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Fix IK calculation
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cb0c8831af
commit
2ec27efe56
@ -486,6 +486,7 @@ class NullObjectAnimator extends BoneAnimator {
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if (mesh.fix_rotation) mesh.rotation.copy(mesh.fix_rotation);
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})
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let ik_target = new THREE.Vector3().copy(null_object.getWorldCenter(true));
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let solver = new FIK.Structure3D(scene);
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let chain = new FIK.Chain3D();
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@ -508,55 +509,32 @@ class NullObjectAnimator extends BoneAnimator {
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(bones[i+1] ? bones[i+1] : target).origin[0] - bone.origin[0],
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(bones[i+1] ? bones[i+1] : target).origin[1] - bone.origin[1],
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(bones[i+1] ? bones[i+1] : target).origin[2] - bone.origin[2]
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)
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).normalize()
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})
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})
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let ik_target = new THREE.Vector3().copy(null_object.getWorldCenter(true));
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solver.add(chain, ik_target , true);
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solver.meshChains[0].forEach(mesh => {
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mesh.visible = false;
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//scene.add(mesh)
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})
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solver.update();
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let last_euler = new THREE.Euler();
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bone_references.forEach((bone_ref, i) => {
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let start = Reusable.vec1.copy(solver.chains[0].bones[i].start);
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let end = Reusable.vec2.copy(solver.chains[0].bones[i].end);
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bone_references[i].bone.mesh.worldToLocal(start);
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bone_references[i].bone.mesh.worldToLocal(end);
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let diff = end.sub(start).normalize();
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Reusable.quat1.setFromUnitVectors(bone_ref.last_diff, diff);
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let rotation = Reusable.euler1.setFromQuaternion(Reusable.quat1, 'ZYX');
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let euler = new THREE.Euler()
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let q = new THREE.Quaternion()
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let start = new THREE.Vector3().copy(solver.chains[0].bones[i].start)
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let end = new THREE.Vector3().copy(solver.chains[0].bones[i].end)
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bone_references[i].bone.mesh.worldToLocal(start)
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bone_references[i].bone.mesh.worldToLocal(end)
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let diff = new THREE.Vector3().copy(end).sub(start)
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let v1 = new THREE.Vector3().copy(diff).normalize();
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let v2 = new THREE.Vector3().copy(bone_ref.last_diff).normalize();
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q.setFromUnitVectors(v1, v2)
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euler.setFromQuaternion(q)
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bone_ref.bone.mesh.rotation.x -= euler.x - last_euler.x;
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bone_ref.bone.mesh.rotation.y -= euler.y - last_euler.y;
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bone_ref.bone.mesh.rotation.z -= euler.z - last_euler.z;
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last_euler.x = euler.x;
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last_euler.y = euler.y;
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last_euler.z = euler.z;
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bone_ref.bone.mesh.rotation.x += rotation.x;
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bone_ref.bone.mesh.rotation.y += rotation.y;
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bone_ref.bone.mesh.rotation.z += rotation.z;
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bone_ref.bone.mesh.updateMatrixWorld();
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})
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/*setTimeout(() => {
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solver.meshChains[0].forEach(mesh => {
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//scene.remove(mesh)
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})
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}, 60)*/
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}
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displayFrame(multiplier = 1) {
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if (!this.doRender()) return;
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@ -31,6 +31,9 @@ const Reusable = {
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quat1: new THREE.Quaternion(),
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quat2: new THREE.Quaternion(),
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euler1: new THREE.Euler(),
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euler2: new THREE.Euler(),
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}
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const Canvas = {
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