animate/webGl/my-threejs-test/node_modules/three/examples/jsm/animation/MMDAnimationHelper.js

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2024-06-24 09:24:00 +00:00
import {
AnimationMixer,
Object3D,
Quaternion,
Vector3
} from 'three';
import { CCDIKSolver } from '../animation/CCDIKSolver.js';
import { MMDPhysics } from '../animation/MMDPhysics.js';
/**
* MMDAnimationHelper handles animation of MMD assets loaded by MMDLoader
* with MMD special features as IK, Grant, and Physics.
*
* Dependencies
* - ammo.js https://github.com/kripken/ammo.js
* - MMDPhysics
* - CCDIKSolver
*
* TODO
* - more precise grant skinning support.
*/
class MMDAnimationHelper {
/**
* @param {Object} params - (optional)
* @param {boolean} params.sync - Whether animation durations of added objects are synched. Default is true.
* @param {Number} params.afterglow - Default is 0.0.
* @param {boolean} params.resetPhysicsOnLoop - Default is true.
*/
constructor( params = {} ) {
this.meshes = [];
this.camera = null;
this.cameraTarget = new Object3D();
this.cameraTarget.name = 'target';
this.audio = null;
this.audioManager = null;
this.objects = new WeakMap();
this.configuration = {
sync: params.sync !== undefined ? params.sync : true,
afterglow: params.afterglow !== undefined ? params.afterglow : 0.0,
resetPhysicsOnLoop: params.resetPhysicsOnLoop !== undefined ? params.resetPhysicsOnLoop : true,
pmxAnimation: params.pmxAnimation !== undefined ? params.pmxAnimation : false
};
this.enabled = {
animation: true,
ik: true,
grant: true,
physics: true,
cameraAnimation: true
};
this.onBeforePhysics = function ( /* mesh */ ) {};
// experimental
this.sharedPhysics = false;
this.masterPhysics = null;
}
/**
* Adds an Three.js Object to helper and setups animation.
* The anmation durations of added objects are synched
* if this.configuration.sync is true.
*
* @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
* @param {Object} params - (optional)
* @param {THREE.AnimationClip|Array<THREE.AnimationClip>} params.animation - Only for THREE.SkinnedMesh and THREE.Camera. Default is undefined.
* @param {boolean} params.physics - Only for THREE.SkinnedMesh. Default is true.
* @param {Integer} params.warmup - Only for THREE.SkinnedMesh and physics is true. Default is 60.
* @param {Number} params.unitStep - Only for THREE.SkinnedMesh and physics is true. Default is 1 / 65.
* @param {Integer} params.maxStepNum - Only for THREE.SkinnedMesh and physics is true. Default is 3.
* @param {Vector3} params.gravity - Only for THREE.SkinnedMesh and physics is true. Default ( 0, - 9.8 * 10, 0 ).
* @param {Number} params.delayTime - Only for THREE.Audio. Default is 0.0.
* @return {MMDAnimationHelper}
*/
add( object, params = {} ) {
if ( object.isSkinnedMesh ) {
this._addMesh( object, params );
} else if ( object.isCamera ) {
this._setupCamera( object, params );
} else if ( object.type === 'Audio' ) {
this._setupAudio( object, params );
} else {
throw new Error( 'THREE.MMDAnimationHelper.add: '
+ 'accepts only '
+ 'THREE.SkinnedMesh or '
+ 'THREE.Camera or '
+ 'THREE.Audio instance.' );
}
if ( this.configuration.sync ) this._syncDuration();
return this;
}
/**
* Removes an Three.js Object from helper.
*
* @param {THREE.SkinnedMesh|THREE.Camera|THREE.Audio} object
* @return {MMDAnimationHelper}
*/
remove( object ) {
if ( object.isSkinnedMesh ) {
this._removeMesh( object );
} else if ( object.isCamera ) {
this._clearCamera( object );
} else if ( object.type === 'Audio' ) {
this._clearAudio( object );
} else {
throw new Error( 'THREE.MMDAnimationHelper.remove: '
+ 'accepts only '
+ 'THREE.SkinnedMesh or '
+ 'THREE.Camera or '
+ 'THREE.Audio instance.' );
}
if ( this.configuration.sync ) this._syncDuration();
return this;
}
/**
* Updates the animation.
*
* @param {Number} delta
* @return {MMDAnimationHelper}
*/
update( delta ) {
if ( this.audioManager !== null ) this.audioManager.control( delta );
for ( let i = 0; i < this.meshes.length; i ++ ) {
this._animateMesh( this.meshes[ i ], delta );
}
if ( this.sharedPhysics ) this._updateSharedPhysics( delta );
if ( this.camera !== null ) this._animateCamera( this.camera, delta );
return this;
}
/**
* Changes the pose of SkinnedMesh as VPD specifies.
*
* @param {THREE.SkinnedMesh} mesh
* @param {Object} vpd - VPD content parsed MMDParser
* @param {Object} params - (optional)
* @param {boolean} params.resetPose - Default is true.
* @param {boolean} params.ik - Default is true.
* @param {boolean} params.grant - Default is true.
* @return {MMDAnimationHelper}
*/
pose( mesh, vpd, params = {} ) {
if ( params.resetPose !== false ) mesh.pose();
const bones = mesh.skeleton.bones;
const boneParams = vpd.bones;
const boneNameDictionary = {};
for ( let i = 0, il = bones.length; i < il; i ++ ) {
boneNameDictionary[ bones[ i ].name ] = i;
}
const vector = new Vector3();
const quaternion = new Quaternion();
for ( let i = 0, il = boneParams.length; i < il; i ++ ) {
const boneParam = boneParams[ i ];
const boneIndex = boneNameDictionary[ boneParam.name ];
if ( boneIndex === undefined ) continue;
const bone = bones[ boneIndex ];
bone.position.add( vector.fromArray( boneParam.translation ) );
bone.quaternion.multiply( quaternion.fromArray( boneParam.quaternion ) );
}
mesh.updateMatrixWorld( true );
// PMX animation system special path
if ( this.configuration.pmxAnimation &&
mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) {
const sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() );
const ikSolver = params.ik !== false ? this._createCCDIKSolver( mesh ) : null;
const grantSolver = params.grant !== false ? this.createGrantSolver( mesh ) : null;
this._animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver );
} else {
if ( params.ik !== false ) {
this._createCCDIKSolver( mesh ).update();
}
if ( params.grant !== false ) {
this.createGrantSolver( mesh ).update();
}
}
return this;
}
/**
* Enabes/Disables an animation feature.
*
* @param {string} key
* @param {boolean} enabled
* @return {MMDAnimationHelper}
*/
enable( key, enabled ) {
if ( this.enabled[ key ] === undefined ) {
throw new Error( 'THREE.MMDAnimationHelper.enable: '
+ 'unknown key ' + key );
}
this.enabled[ key ] = enabled;
if ( key === 'physics' ) {
for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
this._optimizeIK( this.meshes[ i ], enabled );
}
}
return this;
}
/**
* Creates an GrantSolver instance.
*
* @param {THREE.SkinnedMesh} mesh
* @return {GrantSolver}
*/
createGrantSolver( mesh ) {
return new GrantSolver( mesh, mesh.geometry.userData.MMD.grants );
}
// private methods
_addMesh( mesh, params ) {
if ( this.meshes.indexOf( mesh ) >= 0 ) {
throw new Error( 'THREE.MMDAnimationHelper._addMesh: '
+ 'SkinnedMesh \'' + mesh.name + '\' has already been added.' );
}
this.meshes.push( mesh );
this.objects.set( mesh, { looped: false } );
this._setupMeshAnimation( mesh, params.animation );
if ( params.physics !== false ) {
this._setupMeshPhysics( mesh, params );
}
return this;
}
_setupCamera( camera, params ) {
if ( this.camera === camera ) {
throw new Error( 'THREE.MMDAnimationHelper._setupCamera: '
+ 'Camera \'' + camera.name + '\' has already been set.' );
}
if ( this.camera ) this.clearCamera( this.camera );
this.camera = camera;
camera.add( this.cameraTarget );
this.objects.set( camera, {} );
if ( params.animation !== undefined ) {
this._setupCameraAnimation( camera, params.animation );
}
return this;
}
_setupAudio( audio, params ) {
if ( this.audio === audio ) {
throw new Error( 'THREE.MMDAnimationHelper._setupAudio: '
+ 'Audio \'' + audio.name + '\' has already been set.' );
}
if ( this.audio ) this.clearAudio( this.audio );
this.audio = audio;
this.audioManager = new AudioManager( audio, params );
this.objects.set( this.audioManager, {
duration: this.audioManager.duration
} );
return this;
}
_removeMesh( mesh ) {
let found = false;
let writeIndex = 0;
for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
if ( this.meshes[ i ] === mesh ) {
this.objects.delete( mesh );
found = true;
continue;
}
this.meshes[ writeIndex ++ ] = this.meshes[ i ];
}
if ( ! found ) {
throw new Error( 'THREE.MMDAnimationHelper._removeMesh: '
+ 'SkinnedMesh \'' + mesh.name + '\' has not been added yet.' );
}
this.meshes.length = writeIndex;
return this;
}
_clearCamera( camera ) {
if ( camera !== this.camera ) {
throw new Error( 'THREE.MMDAnimationHelper._clearCamera: '
+ 'Camera \'' + camera.name + '\' has not been set yet.' );
}
this.camera.remove( this.cameraTarget );
this.objects.delete( this.camera );
this.camera = null;
return this;
}
_clearAudio( audio ) {
if ( audio !== this.audio ) {
throw new Error( 'THREE.MMDAnimationHelper._clearAudio: '
+ 'Audio \'' + audio.name + '\' has not been set yet.' );
}
this.objects.delete( this.audioManager );
this.audio = null;
this.audioManager = null;
return this;
}
_setupMeshAnimation( mesh, animation ) {
const objects = this.objects.get( mesh );
if ( animation !== undefined ) {
const animations = Array.isArray( animation )
? animation : [ animation ];
objects.mixer = new AnimationMixer( mesh );
for ( let i = 0, il = animations.length; i < il; i ++ ) {
objects.mixer.clipAction( animations[ i ] ).play();
}
// TODO: find a workaround not to access ._clip looking like a private property
objects.mixer.addEventListener( 'loop', function ( event ) {
const tracks = event.action._clip.tracks;
if ( tracks.length > 0 && tracks[ 0 ].name.slice( 0, 6 ) !== '.bones' ) return;
objects.looped = true;
} );
}
objects.ikSolver = this._createCCDIKSolver( mesh );
objects.grantSolver = this.createGrantSolver( mesh );
return this;
}
_setupCameraAnimation( camera, animation ) {
const animations = Array.isArray( animation )
? animation : [ animation ];
const objects = this.objects.get( camera );
objects.mixer = new AnimationMixer( camera );
for ( let i = 0, il = animations.length; i < il; i ++ ) {
objects.mixer.clipAction( animations[ i ] ).play();
}
}
_setupMeshPhysics( mesh, params ) {
const objects = this.objects.get( mesh );
// shared physics is experimental
if ( params.world === undefined && this.sharedPhysics ) {
const masterPhysics = this._getMasterPhysics();
if ( masterPhysics !== null ) world = masterPhysics.world; // eslint-disable-line no-undef
}
objects.physics = this._createMMDPhysics( mesh, params );
if ( objects.mixer && params.animationWarmup !== false ) {
this._animateMesh( mesh, 0 );
objects.physics.reset();
}
objects.physics.warmup( params.warmup !== undefined ? params.warmup : 60 );
this._optimizeIK( mesh, true );
}
_animateMesh( mesh, delta ) {
const objects = this.objects.get( mesh );
const mixer = objects.mixer;
const ikSolver = objects.ikSolver;
const grantSolver = objects.grantSolver;
const physics = objects.physics;
const looped = objects.looped;
if ( mixer && this.enabled.animation ) {
// alternate solution to save/restore bones but less performant?
//mesh.pose();
//this._updatePropertyMixersBuffer( mesh );
this._restoreBones( mesh );
mixer.update( delta );
this._saveBones( mesh );
// PMX animation system special path
if ( this.configuration.pmxAnimation &&
mesh.geometry.userData.MMD && mesh.geometry.userData.MMD.format === 'pmx' ) {
if ( ! objects.sortedBonesData ) objects.sortedBonesData = this._sortBoneDataArray( mesh.geometry.userData.MMD.bones.slice() );
this._animatePMXMesh(
mesh,
objects.sortedBonesData,
ikSolver && this.enabled.ik ? ikSolver : null,
grantSolver && this.enabled.grant ? grantSolver : null
);
} else {
if ( ikSolver && this.enabled.ik ) {
mesh.updateMatrixWorld( true );
ikSolver.update();
}
if ( grantSolver && this.enabled.grant ) {
grantSolver.update();
}
}
}
if ( looped === true && this.enabled.physics ) {
if ( physics && this.configuration.resetPhysicsOnLoop ) physics.reset();
objects.looped = false;
}
if ( physics && this.enabled.physics && ! this.sharedPhysics ) {
this.onBeforePhysics( mesh );
physics.update( delta );
}
}
// Sort bones in order by 1. transformationClass and 2. bone index.
// In PMX animation system, bone transformations should be processed
// in this order.
_sortBoneDataArray( boneDataArray ) {
return boneDataArray.sort( function ( a, b ) {
if ( a.transformationClass !== b.transformationClass ) {
return a.transformationClass - b.transformationClass;
} else {
return a.index - b.index;
}
} );
}
// PMX Animation system is a bit too complex and doesn't great match to
// Three.js Animation system. This method attempts to simulate it as much as
// possible but doesn't perfectly simulate.
// This method is more costly than the regular one so
// you are recommended to set constructor parameter "pmxAnimation: true"
// only if your PMX model animation doesn't work well.
// If you need better method you would be required to write your own.
_animatePMXMesh( mesh, sortedBonesData, ikSolver, grantSolver ) {
_quaternionIndex = 0;
_grantResultMap.clear();
for ( let i = 0, il = sortedBonesData.length; i < il; i ++ ) {
updateOne( mesh, sortedBonesData[ i ].index, ikSolver, grantSolver );
}
mesh.updateMatrixWorld( true );
return this;
}
_animateCamera( camera, delta ) {
const mixer = this.objects.get( camera ).mixer;
if ( mixer && this.enabled.cameraAnimation ) {
mixer.update( delta );
camera.updateProjectionMatrix();
camera.up.set( 0, 1, 0 );
camera.up.applyQuaternion( camera.quaternion );
camera.lookAt( this.cameraTarget.position );
}
}
_optimizeIK( mesh, physicsEnabled ) {
const iks = mesh.geometry.userData.MMD.iks;
const bones = mesh.geometry.userData.MMD.bones;
for ( let i = 0, il = iks.length; i < il; i ++ ) {
const ik = iks[ i ];
const links = ik.links;
for ( let j = 0, jl = links.length; j < jl; j ++ ) {
const link = links[ j ];
if ( physicsEnabled === true ) {
// disable IK of the bone the corresponding rigidBody type of which is 1 or 2
// because its rotation will be overriden by physics
link.enabled = bones[ link.index ].rigidBodyType > 0 ? false : true;
} else {
link.enabled = true;
}
}
}
}
_createCCDIKSolver( mesh ) {
if ( CCDIKSolver === undefined ) {
throw new Error( 'THREE.MMDAnimationHelper: Import CCDIKSolver.' );
}
return new CCDIKSolver( mesh, mesh.geometry.userData.MMD.iks );
}
_createMMDPhysics( mesh, params ) {
if ( MMDPhysics === undefined ) {
throw new Error( 'THREE.MMDPhysics: Import MMDPhysics.' );
}
return new MMDPhysics(
mesh,
mesh.geometry.userData.MMD.rigidBodies,
mesh.geometry.userData.MMD.constraints,
params );
}
/*
* Detects the longest duration and then sets it to them to sync.
* TODO: Not to access private properties ( ._actions and ._clip )
*/
_syncDuration() {
let max = 0.0;
const objects = this.objects;
const meshes = this.meshes;
const camera = this.camera;
const audioManager = this.audioManager;
// get the longest duration
for ( let i = 0, il = meshes.length; i < il; i ++ ) {
const mixer = this.objects.get( meshes[ i ] ).mixer;
if ( mixer === undefined ) continue;
for ( let j = 0; j < mixer._actions.length; j ++ ) {
const clip = mixer._actions[ j ]._clip;
if ( ! objects.has( clip ) ) {
objects.set( clip, {
duration: clip.duration
} );
}
max = Math.max( max, objects.get( clip ).duration );
}
}
if ( camera !== null ) {
const mixer = this.objects.get( camera ).mixer;
if ( mixer !== undefined ) {
for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) {
const clip = mixer._actions[ i ]._clip;
if ( ! objects.has( clip ) ) {
objects.set( clip, {
duration: clip.duration
} );
}
max = Math.max( max, objects.get( clip ).duration );
}
}
}
if ( audioManager !== null ) {
max = Math.max( max, objects.get( audioManager ).duration );
}
max += this.configuration.afterglow;
// update the duration
for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
const mixer = this.objects.get( this.meshes[ i ] ).mixer;
if ( mixer === undefined ) continue;
for ( let j = 0, jl = mixer._actions.length; j < jl; j ++ ) {
mixer._actions[ j ]._clip.duration = max;
}
}
if ( camera !== null ) {
const mixer = this.objects.get( camera ).mixer;
if ( mixer !== undefined ) {
for ( let i = 0, il = mixer._actions.length; i < il; i ++ ) {
mixer._actions[ i ]._clip.duration = max;
}
}
}
if ( audioManager !== null ) {
audioManager.duration = max;
}
}
// workaround
_updatePropertyMixersBuffer( mesh ) {
const mixer = this.objects.get( mesh ).mixer;
const propertyMixers = mixer._bindings;
const accuIndex = mixer._accuIndex;
for ( let i = 0, il = propertyMixers.length; i < il; i ++ ) {
const propertyMixer = propertyMixers[ i ];
const buffer = propertyMixer.buffer;
const stride = propertyMixer.valueSize;
const offset = ( accuIndex + 1 ) * stride;
propertyMixer.binding.getValue( buffer, offset );
}
}
/*
* Avoiding these two issues by restore/save bones before/after mixer animation.
*
* 1. PropertyMixer used by AnimationMixer holds cache value in .buffer.
* Calculating IK, Grant, and Physics after mixer animation can break
* the cache coherency.
*
* 2. Applying Grant two or more times without reset the posing breaks model.
*/
_saveBones( mesh ) {
const objects = this.objects.get( mesh );
const bones = mesh.skeleton.bones;
let backupBones = objects.backupBones;
if ( backupBones === undefined ) {
backupBones = new Float32Array( bones.length * 7 );
objects.backupBones = backupBones;
}
for ( let i = 0, il = bones.length; i < il; i ++ ) {
const bone = bones[ i ];
bone.position.toArray( backupBones, i * 7 );
bone.quaternion.toArray( backupBones, i * 7 + 3 );
}
}
_restoreBones( mesh ) {
const objects = this.objects.get( mesh );
const backupBones = objects.backupBones;
if ( backupBones === undefined ) return;
const bones = mesh.skeleton.bones;
for ( let i = 0, il = bones.length; i < il; i ++ ) {
const bone = bones[ i ];
bone.position.fromArray( backupBones, i * 7 );
bone.quaternion.fromArray( backupBones, i * 7 + 3 );
}
}
// experimental
_getMasterPhysics() {
if ( this.masterPhysics !== null ) return this.masterPhysics;
for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
const physics = this.meshes[ i ].physics;
if ( physics !== undefined && physics !== null ) {
this.masterPhysics = physics;
return this.masterPhysics;
}
}
return null;
}
_updateSharedPhysics( delta ) {
if ( this.meshes.length === 0 || ! this.enabled.physics || ! this.sharedPhysics ) return;
const physics = this._getMasterPhysics();
if ( physics === null ) return;
for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
const p = this.meshes[ i ].physics;
if ( p !== null && p !== undefined ) {
p.updateRigidBodies();
}
}
physics.stepSimulation( delta );
for ( let i = 0, il = this.meshes.length; i < il; i ++ ) {
const p = this.meshes[ i ].physics;
if ( p !== null && p !== undefined ) {
p.updateBones();
}
}
}
}
// Keep working quaternions for less GC
const _quaternions = [];
let _quaternionIndex = 0;
function getQuaternion() {
if ( _quaternionIndex >= _quaternions.length ) {
_quaternions.push( new Quaternion() );
}
return _quaternions[ _quaternionIndex ++ ];
}
// Save rotation whose grant and IK are already applied
// used by grant children
const _grantResultMap = new Map();
function updateOne( mesh, boneIndex, ikSolver, grantSolver ) {
const bones = mesh.skeleton.bones;
const bonesData = mesh.geometry.userData.MMD.bones;
const boneData = bonesData[ boneIndex ];
const bone = bones[ boneIndex ];
// Return if already updated by being referred as a grant parent.
if ( _grantResultMap.has( boneIndex ) ) return;
const quaternion = getQuaternion();
// Initialize grant result here to prevent infinite loop.
// If it's referred before updating with actual result later
// result without applyting IK or grant is gotten
// but better than composing of infinite loop.
_grantResultMap.set( boneIndex, quaternion.copy( bone.quaternion ) );
// @TODO: Support global grant and grant position
if ( grantSolver && boneData.grant &&
! boneData.grant.isLocal && boneData.grant.affectRotation ) {
const parentIndex = boneData.grant.parentIndex;
const ratio = boneData.grant.ratio;
if ( ! _grantResultMap.has( parentIndex ) ) {
updateOne( mesh, parentIndex, ikSolver, grantSolver );
}
grantSolver.addGrantRotation( bone, _grantResultMap.get( parentIndex ), ratio );
}
if ( ikSolver && boneData.ik ) {
// @TODO: Updating world matrices every time solving an IK bone is
// costly. Optimize if possible.
mesh.updateMatrixWorld( true );
ikSolver.updateOne( boneData.ik );
// No confident, but it seems the grant results with ik links should be updated?
const links = boneData.ik.links;
for ( let i = 0, il = links.length; i < il; i ++ ) {
const link = links[ i ];
if ( link.enabled === false ) continue;
const linkIndex = link.index;
if ( _grantResultMap.has( linkIndex ) ) {
_grantResultMap.set( linkIndex, _grantResultMap.get( linkIndex ).copy( bones[ linkIndex ].quaternion ) );
}
}
}
// Update with the actual result here
quaternion.copy( bone.quaternion );
}
//
class AudioManager {
/**
* @param {THREE.Audio} audio
* @param {Object} params - (optional)
* @param {Nuumber} params.delayTime
*/
constructor( audio, params = {} ) {
this.audio = audio;
this.elapsedTime = 0.0;
this.currentTime = 0.0;
this.delayTime = params.delayTime !== undefined
? params.delayTime : 0.0;
this.audioDuration = this.audio.buffer.duration;
this.duration = this.audioDuration + this.delayTime;
}
/**
* @param {Number} delta
* @return {AudioManager}
*/
control( delta ) {
this.elapsed += delta;
this.currentTime += delta;
if ( this._shouldStopAudio() ) this.audio.stop();
if ( this._shouldStartAudio() ) this.audio.play();
return this;
}
// private methods
_shouldStartAudio() {
if ( this.audio.isPlaying ) return false;
while ( this.currentTime >= this.duration ) {
this.currentTime -= this.duration;
}
if ( this.currentTime < this.delayTime ) return false;
// 'duration' can be bigger than 'audioDuration + delayTime' because of sync configuration
if ( ( this.currentTime - this.delayTime ) > this.audioDuration ) return false;
return true;
}
_shouldStopAudio() {
return this.audio.isPlaying &&
this.currentTime >= this.duration;
}
}
const _q = new Quaternion();
/**
* Solver for Grant (Fuyo in Japanese. I just google translated because
* Fuyo may be MMD specific term and may not be common word in 3D CG terms.)
* Grant propagates a bone's transform to other bones transforms even if
* they are not children.
* @param {THREE.SkinnedMesh} mesh
* @param {Array<Object>} grants
*/
class GrantSolver {
constructor( mesh, grants = [] ) {
this.mesh = mesh;
this.grants = grants;
}
/**
* Solve all the grant bones
* @return {GrantSolver}
*/
update() {
const grants = this.grants;
for ( let i = 0, il = grants.length; i < il; i ++ ) {
this.updateOne( grants[ i ] );
}
return this;
}
/**
* Solve a grant bone
* @param {Object} grant - grant parameter
* @return {GrantSolver}
*/
updateOne( grant ) {
const bones = this.mesh.skeleton.bones;
const bone = bones[ grant.index ];
const parentBone = bones[ grant.parentIndex ];
if ( grant.isLocal ) {
// TODO: implement
if ( grant.affectPosition ) {
}
// TODO: implement
if ( grant.affectRotation ) {
}
} else {
// TODO: implement
if ( grant.affectPosition ) {
}
if ( grant.affectRotation ) {
this.addGrantRotation( bone, parentBone.quaternion, grant.ratio );
}
}
return this;
}
addGrantRotation( bone, q, ratio ) {
_q.set( 0, 0, 0, 1 );
_q.slerp( q, ratio );
bone.quaternion.multiply( _q );
return this;
}
}
export { MMDAnimationHelper };