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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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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; }();