123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104 |
- <!DOCTYPE html>
- <html lang="en">
- <head>
- <meta charset="utf-8" />
- <base href="../../../" />
- <script src="list.js"></script>
- <script src="page.js"></script>
- <link type="text/css" rel="stylesheet" href="page.css" />
- </head>
- <body>
- <h1>[name]</h1>
- <p class="desc"> A solver for IK with <a href="https://sites.google.com/site/auraliusproject/ccd-algorithm"><em>CCD Algorithm</em></a>. <br /><br />
- [name] solves Inverse Kinematics Problem with CCD Algorithm.
- [name] is designed to work with [page:SkinnedMesh] loaded by [page:MMDLoader] but also can be used for generic [page:SkinnedMesh].
- </p>
- <h2>Example</h2>
- <code>
- var ikSolver;
- // Load MMD resources and instantiate CCDIKSolver
- new THREE.MMDLoader().load(
- 'models/mmd/miku.pmd',
- function ( mesh ) {
- ikSolver = new CCDIKSolver( mesh, mesh.geometry.iks );
- scene.add( mesh );
- }
- );
- function render() {
- animate(); // update bones
- if ( ikSolver !== undefined ) ikSolver.update();
- renderer.render( scene, camera );
- }
- </code>
- [example:webgl_loader_mmd]<br />
- [example:webgl_loader_mmd_pose]<br />
- [example:webgl_loader_mmd_audio]<br />
- <br />
- <hr>
- <h2>Constructor</h2>
- <h3>[name]( [param:SkinnedMesh mesh], [param:Array iks] )</h3>
- <p>
- [page:SkinnedMesh mesh] — [page:SkinnedMesh] for which [name] solves IK problem.<br />
- [page:Array iks] — An array of [page:Object] specifying IK parameter. target, effector, and link-index are index integers in .skeleton.bones.
- The bones relation should be "links[ n ], links[ n - 1 ], ..., links[ 0 ], effector" in order from parent to child.<br />
- <ul>
- <li>[page:Integer target] — Target bone.</li>
- <li>[page:Integer effector] — Effector bone.</li>
- <li>[page:Array links] — An array of [page: Object] specifying link bones.
- <ul>
- <li>[page:Integer index] — Link bone.</li>
- <li>[page:Vector3 limitation] — (optional) Rotation axis. Default is undefined.</li>
- <li>[page:Vector3 rotationMin] — (optional) Rotation minimum limit. Default is undefined.</li>
- <li>[page:Vector3 rotationMax] — (optional) Rotation maximum limit. Default is undefined.</li>
- <li>[page:Boolean enabled] — (optional) Default is true.</li>
- </ul>
- </li>
- <li>[page:Integer iteration] — (optional) Iteration number of calculation. Smaller is faster but less precise. Default is 1.</li>
- <li>[page:Number minAngle] — (optional) Minimum rotation angle in a step. Default is undefined.</li>
- <li>[page:Number maxAngle] — (optional) Maximum rotation angle in a step. Default is undefined.</li>
- </ul>
- </p>
- <p>
- Creates a new [name].
- </p>
- <h2>Properties</h2>
- <h3>[property:Array iks]</h3>
- <p>An array of IK parameter passed to the constructor.</p>
- <h3>[property:SkinnedMesh mesh]</h3>
- <p>[page:SkinnedMesh] passed to the constructor.</p>
- <h2>Methods</h2>
- <h3>[method:CCDIKHelper createHelper]()</h3>
- <p>
- Return [page:CCDIKHelper]. You can visualize IK bones by adding the helper to scene.
- </p>
- <h3>[method:CCDIKSolver update]()</h3>
- <p>
- Update bones quaternion by solving CCD algorithm.
- </p>
- <h2>Source</h2>
- <p>
- [link:https://github.com/mrdoob/three.js/blob/master/examples/js/animation/CCDIKSolver.js examples/js/animation/CCDIKSolver.js]
- </p>
- </body>
- </html>
|