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@jsantell
Created April 1, 2018 21:43
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VR IK
/**
* @author takahiro / https://github.com/takahirox
*
* CCD Algorithm
* https://sites.google.com/site/auraliusproject/ccd-algorithm
*
* mesh.geometry needs to have iks array.
*
* // ik parameter example
* //
* // target, effector, index in links are bone index in skeleton.
* // the bones relation should be
* // <-- parent child -->
* // links[ n ], links[ n - 1 ], ..., links[ 0 ], effector
* ik = {
* target: Bone,
* iteration: 10,
* minAngle: 0.0,
* maxAngle: 1.0,
* chain: [ { bone: Bone, limitation: new THREE.Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],
*
* };
*/
import * as THREE from 'three';
export default class CCDIKSolver {
constructor(iks) {
this.iks = [].concat(iks);
this._valid();
};
_valid() {
var iks = this.iks;
for ( var i = 0, il = iks.length; i < il; i ++ ) {
var ik = iks[ i ];
var effector = ik.chain[0].bone;
var chain = ik.chain;
var link0, link1;
link0 = effector;
for ( var j = 1, jl = chain.length; j < jl; j ++ ) {
link1 = chain[ j ].bone;
if ( link0.parent !== link1 ) {
console.warn( 'CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
}
link0 = link1;
}
}
}
update() {
var q = new THREE.Quaternion();
var targetPos = new THREE.Vector3();
var targetVec = new THREE.Vector3();
var effectorPos = new THREE.Vector3();
var effectorVec = new THREE.Vector3();
var linkPos = new THREE.Vector3();
var invLinkQ = new THREE.Quaternion();
var linkScale = new THREE.Vector3();
var axis = new THREE.Vector3();
var iks = this.iks;
// for reference overhead reduction in loop
var math = Math;
// @jsantell
// this.mesh.updateMatrixWorld( true );
for ( var i = 0, il = iks.length; i < il; i++ ) {
var ik = iks[ i ];
var chain = ik.chain;
var effector = chain[0].bone;
var target = ik.target;
// don't use getWorldPosition() here for the performance
// because it calls updateMatrixWorld( true ) inside.
targetPos.setFromMatrixPosition( target.matrixWorld );
var iteration = ik.iteration !== undefined ? ik.iteration : 1;
for ( var j = 0; j < iteration; j++ ) {
var rotated = false;
for ( var k = 1, kl = chain.length; k < kl; k++ ) {
var link = ik.chain[k];
var bone = link.bone;
// skip this link and following links.
// this skip is used for MMD performance optimization.
if ( link.enabled === false ) break;
var limitation = link.limitation;
// don't use getWorldPosition/Quaternion() here for the performance
// because they call updateMatrixWorld( true ) inside.
bone.matrixWorld.decompose( linkPos, invLinkQ, linkScale );
invLinkQ.inverse();
effectorPos.setFromMatrixPosition( effector.matrixWorld );
// work in link world
effectorVec.subVectors( effectorPos, linkPos );
effectorVec.applyQuaternion( invLinkQ );
effectorVec.normalize();
targetVec.subVectors( targetPos, linkPos );
targetVec.applyQuaternion( invLinkQ );
targetVec.normalize();
var angle = targetVec.dot( effectorVec );
if ( angle > 1.0 ) {
angle = 1.0;
} else if ( angle < -1.0 ) {
angle = -1.0;
}
angle = math.acos( angle );
// skip if changing angle is too small to prevent vibration of bone
// Refer to http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
if ( angle < 1e-5 ) continue;
if ( ik.minAngle !== undefined && angle < ik.minAngle ) {
angle = ik.minAngle;
}
if ( ik.maxAngle !== undefined && angle > ik.maxAngle ) {
angle = ik.maxAngle;
}
axis.crossVectors( effectorVec, targetVec );
axis.normalize();
q.setFromAxisAngle( axis, angle );
bone.quaternion.multiply( q );
// TODO: re-consider the limitation specification
if ( limitation !== undefined ) {
var c = bone.quaternion.w;
if ( c > 1.0 ) {
c = 1.0;
}
var c2 = math.sqrt( 1 - c * c );
bone.quaternion.set( limitation.x * c2,
limitation.y * c2,
limitation.z * c2,
c );
}
bone.updateMatrixWorld( true );
rotated = true;
}
if ( ! rotated ) break;
}
}
// just in case
// @jsantell
// this.mesh.updateMatrixWorld( true );
}
}
export class CCDIKHelper extends THREE.Object3D {
constructor(mesh) {
super();
if ( mesh.geometry.iks === undefined || mesh.skeleton === undefined ) {
throw 'THREE.CCDIKHelper requires iks in mesh.geometry and skeleton in mesh.';
}
this.root = mesh;
this.matrix = mesh.matrixWorld;
this.matrixAutoUpdate = false;
this.sphereGeometry = new THREE.SphereBufferGeometry( 0.25, 16, 8 );
this.targetSphereMaterial = new THREE.MeshBasicMaterial( {
color: new THREE.Color( 0xff8888 ),
depthTest: false,
depthWrite: false,
transparent: true
} );
this.effectorSphereMaterial = new THREE.MeshBasicMaterial( {
color: new THREE.Color( 0x88ff88 ),
depthTest: false,
depthWrite: false,
transparent: true
} );
this.linkSphereMaterial = new THREE.MeshBasicMaterial( {
color: new THREE.Color( 0x8888ff ),
depthTest: false,
depthWrite: false,
transparent: true
} );
this.lineMaterial = new THREE.LineBasicMaterial( {
color: new THREE.Color( 0xff0000 ),
depthTest: false,
depthWrite: false,
transparent: true
} );
this._init();
this.update();
}
_init() {
var self = this;
var mesh = this.root;
var iks = mesh.geometry.iks;
function createLineGeometry( ik ) {
var geometry = new THREE.BufferGeometry();
var vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
geometry.addAttribute( 'position', new THREE.BufferAttribute( vertices, 3 ) );
return geometry;
}
function createTargetMesh() {
return new THREE.Mesh( self.sphereGeometry, self.targetSphereMaterial );
}
function createEffectorMesh() {
return new THREE.Mesh( self.sphereGeometry, self.effectorSphereMaterial );
}
function createLinkMesh() {
return new THREE.Mesh( self.sphereGeometry, self.linkSphereMaterial );
}
function createLine( ik ) {
return new THREE.Line( createLineGeometry( ik ), self.lineMaterial );
}
for ( var i = 0, il = iks.length; i < il; i ++ ) {
var ik = iks[ i ];
this.add( createTargetMesh() );
this.add( createEffectorMesh() );
for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
this.add( createLinkMesh() );
}
this.add( createLine( ik ) );
}
}
update() {
var offset = 0;
var mesh = this.root;
var iks = mesh.geometry.iks;
var bones = mesh.skeleton.bones;
var matrixWorldInv = new THREE.Matrix4().getInverse( mesh.matrixWorld );
var vector = new THREE.Vector3();
function getPosition( bone ) {
vector.setFromMatrixPosition( bone.matrixWorld );
vector.applyMatrix4( matrixWorldInv );
return vector;
}
function setPositionOfBoneToAttributeArray( array, index, bone ) {
var v = getPosition( bone );
array[ index * 3 + 0 ] = v.x;
array[ index * 3 + 1 ] = v.y;
array[ index * 3 + 2 ] = v.z;
}
for ( var i = 0, il = iks.length; i < il; i ++ ) {
var ik = iks[ i ];
var targetBone = bones[ ik.target ];
var effectorBone = bones[ ik.effector ];
var targetMesh = this.children[ offset ++ ];
var effectorMesh = this.children[ offset ++ ];
targetMesh.position.copy( getPosition( targetBone ) );
effectorMesh.position.copy( getPosition( effectorBone ) );
for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
var link = ik.links[ j ];
var linkBone = bones[ link.index ];
var linkMesh = this.children[ offset ++ ];
linkMesh.position.copy( getPosition( linkBone ) );
}
var line = this.children[ offset ++ ];
var array = line.geometry.attributes.position.array;
setPositionOfBoneToAttributeArray( array, 0, targetBone );
setPositionOfBoneToAttributeArray( array, 1, effectorBone );
for ( var j = 0, jl = ik.links.length; j < jl; j ++ ) {
var link = ik.links[ j ];
var linkBone = bones[ link.index ];
setPositionOfBoneToAttributeArray( array, j + 2, linkBone );
}
line.geometry.attributes.position.needsUpdate = true;
}
}
}
import CCDIKSolver, { CCDIKHelper } from './lib/CCDIKSolver.js';
import { Vector3 } from 'three';
export default class VRIKController {
constructor(shoulder, arm, forearm, hand, target, orientation) {
if (orientation !== 'left' && orientation !== 'right') {
throw new Error();
}
this.target = target;
this.hand = hand;
this.solver = new CCDIKSolver([{
target: target,
iteration: 10,
minAngle: 0.0,
maxAngle: 1.0,
chain: [{
bone: hand,
}, {
bone: forearm,
limitation: new Vector3(0, orientation === 'right' ? 1 : -1, 0),
}, {
bone: arm,
}, {
bone: shoulder,
limitation: new Vector3(0.3, 0.3, 0.3),
}]
}]);
}
update() {
this.hand.quaternion.copy(this.target.quaternion);
this.solver.update();
}
}
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