesh.parent = null;
scale.copy(this.mesh.scale);
mesh.scale.set(1, 1, 1);
mesh.updateMatrixWorld(true);
} // calculate physics and update bones
this._updateRigidBodies();
this._stepSimulation(delta);
this._updateBones(); // restore mesh if converted above
if (isNonDefaultScale) {
if (parent !== null) mesh.parent = parent;
mesh.scale.copy(scale);
}
manager.freeThreeVector3(scale);
manager.freeThreeQuaternion(quaternion);
manager.freeThreeVector3(position);
return this;
},
/**
* Resets rigid bodies transorm to current bone's.
*
* @return {THREE.MMDPhysics}
*/
reset: function reset() {
for (var i = 0, il = this.bodies.length; i < il; i++) {
this.bodies[i].reset();
}
return this;
},
/**
* Warm ups Rigid bodies. Calculates cycles steps.
*
* @param {Integer} cycles
* @return {THREE.MMDPhysics}
*/
warmup: function warmup(cycles) {
for (var i = 0; i < cycles; i++) {
this.update(1 / 60);
}
return this;
},
/**
* Sets gravity.
*
* @param {THREE.Vector3} gravity
* @return {MMDPhysicsHelper}
*/
setGravity: function setGravity(gravity) {
this.world.setGravity(new Ammo.btVector3(gravity.x, gravity.y, gravity.z));
this.gravity.copy(gravity);
return this;
},
/**
* Creates MMDPhysicsHelper
*
* @return {MMDPhysicsHelper}
*/
createHelper: function createHelper() {
return new MMDPhysicsHelper(this.mesh, this);
},
// private methods
_init: function _init(mesh, rigidBodyParams, constraintParams) {
var manager = this.manager; // rigid body/constraint parameters are for
// mesh's default world transform as position(0, 0, 0),
// quaternion(0, 0, 0, 1) and scale(0, 0, 0)
var parent = mesh.parent;
if (parent !== null) parent = null;
var currentPosition = manager.allocThreeVector3();
var currentQuaternion = manager.allocThreeQuaternion();
var currentScale = manager.allocThreeVector3();
currentPosition.copy(mesh.position);
currentQuaternion.copy(mesh.quaternion);
currentScale.copy(mesh.scale);
mesh.position.set(0, 0, 0);
mesh.quaternion.set(0, 0, 0, 1);
mesh.scale.set(1, 1, 1);
mesh.updateMatrixWorld(true);
if (this.world === null) {
this.world = this._createWorld();
this.setGravity(this.gravity);
}
this._initRigidBodies(rigidBodyParams);
this._initConstraints(constraintParams);
if (parent !== null) mesh.parent = parent;
mesh.position.copy(currentPosition);
mesh.quaternion.copy(currentQuaternion);
mesh.scale.copy(currentScale);
mesh.updateMatrixWorld(true);
this.reset();
manager.freeThreeVector3(currentPosition);
manager.freeThreeQuaternion(currentQuaternion);
manager.freeThreeVector3(currentScale);
},
_createWorld: function _createWorld() {
var config = new Ammo.btDefaultCollisionConfiguration();
var dispatcher = new Ammo.btCollisionDispatcher(config);
var cache = new Ammo.btDbvtBroadphase();
var solver = new Ammo.btSequentialImpulseConstraintSolver();
var world = new Ammo.btDiscreteDynamicsWorld(dispatcher, cache, solver, config);
return world;
},
_initRigidBodies: function _initRigidBodies(rigidBodies) {
for (var i = 0, il = rigidBodies.length; i < il; i++) {
this.bodies.push(new RigidBody(this.mesh, this.world, rigidBodies[i], this.manager));
}
},
_initConstraints: function _initConstraints(constraints) {
for (var i = 0, il = constraints.length; i < il; i++) {
var params = constraints[i];
var bodyA = this.bodies[params.rigidBodyIndex1];
var bodyB = this.bodies[params.rigidBodyIndex2];
this.constraints.push(new Constraint(this.mesh, this.world, bodyA, bodyB, params, this.manager));
}
},
_stepSimulation: function _stepSimulation(delta) {
var unitStep = this.unitStep;
var stepTime = delta;
var maxStepNum = (delta / unitStep | 0) + 1;
if (stepTime < unitStep) {
stepTime = unitStep;
maxStepNum = 1;
}
if (maxStepNum > this.maxStepNum) {
maxStepNum = this.maxStepNum;
}
this.world.stepSimulation(stepTime, maxStepNum, unitStep);
},
_updateRigidBodies: function _updateRigidBodies() {
for (var i = 0, il = this.bodies.length; i < il; i++) {
this.bodies[i].updateFromBone();
}
},
_updateBones: function _updateBones() {
for (var i = 0, il = this.bodies.length; i < il; i++) {
this.bodies[i].updateBone();
}
}
};
/**
* This manager's responsibilies are
*
* 1. manage Ammo.js and Three.js object resources and
* improve the performance and the memory consumption by
* reusing objects.
*
* 2. provide simple Ammo object operations.
*/
function ResourceManager() {
// for Three.js
this.threeVector3s = [];
this.threeMatrix4s = [];
this.threeQuaternions = [];
this.threeEulers = []; // for Ammo.js
this.transforms = [];
this.quaternions = [];
this.vector3s = [];
}
ResourceManager.prototype = {
constructor: ResourceManager,
allocThreeVector3: function allocThreeVector3() {
return this.threeVector3s.length > 0 ? this.threeVector3s.pop() : new THREE.Vector3();
},
freeThreeVector3: function freeThreeVector3(v) {
this.threeVector3s.push(v);
},
allocThreeMatrix4: function allocThreeMatrix4() {
return this.threeMatrix4s.length > 0 ? this.threeMatrix4s.pop() : new THREE.Matrix4();
},
freeThreeMatrix4: function freeThreeMatrix4(m) {
this.threeMatrix4s.push(m);
},
allocThreeQuaternion: function allocThreeQuaternion() {
return this.threeQuaternions.length > 0 ? this.threeQuaternions.pop() : new THREE.Quaternion();
},
freeThreeQuaternion: function freeThreeQuaternion(q) {
this.threeQuaternions.push(q);
},
allocThreeEuler: function allocThreeEuler() {
return this.threeEulers.length > 0 ? this.threeEulers.pop() : new THREE.Euler();
},
freeThreeEuler: function freeThreeEuler(e) {
this.threeEulers.push(e);
},
allocTransform: function allocTransform() {
return this.transforms.length > 0 ? this.transforms.pop() : new Ammo.btTransform();
},
freeTransform: function freeTransform(t) {
this.transforms.push(t);
},
allocQuaternion: function allocQuaternion() {
return this.quaternions.length > 0 ? this.quaternions.pop() : new Ammo.btQuaternion();
},
freeQuaternion: function freeQuaternion(q) {
this.quaternions.push(q);
},
allocVector3: function allocVector3() {
return this.vector3s.length > 0 ? this.vector3s.pop() : new Ammo.btVector3();
},
freeVector3: function freeVector3(v) {
this.vector3s.push(v);
},
setIdentity: function setIdentity(t) {
t.setIdentity();
},
getBasis: function getBasis(t) {
var q = this.allocQuaternion();
t.getBasis().getRotation(q);
return q;
},
getBasisAsMatrix3: function getBasisAsMatrix3(t) {
var q = this.getBasis(t);
var m = this.quaternionToMatrix3(q);
this.freeQuaternion(q);
return m;
},
getOrigin: function getOrigin(t) {
return t.getOrigin();
},
setOrigin: function setOrigin(t, v) {
t.getOrigin().setValue(v.x(), v.y(), v.z());
},
copyOrigin: function copyOrigin(t1, t2) {
var o = t2.getOrigin();
this.setOrigin(t1, o);
},
setBasis: function setBasis(t, q) {
t.setRotation(q);
},
setBasisFromMatrix3: function setBasisFromMatrix3(t, m) {
var q = this.matrix3ToQuaternion(m);
this.setBasis(t, q);
this.freeQuaternion(q);
},
setOriginFromArray3: function setOriginFromArray3(t, a) {
t.getOrigin().setValue(a[0], a[1], a[2]);
},
setOriginFromThreeVector3: function setOriginFromThreeVector3(t, v) {
t.getOrigin().setValue(v.x, v.y, v.z);
},
setBasisFromArray3: function setBasisFromArray3(t, a) {
var thQ = this.allocThreeQuaternion();
var thE = this.allocThreeEuler();
thE.set(a[0], a[1], a[2]);
this.setBasisFromThreeQuaternion(t, thQ.setFromEuler(thE));
this.freeThreeEuler(thE);
this.freeThreeQuaternion(thQ);
},
setBasisFromThreeQuaternion: function setBasisFromThreeQuaternion(t, a) {
var q = this.allocQuaternion();
q.setX(a.x);
q.setY(a.y);
q.setZ(a.z);
q.setW(a.w);
this.setBasis(t, q);
this.freeQuaternion(q);
},
multiplyTransforms: function multiplyTransforms(t1, t2) {
var t = this.allocTransform();
this.setIdentity(t);
var m1 = this.getBasisAsMatrix3(t1);
var m2 = this.getBasisAsMatrix3(t2);
var o1 = this.getOrigin(t1);
var o2 = this.getOrigin(t2);
var v1 = this.multiplyMatrix3ByVector3(m1, o2);
var v2 = this.addVector3(v1, o1);
this.setOrigin(t, v2);
var m3 = this.multiplyMatrices3(m1, m2);
this.setBasisFromMatrix3(t, m3);
this.freeVector3(v1);
this.freeVector3(v2);
return t;
},
inverseTransform: function inverseTransform(t) {
var t2 = this.allocTransform();
var m1 = this.getBasisAsMatrix3(t);
var o = this.getOrigin(t);
var m2 = this.transposeMatrix3(m1);
var v1 = this.negativeVector3(o);
var v2 = this.multiplyMatrix3ByVector3(m2, v1);
this.setOrigin(t2, v2);
this.setBasisFromMatrix3(t2, m2);
this.freeVector3(v1);
this.freeVector3(v2);
return t2;
},
multiplyMatrices3: function multiplyMatrices3(m1, m2) {
var m3 = [];
var v10 = this.rowOfMatrix3(m1, 0);
var v11 = this.rowOfMatrix3(m1, 1);
var v12 = this.rowOfMatrix3(m1, 2);
var v20 = this.columnOfMatrix3(m2, 0);
var v21 = this.columnOfMatrix3(m2, 1);
var v22 = this.columnOfMatrix3(m2, 2);
m3[0] = this.dotVectors3(v10, v20);
m3[1] = this.dotVectors3(v10, v21);
m3[2] = this.dotVectors3(v10, v22);
m3[3] = this.dotVectors3(v11, v20);
m3[4] = this.dotVectors3(v11, v21);
m3[5] = this.dotVectors3(v11, v22);
m3[6] = this.dotVectors3(v12, v20);
m3[7] = this.dotVectors3(v12, v21);
m3[8] = this.dotVectors3(v12, v22);
this.freeVector3(v10);
this.freeVector3(v11);
this.freeVector3(v12);
this.freeVector3(v20);
this.freeVector3(v21);
this.freeVector3(v22);
return m3;
},
addVector3: function addVector3(v1, v2) {
var v = this.allocVector3();
v.setValue(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z());
return v;
},
dotVectors3: function dotVectors3(v1, v2) {
return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z();
},
rowOfMatrix3: function rowOfMatrix3(m, i) {
var v = this.allocVector3();
v.setValue(m[i * 3 + 0], m[i * 3 + 1], m[i * 3 + 2]);
return v;
},
columnOfMatrix3: function columnOfMatrix3(m, i) {
var v = this.allocVector3();
v.setValue(m[i + 0], m[i + 3], m[i + 6]);
return v;
},
negativeVector3: function negativeVector3(v) {
var v2 = this.allocVector3();
v2.setValue(-v.x(), -v.y(), -v.z());
return v2;
},
multiplyMatrix3ByVector3: function multiplyMatrix3ByVector3(m, v) {
var v4 = this.allocVector3();
var v0 = this.rowOfMatrix3(m, 0);
var v1 = this.rowOfMatrix3(m, 1);
var v2 = this.rowOfMatrix3(m, 2);
var x = this.dotVectors3(v0, v);
var y = this.dotVectors3(v1, v);
var z = this.dotVectors3(v2, v);
v4.setValue(x, y, z);
this.freeVector3(v0);
this.freeVector3(v1);
this.freeVector3(v2);
return v4;
},
transposeMatrix3: function transposeMatrix3(m) {
var m2 = [];
m2[0] = m[0];
m2[1] = m[3];
m2[2] = m[6];
m2[3] = m[1];
m2[4] = m[4];
m2[5] = m[7];
m2[6] = m[2];
m2[7] = m[5];
m2[8] = m[8];
return m2;
},
quaternionToMatrix3: function quaternionToMatrix3(q) {
var m = [];
var x = q.x();
var y = q.y();
var z = q.z();
var w = q.w();
var xx = x * x;
var yy = y * y;
var zz = z * z;
var xy = x * y;
var yz = y * z;
var zx = z * x;
var xw = x * w;
var yw = y * w;
var zw = z * w;
m[0] = 1 - 2 * (yy + zz);
m[1] = 2 * (xy - zw);
m[2] = 2 * (zx + yw);
m[3] = 2 * (xy + zw);
m[4] = 1 - 2 * (zz + xx);
m[5] = 2 * (yz - xw);
m[6] = 2 * (zx - yw);
m[7] = 2 * (yz + xw);
m[8] = 1 - 2 * (xx + yy);
return m;
},
matrix3ToQuaternion: function matrix3ToQuaternion(m) {
var t = m[0] + m[4] + m[8];
var s, x, y, z, w;
if (t > 0) {
s = Math.sqrt(t + 1.0) * 2;
w = 0.25 * s;
x = (m[7] - m[5]) / s;
y = (m[2] - m[6]) / s;
z = (m[3] - m[1]) / s;
} else if (m[0] > m[4] && m[0] > m[8]) {
s = Math.sqrt(1.0 + m[0] - m[4] - m[8]) * 2;
w = (m[7] - m[5]) / s;
x = 0.25 * s;
y = (m[1] + m[3]) / s;
z = (m[2] + m[6]) / s;
} else if (m[4] > m[8]) {
s = Math.sqrt(1.0 + m[4] - m[0] - m[8]) * 2;
w = (m[2] - m[6]) / s;
x = (m[1] + m[3]) / s;
y = 0.25 * s;
z = (m[5] + m[7]) / s;
} else {
s = Math.sqrt(1.0 + m[8] - m[0] - m[4]) * 2;
w = (m[3] - m[1]) / s;
x = (m[2] + m[6]) / s;
y = (m[5] + m[7]) / s;
z = 0.25 * s;
}
var q = this.allocQuaternion();
q.setX(x);
q.setY(y);
q.setZ(z);
q.setW(w);
return q;
}
};
/**
* @param {THREE.SkinnedMesh} mesh
* @param {Ammo.btDiscreteDynamicsWorld} world
* @param {Object} params
* @param {ResourceManager} manager
*/
function RigidBody(mesh, world, params, manager) {
this.mesh = mesh;
this.world = world;
this.params = params;
this.manager = manager;
this.body = null;
this.bone = null;
this.boneOffsetForm = null;
this.boneOffsetFormInverse = null;
this._init();
}
RigidBody.prototype = {
constructor: MMDPhysics.RigidBody,
/**
* Resets rigid body transform to the current bone's.
*
* @return {RigidBody}
*/
reset: function reset() {
this._setTransformFromBone();
return this;
},
/**
* Updates rigid body's transform from the current bone.
*
* @return {RidigBody}
*/
updateFromBone: function updateFromBone() {
if (this.params.boneIndex !== -1 && this.params.type === 0) {
this._setTransformFromBone();
}
return this;
},
/**
* Updates bone from the current ridid body's transform.
*
* @return {RidigBody}
*/
updateBone: function updateBone() {
if (this.params.type === 0 || this.params.boneIndex === -1) {
return this;
}
this._updateBoneRotation();
if (this.params.type === 1) {
this._updateBonePosition();
}
this.bone.updateMatrixWorld(true);
if (this.params.type === 2) {
this._setPositionFromBone();
}
return this;
},
// private methods
_init: function _init() {
function generateShape(p) {
switch (p.shapeType) {
case 0:
return new Ammo.btSphereShape(p.width);
case 1:
return new Ammo.btBoxShape(new Ammo.btVector3(p.width, p.height, p.depth));
case 2:
return new Ammo.btCapsuleShape(p.width, p.height);
default:
throw 'unknown shape type ' + p.shapeType;
}
}
var manager = this.manager;
var params = this.params;
var bones = this.mesh.skeleton.bones;
var bone = params.boneIndex === -1 ? new THREE.Bone() : bones[params.boneIndex];
var shape = generateShape(params);
var weight = params.type === 0 ? 0 : params.weight;
var localInertia = manager.allocVector3();
localInertia.setValue(0, 0, 0);
if (weight !== 0) {
shape.calculateLocalInertia(weight, localInertia);
}
var boneOffsetForm = manager.allocTransform();
manager.setIdentity(boneOffsetForm);
manager.setOriginFromArray3(boneOffsetForm, params.position);
manager.setBasisFromArray3(boneOffsetForm, params.rotation);
var vector = manager.allocThreeVector3();
var boneForm = manager.allocTransform();
manager.setIdentity(boneForm);
manager.setOriginFromThreeVector3(boneForm, bone.getWorldPosition(vector));
var form = manager.multiplyTransforms(boneForm, boneOffsetForm);
var state = new Ammo.btDefaultMotionState(form);
var info = new Ammo.btRigidBodyConstructionInfo(weight, state, shape, localInertia);
info.set_m_friction(params.friction);
info.set_m_restitution(params.restitution);
var body = new Ammo.btRigidBody(info);
if (params.type === 0) {
body.setCollisionFlags(body.getCollisionFlags() | 2);
/*
* It'd be better to comment out this line though in general I should call this method
* because I'm not sure why but physics will be more like MMD's
* if I comment out.
*/
body.setActivationState(4);
}
body.setDamping(params.positionDamping, params.rotationDamping);
body.setSleepingThresholds(0, 0);
this.world.addRigidBody(body, 1 << params.groupIndex, params.groupTarget);
this.body = body;
this.bone = bone;
this.boneOffsetForm = boneOffsetForm;
this.boneOffsetFormInverse = manager.inverseTransform(boneOffsetForm);
manager.freeVector3(localInertia);
manager.freeTransform(form);
manager.freeTransform(boneForm);
manager.freeThreeVector3(vector);
},
_getBoneTransform: function _getBoneTransform() {
var manager = this.manager;
var p = manager.allocThreeVector3();
var q = manager.allocThreeQuaternion();
var s = manager.allocThreeVector3();
this.bone.matrixWorld.decompose(p, q, s);
var tr = manager.allocTransform();
manager.setOriginFromThreeVector3(tr, p);
manager.setBasisFromThreeQuaternion(tr, q);
var form = manager.multiplyTransforms(tr, this.boneOffsetForm);
manager.freeTransform(tr);
manager.freeThreeVector3(s);
manager.freeThreeQuaternion(q);
manager.freeThreeVector3(p);
return form;
},
_getWorldTransformForBone: function _getWorldTransformForBone() {
var manager = this.manager;
var tr = this.body.getCenterOfMassTransform();
return manager.multiplyTransforms(tr, this.boneOffsetFormInverse);
},
_setTransformFromBone: function _setTransformFromBone() {
var manager = this.manager;
var form = this._getBoneTransform(); // TODO: check the most appropriate way to set
//this.body.setWorldTransform( form );
this.body.setCenterOfMassTransform(form);
this.body.getMotionState().setWorldTransform(form);
manager.freeTransform(form);
},
_setPositionFromBone: function _setPositionFromBone() {
var manager = this.manager;
var form = this._getBoneTransform();
var tr = manager.allocTransform();
this.body.getMotionState().getWorldTransform(tr);
manager.copyOrigin(tr, form); // TODO: check the most appropriate way to set
//this.body.setWorldTransform( tr );
this.body.setCenterOfMassTransform(tr);
this.body.getMotionState().setWorldTransform(tr);
manager.freeTransform(tr);
manager.freeTransform(form);
},
_updateBoneRotation: function _updateBoneRotation() {
var manager = this.manager;
var tr = this._getWorldTransformForBone();
var q = manager.getBasis(tr);
var thQ = manager.allocThreeQuaternion();
var thQ2 = manager.allocThreeQuaternion();
var thQ3 = manager.allocThreeQuaternion();
thQ.set(q.x(), q.y(), q.z(), q.w());
thQ2.setFromRotationMatrix(this.bone.matrixWorld);
thQ2.conjugate();
thQ2.multiply(thQ); //this.bone.quaternion.multiply( thQ2 );
thQ3.setFromRotationMatrix(this.bone.matrix); // Renormalizing quaternion here because repeatedly transforming
// quaternion continuously accumulates floating point error and
// can end up being overflow. See #15335
this.bone.quaternion.copy(thQ2.multiply(thQ3).normalize());
manager.freeThreeQuaternion(thQ);
manager.freeThreeQuaternion(thQ2);
manager.freeThreeQuaternion(thQ3);
manager.freeQuaternion(q);
manager.freeTransform(tr);
},
_updateBonePosition: function _updateBonePosition() {
var manager = this.manager;
var tr = this._getWorldTransformForBone();
var thV = manager.allocThreeVector3();
var o = manager.getOrigin(tr);
thV.set(o.x(), o.y(), o.z());
if (this.bone.parent) {
this.bone.parent.worldToLocal(thV);
}
this.bone.position.copy(thV);
manager.freeThreeVector3(thV);
manager.freeTransform(tr);
}
};
/**
* @param {THREE.SkinnedMesh} mesh
* @param {Ammo.btDiscreteDynamicsWorld} world
* @param {RigidBody} bodyA
* @param {RigidBody} bodyB
* @param {Object} params
* @param {ResourceManager} manager
*/
function Constraint(mesh, world, bodyA, bodyB, params, manager) {
this.mesh = mesh;
this.world = world;
this.bodyA = bodyA;
this.bodyB = bodyB;
this.params = params;
this.manager = manager;
this.constraint = null;
this._init();
}
Constraint.prototype = {
constructor: Constraint,
// private method
_init: function _init() {
var manager = this.manager;
var params = this.params;
var bodyA = this.bodyA;
var bodyB = this.bodyB;
var form = manager.allocTransform();
manager.setIdentity(form);
manager.setOriginFromArray3(form, params.position);
manager.setBasisFromArray3(form, params.rotation);
var formA = manager.allocTransform();
var formB = manager.allocTransform();
bodyA.body.getMotionState().getWorldTransform(formA);
bodyB.body.getMotionState().getWorldTransform(formB);
var formInverseA = manager.inverseTransform(formA);
var formInverseB = manager.inverseTransform(formB);
var formA2 = manager.multiplyTransforms(formInverseA, form);
var formB2 = manager.multiplyTransforms(formInverseB, form);
var constraint = new Ammo.btGeneric6DofSpringConstraint(bodyA.body, bodyB.body, formA2, formB2, true);
var lll = manager.allocVector3();
var lul = manager.allocVector3();
var all = manager.allocVector3();
var aul = manager.allocVector3();
lll.setValue(params.translationLimitation1[0], params.translationLimitation1[1], params.translationLimitation1[2]);
lul.setValue(params.translationLimitation2[0], params.translationLimitation2[1], params.translationLimitation2[2]);
all.setValue(params.rotationLimitation1[0], params.rotationLimitation1[1], params.rotationLimitation1[2]);
aul.setValue(params.rotationLimitation2[0], params.rotationLimitation2[1], params.rotationLimitation2[2]);
constraint.setLinearLowerLimit(lll);
constraint.setLinearUpperLimit(lul);
constraint.setAngularLowerLimit(all);
constraint.setAngularUpperLimit(aul);
for (var i = 0; i < 3; i++) {
if (params.springPosition[i] !== 0) {
constraint.enableSpring(i, true);
constraint.setStiffness(i, params.springPosition[i]);
}
}
for (var i = 0; i < 3; i++) {
if (params.springRotation[i] !== 0) {
constraint.enableSpring(i + 3, true);
constraint.setStiffness(i + 3, params.springRotation[i]);
}
}
/*
* Currently(10/31/2016) official ammo.js doesn't support
* btGeneric6DofSpringConstraint.setParam method.
* You need custom ammo.js (add the method into idl) if you wanna use.
* By setting this parameter, physics will be more like MMD's
*/
if (constraint.setParam !== undefined) {
for (var i = 0; i < 6; i++) {
// this parameter is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
constraint.setParam(2, 0.475, i);
}
}
this.world.addConstraint(constraint, true);
this.constraint = constraint;
manager.freeTransform(form);
manager.freeTransform(formA);
manager.freeTransform(formB);
manager.freeTransform(formInverseA);
manager.freeTransform(formInverseB);
manager.freeTransform(formA2);
manager.freeTransform(formB2);
manager.freeVector3(lll);
manager.freeVector3(lul);
manager.freeVector3(all);
manager.freeVector3(aul);
}
};
/**
* Visualize Rigid bodies
*
* @param {THREE.SkinnedMesh} mesh
* @param {THREE.Physics} physics
*/
function MMDPhysicsHelper(mesh, physics) {
THREE.Object3D.call(this);
this.root = mesh;
this.physics = physics;
this.matrix.copy(mesh.matrixWorld);
this.matrixAutoUpdate = false;
this.materials = [];
this.materials.push(new THREE.MeshBasicMaterial({
color: new THREE.Color(0xff8888),
wireframe: true,
depthTest: false,
depthWrite: false,
opacity: 0.25,
transparent: true
}));
this.materials.push(new THREE.MeshBasicMaterial({
color: new THREE.Color(0x88ff88),
wireframe: true,
depthTest: false,
depthWrite: false,
opacity: 0.25,
transparent: true
}));
this.materials.push(new THREE.MeshBasicMaterial({
color: new THREE.Color(0x8888ff),
wireframe: true,
depthTest: false,
depthWrite: false,
opacity: 0.25,
transparent: true
}));
this._init();
}
MMDPhysicsHelper.prototype = _Object$assign(_Object$create(THREE.Object3D.prototype), {
constructor: MMDPhysicsHelper,
/**
* Updates Rigid Bodies visualization.
*/
updateMatrixWorld: function () {
var position = new THREE.Vector3();
var quaternion = new THREE.Quaternion();
var scale = new THREE.Vector3();
var matrixWorldInv = new THREE.Matrix4();
return function updateMatrixWorld(force) {
var mesh = this.root;
if (this.visible) {
var bodies = this.physics.bodies;
matrixWorldInv.copy(mesh.matrixWorld).decompose(position, quaternion, scale).compose(position, quaternion, scale.set(1, 1, 1)).getInverse(matrixWorldInv);
for (var i = 0, il = bodies.length; i < il; i++) {
var body = bodies[i].body;
var child = this.children[i];
var tr = body.getCenterOfMassTransform();
var origin = tr.getOrigin();
var rotation = tr.getRotation();
child.position.set(origin.x(), origin.y(), origin.z()).applyMatrix4(matrixWorldInv);
child.quaternion.setFromRotationMatrix(matrixWorldInv).multiply(quaternion.set(rotation.x(), rotation.y(), rotation.z(), rotation.w()));
}
}
this.matrix.copy(mesh.matrixWorld).decompose(position, quaternion, scale).compose(position, quaternion, scale.set(1, 1, 1));
THREE.Object3D.prototype.updateMatrixWorld.call(this, force);
};
}(),
// private method
_init: function _init() {
var bodies = this.physics.bodies;
function createGeometry(param) {
switch (param.shapeType) {
case 0:
return new THREE.SphereBufferGeometry(param.width, 16, 8);
case 1:
return new THREE.BoxBufferGeometry(param.width * 2, param.height * 2, param.depth * 2, 8, 8, 8);
case 2:
return new createCapsuleGeometry(param.width, param.height, 16, 8);
default:
return null;
}
} // copy from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mytest37.js?ver=20160815
function createCapsuleGeometry(radius, cylinderHeight, segmentsRadius, segmentsHeight) {
var geometry = new THREE.CylinderBufferGeometry(radius, radius, cylinderHeight, segmentsRadius, segmentsHeight, true);
var upperSphere = new THREE.Mesh(new THREE.SphereBufferGeometry(radius, segmentsRadius, segmentsHeight, 0, Math.PI * 2, 0, Math.PI / 2));
var lowerSphere = new THREE.Mesh(new THREE.SphereBufferGeometry(radius, segmentsRadius, segmentsHeight, 0, Math.PI * 2, Math.PI / 2, Math.PI / 2));
upperSphere.position.set(0, cylinderHeight / 2, 0);
lowerSphere.position.set(0, -cylinderHeight / 2, 0);
upperSphere.updateMatrix();
lowerSphere.updateMatrix();
geometry.merge(upperSphere.geometry, upperSphere.matrix);
geometry.merge(lowerSphere.geometry, lowerSphere.matrix);
return geometry;
}
for (var i = 0, il = bodies.length; i < il; i++) {
var param = bodies[i].params;
this.add(new THREE.Mesh(createGeometry(param), this.materials[param.type]));
}
}
});
return MMDPhysics;
}();