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/** | |
* @author takahiro / https://github.com/takahirox | |
* | |
* 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 | |
*/ | |
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 ( 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 () { | |
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 ( cycles ) { | |
for ( var i = 0; i < cycles; i++ ) { | |
this.update( 1 / 60 ); | |
} | |
return this; | |
}, | |
/** | |
* Sets gravity. | |
* | |
* @param {THREE.Vector3} gravity | |
* @return {MMDPhysicsHelper} | |
*/ | |
setGravity: function ( 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 () { | |
return new MMDPhysicsHelper( this.mesh, this ); | |
}, | |
// private methods | |
_init: function ( 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 () { | |
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 ( 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 ( 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 ( 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 () { | |
for ( var i = 0, il = this.bodies.length; i < il; i++ ) { | |
this.bodies[ i ].updateFromBone(); | |
} | |
}, | |
_updateBones: function () { | |
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 () { | |
return ( this.threeVector3s.length > 0 ) | |
? this.threeVector3s.pop() | |
: new THREE.Vector3(); | |
}, | |
freeThreeVector3: function ( v ) { | |
this.threeVector3s.push( v ); | |
}, | |
allocThreeMatrix4: function () { | |
return ( this.threeMatrix4s.length > 0 ) | |
? this.threeMatrix4s.pop() | |
: new THREE.Matrix4(); | |
}, | |
freeThreeMatrix4: function ( m ) { | |
this.threeMatrix4s.push( m ); | |
}, | |
allocThreeQuaternion: function () { | |
return ( this.threeQuaternions.length > 0 ) | |
? this.threeQuaternions.pop() | |
: new THREE.Quaternion(); | |
}, | |
freeThreeQuaternion: function ( q ) { | |
this.threeQuaternions.push( q ); | |
}, | |
allocThreeEuler: function () { | |
return ( this.threeEulers.length > 0 ) | |
? this.threeEulers.pop() | |
: new THREE.Euler(); | |
}, | |
freeThreeEuler: function ( e ) { | |
this.threeEulers.push( e ); | |
}, | |
allocTransform: function () { | |
return ( this.transforms.length > 0 ) | |
? this.transforms.pop() | |
: new Ammo.btTransform(); | |
}, | |
freeTransform: function ( t ) { | |
this.transforms.push( t ); | |
}, | |
allocQuaternion: function () { | |
return ( this.quaternions.length > 0 ) | |
? this.quaternions.pop() | |
: new Ammo.btQuaternion(); | |
}, | |
freeQuaternion: function ( q ) { | |
this.quaternions.push( q ); | |
}, | |
allocVector3: function () { | |
return ( this.vector3s.length > 0 ) | |
? this.vector3s.pop() | |
: new Ammo.btVector3(); | |
}, | |
freeVector3: function ( v ) { | |
this.vector3s.push( v ); | |
}, | |
setIdentity: function ( t ) { | |
t.setIdentity(); | |
}, | |
getBasis: function ( t ) { | |
var q = this.allocQuaternion(); | |
t.getBasis().getRotation( q ); | |
return q; | |
}, | |
getBasisAsMatrix3: function ( t ) { | |
var q = this.getBasis( t ); | |
var m = this.quaternionToMatrix3( q ); | |
this.freeQuaternion( q ); | |
return m; | |
}, | |
getOrigin: function( t ) { | |
return t.getOrigin(); | |
}, | |
setOrigin: function( t, v ) { | |
t.getOrigin().setValue( v.x(), v.y(), v.z() ); | |
}, | |
copyOrigin: function( t1, t2 ) { | |
var o = t2.getOrigin(); | |
this.setOrigin( t1, o ); | |
}, | |
setBasis: function( t, q ) { | |
t.setRotation( q ); | |
}, | |
setBasisFromMatrix3: function( t, m ) { | |
var q = this.matrix3ToQuaternion( m ); | |
this.setBasis( t, q ); | |
this.freeQuaternion( q ); | |
}, | |
setOriginFromArray3: function ( t, a ) { | |
t.getOrigin().setValue( a[ 0 ], a[ 1 ], a[ 2 ] ); | |
}, | |
setOriginFromThreeVector3: function ( t, v ) { | |
t.getOrigin().setValue( v.x, v.y, v.z ); | |
}, | |
setBasisFromArray3: function ( 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 ( 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 ( 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 ( 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 ( 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( v1, v2 ) { | |
var v = this.allocVector3(); | |
v.setValue( v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z() ); | |
return v; | |
}, | |
dotVectors3: function( v1, v2 ) { | |
return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z(); | |
}, | |
rowOfMatrix3: function( m, i ) { | |
var v = this.allocVector3(); | |
v.setValue( m[ i * 3 + 0 ], m[ i * 3 + 1 ], m[ i * 3 + 2 ] ); | |
return v; | |
}, | |
columnOfMatrix3: function( m, i ) { | |
var v = this.allocVector3(); | |
v.setValue( m[ i + 0 ], m[ i + 3 ], m[ i + 6 ] ); | |
return v; | |
}, | |
negativeVector3: function( v ) { | |
var v2 = this.allocVector3(); | |
v2.setValue( -v.x(), -v.y(), -v.z() ); | |
return v2; | |
}, | |
multiplyMatrix3ByVector3: function ( 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( 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 ( 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( 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 () { | |
this._setTransformFromBone(); | |
return this; | |
}, | |
/** | |
* Updates rigid body's transform from the current bone. | |
* | |
* @return {RidigBody} | |
*/ | |
updateFromBone: function () { | |
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 () { | |
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 () { | |
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 () { | |
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 () { | |
var manager = this.manager; | |
var tr = manager.allocTransform(); | |
this.body.getMotionState().getWorldTransform( tr ); | |
var tr2 = manager.multiplyTransforms( tr, this.boneOffsetFormInverse ); | |
manager.freeTransform( tr ); | |
return tr2; | |
}, | |
_setTransformFromBone: function () { | |
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 () { | |
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 () { | |
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 ); | |
this.bone.quaternion.copy( thQ2.multiply( thQ3 ) ); | |
manager.freeThreeQuaternion( thQ ); | |
manager.freeThreeQuaternion( thQ2 ); | |
manager.freeThreeQuaternion( thQ3 ); | |
manager.freeQuaternion( q ); | |
manager.freeTransform( tr ); | |
}, | |
_updateBonePosition: function () { | |
var manager = this.manager; | |
var tr = this.body.getCenterOfMassTransform(); | |
var origin = tr.getOrigin(); | |
var matrixInv = manager.allocThreeMatrix4(); | |
matrixInv.copy( this.bone.parent.matrixWorld ).getInverse( matrixInv ); | |
var pos = manager.allocThreeVector3(); | |
pos.set( origin.x(), origin.y(), origin.z() ).applyMatrix4( matrixInv ); | |
this.bone.position.copy( pos ); | |
manager.freeThreeVector3( pos ); | |
manager.freeThreeMatrix4( matrixInv ); | |
} | |
}; | |
/** | |
* @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 () { | |
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 () { | |
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; | |
} )(); | |