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453
node_modules/three/examples/js/animation/CCDIKSolver.js
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453
node_modules/three/examples/js/animation/CCDIKSolver.js
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/**
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* CCD Algorithm
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* - https://sites.google.com/site/auraliusproject/ccd-algorithm
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*
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* // ik parameter example
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* //
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* // target, effector, index in links are bone index in skeleton.bones.
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* // the bones relation should be
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* // <-- parent child -->
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* // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector
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* iks = [ {
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* target: 1,
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* effector: 2,
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* links: [ { index: 5, limitation: new THREE.Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],
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* iteration: 10,
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* minAngle: 0.0,
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* maxAngle: 1.0,
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* } ];
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*/
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THREE.CCDIKSolver = ( function () {
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/**
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* @param {THREE.SkinnedMesh} mesh
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* @param {Array<Object>} iks
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*/
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function CCDIKSolver( mesh, iks ) {
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this.mesh = mesh;
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this.iks = iks || [];
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this._valid();
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}
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CCDIKSolver.prototype = {
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constructor: CCDIKSolver,
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/**
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* Update IK bones.
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*
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* @return {THREE.CCDIKSolver}
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*/
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update: function () {
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var q = new THREE.Quaternion();
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var targetPos = new THREE.Vector3();
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var targetVec = new THREE.Vector3();
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var effectorPos = new THREE.Vector3();
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var effectorVec = new THREE.Vector3();
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var linkPos = new THREE.Vector3();
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var invLinkQ = new THREE.Quaternion();
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var linkScale = new THREE.Vector3();
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var axis = new THREE.Vector3();
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var vector = new THREE.Vector3();
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return function update() {
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var bones = this.mesh.skeleton.bones;
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var iks = this.iks;
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// for reference overhead reduction in loop
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var math = Math;
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for ( var i = 0, il = iks.length; i < il; i ++ ) {
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var ik = iks[ i ];
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var effector = bones[ ik.effector ];
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var target = bones[ ik.target ];
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// don't use getWorldPosition() here for the performance
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// because it calls updateMatrixWorld( true ) inside.
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targetPos.setFromMatrixPosition( target.matrixWorld );
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var links = ik.links;
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var iteration = ik.iteration !== undefined ? ik.iteration : 1;
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for ( var j = 0; j < iteration; j ++ ) {
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var rotated = false;
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for ( var k = 0, kl = links.length; k < kl; k ++ ) {
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var link = bones[ links[ k ].index ];
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// skip this link and following links.
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// this skip is used for MMD performance optimization.
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if ( links[ k ].enabled === false ) break;
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var limitation = links[ k ].limitation;
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var rotationMin = links[ k ].rotationMin;
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var rotationMax = links[ k ].rotationMax;
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// don't use getWorldPosition/Quaternion() here for the performance
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// because they call updateMatrixWorld( true ) inside.
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link.matrixWorld.decompose( linkPos, invLinkQ, linkScale );
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invLinkQ.invert();
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effectorPos.setFromMatrixPosition( effector.matrixWorld );
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// work in link world
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effectorVec.subVectors( effectorPos, linkPos );
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effectorVec.applyQuaternion( invLinkQ );
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effectorVec.normalize();
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targetVec.subVectors( targetPos, linkPos );
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targetVec.applyQuaternion( invLinkQ );
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targetVec.normalize();
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var angle = targetVec.dot( effectorVec );
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if ( angle > 1.0 ) {
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angle = 1.0;
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} else if ( angle < - 1.0 ) {
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angle = - 1.0;
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}
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angle = math.acos( angle );
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// skip if changing angle is too small to prevent vibration of bone
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// Refer to http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
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if ( angle < 1e-5 ) continue;
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if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
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angle = ik.minAngle;
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}
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if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
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angle = ik.maxAngle;
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}
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axis.crossVectors( effectorVec, targetVec );
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axis.normalize();
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q.setFromAxisAngle( axis, angle );
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link.quaternion.multiply( q );
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// TODO: re-consider the limitation specification
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if ( limitation !== undefined ) {
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var c = link.quaternion.w;
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if ( c > 1.0 ) c = 1.0;
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var c2 = math.sqrt( 1 - c * c );
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link.quaternion.set( limitation.x * c2,
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limitation.y * c2,
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limitation.z * c2,
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c );
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}
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if ( rotationMin !== undefined ) {
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link.rotation.setFromVector3(
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link.rotation
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.toVector3( vector )
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.max( rotationMin ) );
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}
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if ( rotationMax !== undefined ) {
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link.rotation.setFromVector3(
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link.rotation
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.toVector3( vector )
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.min( rotationMax ) );
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}
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link.updateMatrixWorld( true );
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rotated = true;
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}
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if ( ! rotated ) break;
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}
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}
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return this;
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};
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}(),
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/**
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* Creates Helper
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*
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* @return {CCDIKHelper}
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*/
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createHelper: function () {
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return new CCDIKHelper( this.mesh, this.mesh.geometry.userData.MMD.iks );
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},
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// private methods
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_valid: function () {
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var iks = this.iks;
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var bones = this.mesh.skeleton.bones;
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for ( var i = 0, il = iks.length; i < il; i ++ ) {
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var ik = iks[ i ];
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var effector = bones[ ik.effector ];
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var links = ik.links;
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var link0, link1;
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link0 = effector;
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for ( var j = 0, jl = links.length; j < jl; j ++ ) {
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link1 = bones[ links[ j ].index ];
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if ( link0.parent !== link1 ) {
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console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
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}
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link0 = link1;
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}
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}
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}
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};
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/**
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* Visualize IK bones
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*
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* @param {SkinnedMesh} mesh
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* @param {Array<Object>} iks
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*/
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function CCDIKHelper( mesh, iks ) {
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THREE.Object3D.call( this );
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this.root = mesh;
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this.iks = iks || [];
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this.matrix.copy( mesh.matrixWorld );
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this.matrixAutoUpdate = false;
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this.sphereGeometry = new THREE.SphereGeometry( 0.25, 16, 8 );
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this.targetSphereMaterial = new THREE.MeshBasicMaterial( {
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color: new THREE.Color( 0xff8888 ),
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depthTest: false,
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depthWrite: false,
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transparent: true
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} );
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this.effectorSphereMaterial = new THREE.MeshBasicMaterial( {
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color: new THREE.Color( 0x88ff88 ),
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depthTest: false,
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depthWrite: false,
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transparent: true
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} );
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this.linkSphereMaterial = new THREE.MeshBasicMaterial( {
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color: new THREE.Color( 0x8888ff ),
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depthTest: false,
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depthWrite: false,
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transparent: true
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} );
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this.lineMaterial = new THREE.LineBasicMaterial( {
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color: new THREE.Color( 0xff0000 ),
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depthTest: false,
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depthWrite: false,
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transparent: true
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} );
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this._init();
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}
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CCDIKHelper.prototype = Object.assign( Object.create( THREE.Object3D.prototype ), {
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constructor: CCDIKHelper,
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/**
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* Updates IK bones visualization.
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*/
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updateMatrixWorld: function () {
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var matrix = new THREE.Matrix4();
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var vector = new THREE.Vector3();
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function getPosition( bone, matrixWorldInv ) {
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return vector
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.setFromMatrixPosition( bone.matrixWorld )
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.applyMatrix4( matrixWorldInv );
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}
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function setPositionOfBoneToAttributeArray( array, index, bone, matrixWorldInv ) {
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var v = getPosition( bone, matrixWorldInv );
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array[ index * 3 + 0 ] = v.x;
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array[ index * 3 + 1 ] = v.y;
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array[ index * 3 + 2 ] = v.z;
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}
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return function updateMatrixWorld( force ) {
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var mesh = this.root;
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if ( this.visible ) {
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var offset = 0;
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var iks = this.iks;
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var bones = mesh.skeleton.bones;
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matrix.copy( mesh.matrixWorld ).invert();
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for ( var i = 0, il = iks.length; i < il; i ++ ) {
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var ik = iks[ i ];
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var targetBone = bones[ ik.target ];
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var effectorBone = bones[ ik.effector ];
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var targetMesh = this.children[ offset ++ ];
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var effectorMesh = this.children[ offset ++ ];
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targetMesh.position.copy( getPosition( targetBone, matrix ) );
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effectorMesh.position.copy( getPosition( effectorBone, matrix ) );
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for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
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var link = ik.links[ j ];
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var linkBone = bones[ link.index ];
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var linkMesh = this.children[ offset ++ ];
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linkMesh.position.copy( getPosition( linkBone, matrix ) );
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}
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var line = this.children[ offset ++ ];
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var array = line.geometry.attributes.position.array;
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setPositionOfBoneToAttributeArray( array, 0, targetBone, matrix );
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setPositionOfBoneToAttributeArray( array, 1, effectorBone, matrix );
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for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
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var link = ik.links[ j ];
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var linkBone = bones[ link.index ];
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setPositionOfBoneToAttributeArray( array, j + 2, linkBone, matrix );
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}
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line.geometry.attributes.position.needsUpdate = true;
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}
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}
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this.matrix.copy( mesh.matrixWorld );
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THREE.Object3D.prototype.updateMatrixWorld.call( this, force );
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};
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}(),
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// private method
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_init: function () {
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var scope = this;
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var iks = this.iks;
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function createLineGeometry( ik ) {
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var geometry = new THREE.BufferGeometry();
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var vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
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geometry.setAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
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return geometry;
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}
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function createTargetMesh() {
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return new THREE.Mesh( scope.sphereGeometry, scope.targetSphereMaterial );
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}
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function createEffectorMesh() {
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return new THREE.Mesh( scope.sphereGeometry, scope.effectorSphereMaterial );
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}
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function createLinkMesh() {
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return new THREE.Mesh( scope.sphereGeometry, scope.linkSphereMaterial );
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}
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function createLine( ik ) {
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return new THREE.Line( createLineGeometry( ik ), scope.lineMaterial );
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}
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for ( var i = 0, il = iks.length; i < il; i ++ ) {
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var ik = iks[ i ];
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this.add( createTargetMesh() );
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this.add( createEffectorMesh() );
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for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
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this.add( createLinkMesh() );
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}
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this.add( createLine( ik ) );
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}
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}
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} );
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return CCDIKSolver;
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} )();
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