diff --git a/ShadowEditor.Web/assets/js/animation/CCDIKSolver.js b/ShadowEditor.Web/assets/js/animation/CCDIKSolver.js
new file mode 100644
index 00000000..1caf6912
--- /dev/null
+++ b/ShadowEditor.Web/assets/js/animation/CCDIKSolver.js
@@ -0,0 +1,417 @@
+/**
+ * @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: 1,
+ * effector: 2,
+ * links: [ { index: 5, limitation: new THREE.Vector3( 1, 0, 0 ) }, { index: 4, enabled: false }, { index : 3 } ],
+ * iteration: 10,
+ * minAngle: 0.0,
+ * maxAngle: 1.0,
+ * };
+ */
+
+THREE.CCDIKSolver = function ( mesh ) {
+
+ this.mesh = mesh;
+
+ this._valid();
+
+};
+
+THREE.CCDIKSolver.prototype = {
+
+ constructor: THREE.CCDIKSolver,
+
+ _valid: function () {
+
+ var iks = this.mesh.geometry.iks;
+ var bones = this.mesh.skeleton.bones;
+
+ for ( var i = 0, il = iks.length; i < il; i ++ ) {
+
+ var ik = iks[ i ];
+
+ var effector = bones[ ik.effector ];
+
+ var links = ik.links;
+
+ var link0, link1;
+
+ link0 = effector;
+
+ for ( var j = 0, jl = links.length; j < jl; j ++ ) {
+
+ link1 = bones[ links[ j ].index ];
+
+ if ( link0.parent !== link1 ) {
+
+ console.warn( 'THREE.CCDIKSolver: bone ' + link0.name + ' is not the child of bone ' + link1.name );
+
+ }
+
+ link0 = link1;
+
+ }
+
+ }
+
+ },
+
+ /*
+ * save the bone matrices before solving IK.
+ * they're used for generating VMD and VPD.
+ */
+ _saveOriginalBonesInfo: function () {
+
+ var bones = this.mesh.skeleton.bones;
+
+ for ( var i = 0, il = bones.length; i < il; i ++ ) {
+
+ var bone = bones[ i ];
+
+ if ( bone.userData.ik === undefined ) bone.userData.ik = {};
+
+ bone.userData.ik.originalMatrix = bone.matrix.toArray();
+
+ }
+
+ },
+
+ update: function ( saveOriginalBones ) {
+
+ 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 bones = this.mesh.skeleton.bones;
+ var iks = this.mesh.geometry.iks;
+
+ var boneParams = this.mesh.geometry.bones;
+
+ // for reference overhead reduction in loop
+ var math = Math;
+
+ this.mesh.updateMatrixWorld( true );
+
+ if ( saveOriginalBones === true ) this._saveOriginalBonesInfo();
+
+ for ( var i = 0, il = iks.length; i < il; i++ ) {
+
+ var ik = iks[ i ];
+ var effector = bones[ ik.effector ];
+ var target = bones[ ik.target ];
+
+ // don't use getWorldPosition() here for the performance
+ // because it calls updateMatrixWorld( true ) inside.
+ targetPos.setFromMatrixPosition( target.matrixWorld );
+
+ var links = ik.links;
+ var iteration = ik.iteration !== undefined ? ik.iteration : 1;
+
+ for ( var j = 0; j < iteration; j++ ) {
+
+ var rotated = false;
+
+ for ( var k = 0, kl = links.length; k < kl; k++ ) {
+
+ var link = bones[ links[ k ].index ];
+
+ // skip this link and following links.
+ // this skip is used for MMD performance optimization.
+ if ( links[ k ].enabled === false ) break;
+
+ var limitation = links[ k ].limitation;
+
+ // don't use getWorldPosition/Quaternion() here for the performance
+ // because they call updateMatrixWorld( true ) inside.
+ link.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 );
+ link.quaternion.multiply( q );
+
+ // TODO: re-consider the limitation specification
+ if ( limitation !== undefined ) {
+
+ var c = link.quaternion.w;
+
+ if ( c > 1.0 ) {
+
+ c = 1.0;
+
+ }
+
+ var c2 = math.sqrt( 1 - c * c );
+ link.quaternion.set( limitation.x * c2,
+ limitation.y * c2,
+ limitation.z * c2,
+ c );
+
+ }
+
+ link.updateMatrixWorld( true );
+ rotated = true;
+
+ }
+
+ if ( ! rotated ) break;
+
+ }
+
+ }
+
+ // just in case
+ this.mesh.updateMatrixWorld( true );
+
+ }
+
+};
+
+
+THREE.CCDIKHelper = function ( mesh ) {
+
+ if ( mesh.geometry.iks === undefined || mesh.skeleton === undefined ) {
+
+ throw 'THREE.CCDIKHelper requires iks in mesh.geometry and skeleton in mesh.';
+
+ }
+
+ THREE.Object3D.call( this );
+
+ 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();
+
+};
+
+THREE.CCDIKHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.CCDIKHelper.prototype.constructor = THREE.CCDIKHelper;
+
+THREE.CCDIKHelper.prototype._init = function () {
+
+ 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 ) );
+
+ }
+
+};
+
+THREE.CCDIKHelper.prototype.update = function () {
+
+ 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;
+
+ }
+
+};
diff --git a/ShadowEditor.Web/assets/js/animation/MMDPhysics.js b/ShadowEditor.Web/assets/js/animation/MMDPhysics.js
new file mode 100644
index 00000000..56dd2358
--- /dev/null
+++ b/ShadowEditor.Web/assets/js/animation/MMDPhysics.js
@@ -0,0 +1,1217 @@
+/**
+ * @author takahiro / https://github.com/takahirox
+ *
+ * Dependencies
+ * - Ammo.js https://github.com/kripken/ammo.js
+ *
+ * MMD specific Physics class.
+ *
+ * See THREE.MMDLoader for the passed parameter list of RigidBody/Constraint.
+ *
+ * Requirement:
+ * - don't change object's scale from (1,1,1) after setting physics to object
+ *
+ * TODO
+ * - optimize for the performance
+ * - use Physijs http://chandlerprall.github.io/Physijs/
+ * and improve the performance by making use of Web worker.
+ * - if possible, make this class being non-MMD specific.
+ * - object scale change support
+ */
+
+THREE.MMDPhysics = function ( mesh, params ) {
+
+ if ( params === undefined ) params = {};
+
+ this.mesh = mesh;
+ this.helper = new THREE.MMDPhysics.ResourceHelper();
+
+ /*
+ * I don't know why but 1/60 unitStep easily breaks models
+ * so I set it 1/65 so far.
+ * Don't set too small unitStep because
+ * the smaller unitStep can make the performance worse.
+ */
+ this.unitStep = ( params.unitStep !== undefined ) ? params.unitStep : 1 / 65;
+ this.maxStepNum = ( params.maxStepNum !== undefined ) ? params.maxStepNum : 3;
+
+ this.world = params.world !== undefined ? params.world : null;
+ this.bodies = [];
+ this.constraints = [];
+
+ this.init( mesh );
+
+};
+
+THREE.MMDPhysics.prototype = {
+
+ constructor: THREE.MMDPhysics,
+
+ init: function ( mesh ) {
+
+ var parent = mesh.parent;
+
+ if ( parent !== null ) {
+
+ parent.remove( mesh );
+
+ }
+
+ var helper = this.helper;
+ var currentPosition = helper.allocThreeVector3();
+ var currentRotation = helper.allocThreeEuler();
+ var currentScale = helper.allocThreeVector3();
+
+ currentPosition.copy( mesh.position );
+ currentRotation.copy( mesh.rotation );
+ currentScale.copy( mesh.scale );
+
+ mesh.position.set( 0, 0, 0 );
+ mesh.rotation.set( 0, 0, 0 );
+ mesh.scale.set( 1, 1, 1 );
+
+ mesh.updateMatrixWorld( true );
+
+ if ( this.world === null ) this.initWorld();
+ this.initRigidBodies();
+ this.initConstraints();
+
+ if ( parent !== null ) {
+
+ parent.add( mesh );
+
+ }
+
+ mesh.position.copy( currentPosition );
+ mesh.rotation.copy( currentRotation );
+ mesh.scale.copy( currentScale );
+
+ mesh.updateMatrixWorld( true );
+
+ this.reset();
+
+ helper.freeThreeVector3( currentPosition );
+ helper.freeThreeEuler( currentRotation );
+ helper.freeThreeVector3( currentScale );
+
+ },
+
+ initWorld: function () {
+
+ var config = new Ammo.btDefaultCollisionConfiguration();
+ var dispatcher = new Ammo.btCollisionDispatcher( config );
+ var cache = new Ammo.btDbvtBroadphase();
+ var solver = new Ammo.btSequentialImpulseConstraintSolver();
+ var world = new Ammo.btDiscreteDynamicsWorld( dispatcher, cache, solver, config );
+ world.setGravity( new Ammo.btVector3( 0, -9.8 * 10, 0 ) );
+ this.world = world;
+
+ },
+
+ initRigidBodies: function () {
+
+ var bodies = this.mesh.geometry.rigidBodies;
+
+ for ( var i = 0; i < bodies.length; i++ ) {
+
+ var b = new THREE.MMDPhysics.RigidBody( this.mesh, this.world, bodies[ i ], this.helper );
+ this.bodies.push( b );
+
+ }
+
+ },
+
+ initConstraints: function () {
+
+ var constraints = this.mesh.geometry.constraints;
+
+ for ( var i = 0; i < constraints.length; i++ ) {
+
+ var params = constraints[ i ];
+ var bodyA = this.bodies[ params.rigidBodyIndex1 ];
+ var bodyB = this.bodies[ params.rigidBodyIndex2 ];
+ var c = new THREE.MMDPhysics.Constraint( this.mesh, this.world, bodyA, bodyB, params, this.helper );
+ this.constraints.push( c );
+
+ }
+
+
+ },
+
+ update: function ( delta ) {
+
+ this.updateRigidBodies();
+ this.stepSimulation( delta );
+ this.updateBones();
+
+ },
+
+ stepSimulation: function ( delta ) {
+
+ var unitStep = this.unitStep;
+ var stepTime = delta;
+ var maxStepNum = ( ( delta / unitStep ) | 0 ) + 1;
+
+ if ( stepTime < unitStep ) {
+
+ stepTime = unitStep;
+ maxStepNum = 1;
+
+ }
+
+ if ( maxStepNum > this.maxStepNum ) {
+
+ maxStepNum = this.maxStepNum;
+
+ }
+
+ this.world.stepSimulation( stepTime, maxStepNum, unitStep );
+
+ },
+
+ updateRigidBodies: function () {
+
+ for ( var i = 0; i < this.bodies.length; i++ ) {
+
+ this.bodies[ i ].updateFromBone();
+
+ }
+
+ },
+
+ updateBones: function () {
+
+ for ( var i = 0; i < this.bodies.length; i++ ) {
+
+ this.bodies[ i ].updateBone();
+
+ }
+
+ },
+
+ reset: function () {
+
+ for ( var i = 0; i < this.bodies.length; i++ ) {
+
+ this.bodies[ i ].reset();
+
+ }
+
+ },
+
+ warmup: function ( cycles ) {
+
+ for ( var i = 0; i < cycles; i++ ) {
+
+ this.update( 1 / 60 );
+
+ }
+
+ }
+
+};
+
+/**
+ * This helper class responsibilies are
+ *
+ * 1. manage Ammo.js and Three.js object resources and
+ * improve the performance and the memory consumption by
+ * reusing objects.
+ *
+ * 2. provide simple Ammo object operations.
+ */
+THREE.MMDPhysics.ResourceHelper = function () {
+
+ // for Three.js
+ this.threeVector3s = [];
+ this.threeMatrix4s = [];
+ this.threeQuaternions = [];
+ this.threeEulers = [];
+
+ // for Ammo.js
+ this.transforms = [];
+ this.quaternions = [];
+ this.vector3s = [];
+
+};
+
+THREE.MMDPhysics.ResourceHelper.prototype = {
+
+ allocThreeVector3: function () {
+
+ return ( this.threeVector3s.length > 0 ) ? this.threeVector3s.pop() : new THREE.Vector3();
+
+ },
+
+ freeThreeVector3: function ( v ) {
+
+ this.threeVector3s.push( v );
+
+ },
+
+ allocThreeMatrix4: function () {
+
+ return ( this.threeMatrix4s.length > 0 ) ? this.threeMatrix4s.pop() : new THREE.Matrix4();
+
+ },
+
+ freeThreeMatrix4: function ( m ) {
+
+ this.threeMatrix4s.push( m );
+
+ },
+
+ allocThreeQuaternion: function () {
+
+ return ( this.threeQuaternions.length > 0 ) ? this.threeQuaternions.pop() : new THREE.Quaternion();
+
+ },
+
+ freeThreeQuaternion: function ( q ) {
+
+ this.threeQuaternions.push( q );
+
+ },
+
+ allocThreeEuler: function () {
+
+ return ( this.threeEulers.length > 0 ) ? this.threeEulers.pop() : new THREE.Euler();
+
+ },
+
+ freeThreeEuler: function ( e ) {
+
+ this.threeEulers.push( e );
+
+ },
+
+ allocTransform: function () {
+
+ return ( this.transforms.length > 0 ) ? this.transforms.pop() : new Ammo.btTransform();
+
+ },
+
+ freeTransform: function ( t ) {
+
+ this.transforms.push( t );
+
+ },
+
+ allocQuaternion: function () {
+
+ return ( this.quaternions.length > 0 ) ? this.quaternions.pop() : new Ammo.btQuaternion();
+
+ },
+
+ freeQuaternion: function ( q ) {
+
+ this.quaternions.push( q );
+
+ },
+
+ allocVector3: function () {
+
+ return ( this.vector3s.length > 0 ) ? this.vector3s.pop() : new Ammo.btVector3();
+
+ },
+
+ freeVector3: function ( v ) {
+
+ this.vector3s.push( v );
+
+ },
+
+ setIdentity: function ( t ) {
+
+ t.setIdentity();
+
+ },
+
+ getBasis: function ( t ) {
+
+ var q = this.allocQuaternion();
+ t.getBasis().getRotation( q );
+ return q;
+
+ },
+
+ getBasisAsMatrix3: function ( t ) {
+
+ var q = this.getBasis( t );
+ var m = this.quaternionToMatrix3( q );
+ this.freeQuaternion( q );
+ return m;
+
+ },
+
+ getOrigin: function( t ) {
+
+ return t.getOrigin();
+
+ },
+
+ setOrigin: function( t, v ) {
+
+ t.getOrigin().setValue( v.x(), v.y(), v.z() );
+
+ },
+
+ copyOrigin: function( t1, t2 ) {
+
+ var o = t2.getOrigin();
+ this.setOrigin( t1, o );
+
+ },
+
+ setBasis: function( t, q ) {
+
+ t.setRotation( q );
+
+ },
+
+ setBasisFromMatrix3: function( t, m ) {
+
+ var q = this.matrix3ToQuaternion( m );
+ this.setBasis( t, q );
+ this.freeQuaternion( q );
+
+ },
+
+ setOriginFromArray3: function ( t, a ) {
+
+ t.getOrigin().setValue( a[ 0 ], a[ 1 ], a[ 2 ] );
+
+ },
+
+ setOriginFromThreeVector3: function ( t, v ) {
+
+ t.getOrigin().setValue( v.x, v.y, v.z );
+
+ },
+
+ setBasisFromArray3: function ( t, a ) {
+
+ var thQ = this.allocThreeQuaternion();
+ var thE = this.allocThreeEuler();
+ thE.set( a[ 0 ], a[ 1 ], a[ 2 ] );
+ this.setBasisFromThreeQuaternion( t, thQ.setFromEuler( thE ) );
+
+ this.freeThreeEuler( thE );
+ this.freeThreeQuaternion( thQ );
+
+ },
+
+ setBasisFromThreeQuaternion: function ( t, a ) {
+
+ var q = this.allocQuaternion();
+
+ q.setX( a.x );
+ q.setY( a.y );
+ q.setZ( a.z );
+ q.setW( a.w );
+ this.setBasis( t, q );
+
+ this.freeQuaternion( q );
+
+ },
+
+ multiplyTransforms: function ( t1, t2 ) {
+
+ var t = this.allocTransform();
+ this.setIdentity( t );
+
+ var m1 = this.getBasisAsMatrix3( t1 );
+ var m2 = this.getBasisAsMatrix3( t2 );
+
+ var o1 = this.getOrigin( t1 );
+ var o2 = this.getOrigin( t2 );
+
+ var v1 = this.multiplyMatrix3ByVector3( m1, o2 );
+ var v2 = this.addVector3( v1, o1 );
+ this.setOrigin( t, v2 );
+
+ var m3 = this.multiplyMatrices3( m1, m2 );
+ this.setBasisFromMatrix3( t, m3 );
+
+ this.freeVector3( v1 );
+ this.freeVector3( v2 );
+
+ return t;
+
+ },
+
+ inverseTransform: function ( t ) {
+
+ var t2 = this.allocTransform();
+
+ var m1 = this.getBasisAsMatrix3( t );
+ var o = this.getOrigin( t );
+
+ var m2 = this.transposeMatrix3( m1 );
+ var v1 = this.negativeVector3( o );
+ var v2 = this.multiplyMatrix3ByVector3( m2, v1 );
+
+ this.setOrigin( t2, v2 );
+ this.setBasisFromMatrix3( t2, m2 );
+
+ this.freeVector3( v1 );
+ this.freeVector3( v2 );
+
+ return t2;
+
+ },
+
+ multiplyMatrices3: function ( m1, m2 ) {
+
+ var m3 = [];
+
+ var v10 = this.rowOfMatrix3( m1, 0 );
+ var v11 = this.rowOfMatrix3( m1, 1 );
+ var v12 = this.rowOfMatrix3( m1, 2 );
+
+ var v20 = this.columnOfMatrix3( m2, 0 );
+ var v21 = this.columnOfMatrix3( m2, 1 );
+ var v22 = this.columnOfMatrix3( m2, 2 );
+
+ m3[ 0 ] = this.dotVectors3( v10, v20 );
+ m3[ 1 ] = this.dotVectors3( v10, v21 );
+ m3[ 2 ] = this.dotVectors3( v10, v22 );
+ m3[ 3 ] = this.dotVectors3( v11, v20 );
+ m3[ 4 ] = this.dotVectors3( v11, v21 );
+ m3[ 5 ] = this.dotVectors3( v11, v22 );
+ m3[ 6 ] = this.dotVectors3( v12, v20 );
+ m3[ 7 ] = this.dotVectors3( v12, v21 );
+ m3[ 8 ] = this.dotVectors3( v12, v22 );
+
+ this.freeVector3( v10 );
+ this.freeVector3( v11 );
+ this.freeVector3( v12 );
+ this.freeVector3( v20 );
+ this.freeVector3( v21 );
+ this.freeVector3( v22 );
+
+ return m3;
+
+ },
+
+ addVector3: function( v1, v2 ) {
+
+ var v = this.allocVector3();
+ v.setValue( v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z() );
+ return v;
+
+ },
+
+ dotVectors3: function( v1, v2 ) {
+
+ return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z();
+
+ },
+
+ rowOfMatrix3: function( m, i ) {
+
+ var v = this.allocVector3();
+ v.setValue( m[ i * 3 + 0 ], m[ i * 3 + 1 ], m[ i * 3 + 2 ] );
+ return v;
+
+ },
+
+ columnOfMatrix3: function( m, i ) {
+
+ var v = this.allocVector3();
+ v.setValue( m[ i + 0 ], m[ i + 3 ], m[ i + 6 ] );
+ return v;
+
+ },
+
+ negativeVector3: function( v ) {
+
+ var v2 = this.allocVector3();
+ v2.setValue( -v.x(), -v.y(), -v.z() );
+ return v2;
+
+ },
+
+ multiplyMatrix3ByVector3: function ( m, v ) {
+
+ var v4 = this.allocVector3();
+
+ var v0 = this.rowOfMatrix3( m, 0 );
+ var v1 = this.rowOfMatrix3( m, 1 );
+ var v2 = this.rowOfMatrix3( m, 2 );
+ var x = this.dotVectors3( v0, v );
+ var y = this.dotVectors3( v1, v );
+ var z = this.dotVectors3( v2, v );
+
+ v4.setValue( x, y, z );
+
+ this.freeVector3( v0 );
+ this.freeVector3( v1 );
+ this.freeVector3( v2 );
+
+ return v4;
+
+ },
+
+ transposeMatrix3: function( m ) {
+
+ var m2 = [];
+ m2[ 0 ] = m[ 0 ];
+ m2[ 1 ] = m[ 3 ];
+ m2[ 2 ] = m[ 6 ];
+ m2[ 3 ] = m[ 1 ];
+ m2[ 4 ] = m[ 4 ];
+ m2[ 5 ] = m[ 7 ];
+ m2[ 6 ] = m[ 2 ];
+ m2[ 7 ] = m[ 5 ];
+ m2[ 8 ] = m[ 8 ];
+ return m2;
+
+ },
+
+ quaternionToMatrix3: function ( q ) {
+
+ var m = [];
+
+ var x = q.x();
+ var y = q.y();
+ var z = q.z();
+ var w = q.w();
+
+ var xx = x * x;
+ var yy = y * y;
+ var zz = z * z;
+
+ var xy = x * y;
+ var yz = y * z;
+ var zx = z * x;
+
+ var xw = x * w;
+ var yw = y * w;
+ var zw = z * w;
+
+ m[ 0 ] = 1 - 2 * ( yy + zz );
+ m[ 1 ] = 2 * ( xy - zw );
+ m[ 2 ] = 2 * ( zx + yw );
+ m[ 3 ] = 2 * ( xy + zw );
+ m[ 4 ] = 1 - 2 * ( zz + xx );
+ m[ 5 ] = 2 * ( yz - xw );
+ m[ 6 ] = 2 * ( zx - yw );
+ m[ 7 ] = 2 * ( yz + xw );
+ m[ 8 ] = 1 - 2 * ( xx + yy );
+
+ return m;
+
+ },
+
+ matrix3ToQuaternion: function( m ) {
+
+ var t = m[ 0 ] + m[ 4 ] + m[ 8 ];
+ var s, x, y, z, w;
+
+ if( t > 0 ) {
+
+ s = Math.sqrt( t + 1.0 ) * 2;
+ w = 0.25 * s;
+ x = ( m[ 7 ] - m[ 5 ] ) / s;
+ y = ( m[ 2 ] - m[ 6 ] ) / s;
+ z = ( m[ 3 ] - m[ 1 ] ) / s;
+
+ } else if( ( m[ 0 ] > m[ 4 ] ) && ( m[ 0 ] > m[ 8 ] ) ) {
+
+ s = Math.sqrt( 1.0 + m[ 0 ] - m[ 4 ] - m[ 8 ] ) * 2;
+ w = ( m[ 7 ] - m[ 5 ] ) / s;
+ x = 0.25 * s;
+ y = ( m[ 1 ] + m[ 3 ] ) / s;
+ z = ( m[ 2 ] + m[ 6 ] ) / s;
+
+ } else if( m[ 4 ] > m[ 8 ] ) {
+
+ s = Math.sqrt( 1.0 + m[ 4 ] - m[ 0 ] - m[ 8 ] ) * 2;
+ w = ( m[ 2 ] - m[ 6 ] ) / s;
+ x = ( m[ 1 ] + m[ 3 ] ) / s;
+ y = 0.25 * s;
+ z = ( m[ 5 ] + m[ 7 ] ) / s;
+
+ } else {
+
+ s = Math.sqrt( 1.0 + m[ 8 ] - m[ 0 ] - m[ 4 ] ) * 2;
+ w = ( m[ 3 ] - m[ 1 ] ) / s;
+ x = ( m[ 2 ] + m[ 6 ] ) / s;
+ y = ( m[ 5 ] + m[ 7 ] ) / s;
+ z = 0.25 * s;
+
+ }
+
+ var q = this.allocQuaternion();
+ q.setX( x );
+ q.setY( y );
+ q.setZ( z );
+ q.setW( w );
+ return q;
+
+ }
+
+};
+
+THREE.MMDPhysics.RigidBody = function ( mesh, world, params, helper ) {
+
+ this.mesh = mesh;
+ this.world = world;
+ this.params = params;
+ this.helper = helper;
+
+ this.body = null;
+ this.bone = null;
+ this.boneOffsetForm = null;
+ this.boneOffsetFormInverse = null;
+
+ this.init();
+
+};
+
+THREE.MMDPhysics.RigidBody.prototype = {
+
+ constructor: THREE.MMDPhysics.RigidBody,
+
+ init: function () {
+
+ function generateShape( p ) {
+
+ switch( p.shapeType ) {
+
+ case 0:
+ return new Ammo.btSphereShape( p.width );
+
+ case 1:
+ return new Ammo.btBoxShape( new Ammo.btVector3( p.width, p.height, p.depth ) );
+
+ case 2:
+ return new Ammo.btCapsuleShape( p.width, p.height );
+
+ default:
+ throw 'unknown shape type ' + p.shapeType;
+
+ }
+
+ }
+
+ var helper = this.helper;
+ var params = this.params;
+ var bones = this.mesh.skeleton.bones;
+ var bone = ( params.boneIndex === -1 ) ? new THREE.Bone() : bones[ params.boneIndex ];
+
+ var shape = generateShape( params );
+ var weight = ( params.type === 0 ) ? 0 : params.weight;
+ var localInertia = helper.allocVector3();
+ localInertia.setValue( 0, 0, 0 );
+
+ if( weight !== 0 ) {
+
+ shape.calculateLocalInertia( weight, localInertia );
+
+ }
+
+ var boneOffsetForm = helper.allocTransform();
+ helper.setIdentity( boneOffsetForm );
+ helper.setOriginFromArray3( boneOffsetForm, params.position );
+ helper.setBasisFromArray3( boneOffsetForm, params.rotation );
+
+ var vector = helper.allocThreeVector3();
+ var boneForm = helper.allocTransform();
+ helper.setIdentity( boneForm );
+ helper.setOriginFromThreeVector3( boneForm, bone.getWorldPosition( vector ) );
+
+ var form = helper.multiplyTransforms( boneForm, boneOffsetForm );
+ var state = new Ammo.btDefaultMotionState( form );
+
+ var info = new Ammo.btRigidBodyConstructionInfo( weight, state, shape, localInertia );
+ info.set_m_friction( params.friction );
+ info.set_m_restitution( params.restitution );
+
+ var body = new Ammo.btRigidBody( info );
+
+ if ( params.type === 0 ) {
+
+ body.setCollisionFlags( body.getCollisionFlags() | 2 );
+
+ /*
+ * It'd be better to comment out this line though in general I should call this method
+ * because I'm not sure why but physics will be more like MMD's
+ * if I comment out.
+ */
+ body.setActivationState( 4 );
+
+ }
+
+ body.setDamping( params.positionDamping, params.rotationDamping );
+ body.setSleepingThresholds( 0, 0 );
+
+ this.world.addRigidBody( body, 1 << params.groupIndex, params.groupTarget );
+
+ this.body = body;
+ this.bone = bone;
+ this.boneOffsetForm = boneOffsetForm;
+ this.boneOffsetFormInverse = helper.inverseTransform( boneOffsetForm );
+
+ helper.freeVector3( localInertia );
+ helper.freeTransform( form );
+ helper.freeTransform( boneForm );
+ helper.freeThreeVector3( vector );
+
+ },
+
+ reset: function () {
+
+ this.setTransformFromBone();
+
+ },
+
+ updateFromBone: function () {
+
+ if ( this.params.boneIndex === -1 ) {
+
+ return;
+
+ }
+
+ if ( this.params.type === 0 ) {
+
+ this.setTransformFromBone();
+
+ }
+
+ },
+
+ updateBone: function () {
+
+ if ( this.params.type === 0 || this.params.boneIndex === -1 ) {
+
+ return;
+
+ }
+
+ this.updateBoneRotation();
+
+ if ( this.params.type === 1 ) {
+
+ this.updateBonePosition();
+
+ }
+
+ this.bone.updateMatrixWorld( true );
+
+ if ( this.params.type === 2 ) {
+
+ this.setPositionFromBone();
+
+ }
+
+ },
+
+ getBoneTransform: function () {
+
+ var helper = this.helper;
+ var p = helper.allocThreeVector3();
+ var q = helper.allocThreeQuaternion();
+
+ this.bone.getWorldPosition( p );
+ this.bone.getWorldQuaternion( q );
+
+ var tr = helper.allocTransform();
+ helper.setOriginFromThreeVector3( tr, p );
+ helper.setBasisFromThreeQuaternion( tr, q );
+
+ var form = helper.multiplyTransforms( tr, this.boneOffsetForm );
+
+ helper.freeTransform( tr );
+ helper.freeThreeQuaternion( q );
+ helper.freeThreeVector3( p );
+
+ return form;
+
+ },
+
+ getWorldTransformForBone: function () {
+
+ var helper = this.helper;
+
+ var tr = helper.allocTransform();
+ this.body.getMotionState().getWorldTransform( tr );
+ var tr2 = helper.multiplyTransforms( tr, this.boneOffsetFormInverse );
+
+ helper.freeTransform( tr );
+
+ return tr2;
+
+ },
+
+ setTransformFromBone: function () {
+
+ var helper = this.helper;
+ var form = this.getBoneTransform();
+
+ // TODO: check the most appropriate way to set
+ //this.body.setWorldTransform( form );
+ this.body.setCenterOfMassTransform( form );
+ this.body.getMotionState().setWorldTransform( form );
+
+ helper.freeTransform( form );
+
+ },
+
+ setPositionFromBone: function () {
+
+ var helper = this.helper;
+ var form = this.getBoneTransform();
+
+ var tr = helper.allocTransform();
+ this.body.getMotionState().getWorldTransform( tr );
+ helper.copyOrigin( tr, form );
+
+ // TODO: check the most appropriate way to set
+ //this.body.setWorldTransform( tr );
+ this.body.setCenterOfMassTransform( tr );
+ this.body.getMotionState().setWorldTransform( tr );
+
+ helper.freeTransform( tr );
+ helper.freeTransform( form );
+
+ },
+
+ updateBoneRotation: function () {
+
+ this.bone.updateMatrixWorld( true );
+
+ var helper = this.helper;
+
+ var tr = this.getWorldTransformForBone();
+ var q = helper.getBasis( tr );
+
+ var thQ = helper.allocThreeQuaternion();
+ var thQ2 = helper.allocThreeQuaternion();
+ var thQ3 = helper.allocThreeQuaternion();
+
+ thQ.set( q.x(), q.y(), q.z(), q.w() );
+ thQ2.setFromRotationMatrix( this.bone.matrixWorld );
+ thQ2.conjugate();
+ thQ2.multiply( thQ );
+
+ //this.bone.quaternion.multiply( thQ2 );
+
+ thQ3.setFromRotationMatrix( this.bone.matrix );
+ this.bone.quaternion.copy( thQ2.multiply( thQ3 ) );
+
+ helper.freeThreeQuaternion( thQ );
+ helper.freeThreeQuaternion( thQ2 );
+ helper.freeThreeQuaternion( thQ3 );
+
+ helper.freeQuaternion( q );
+ helper.freeTransform( tr );
+
+ },
+
+ updateBonePosition: function () {
+
+ var helper = this.helper;
+
+ var tr = this.getWorldTransformForBone();
+
+ var thV = helper.allocThreeVector3();
+
+ var o = helper.getOrigin( tr );
+ thV.set( o.x(), o.y(), o.z() );
+
+ var v = this.bone.worldToLocal( thV );
+ this.bone.position.add( v );
+
+ helper.freeThreeVector3( thV );
+
+ helper.freeTransform( tr );
+
+ }
+
+};
+
+THREE.MMDPhysics.Constraint = function ( mesh, world, bodyA, bodyB, params, helper ) {
+
+ this.mesh = mesh;
+ this.world = world;
+ this.bodyA = bodyA;
+ this.bodyB = bodyB;
+ this.params = params;
+ this.helper = helper;
+
+ this.constraint = null;
+
+ this.init();
+
+};
+
+THREE.MMDPhysics.Constraint.prototype = {
+
+ constructor: THREE.MMDPhysics.Constraint,
+
+ init: function () {
+
+ var helper = this.helper;
+ var params = this.params;
+ var bodyA = this.bodyA;
+ var bodyB = this.bodyB;
+
+ var form = helper.allocTransform();
+ helper.setIdentity( form );
+ helper.setOriginFromArray3( form, params.position );
+ helper.setBasisFromArray3( form, params.rotation );
+
+ var formA = helper.allocTransform();
+ var formB = helper.allocTransform();
+
+ bodyA.body.getMotionState().getWorldTransform( formA );
+ bodyB.body.getMotionState().getWorldTransform( formB );
+
+ var formInverseA = helper.inverseTransform( formA );
+ var formInverseB = helper.inverseTransform( formB );
+
+ var formA2 = helper.multiplyTransforms( formInverseA, form );
+ var formB2 = helper.multiplyTransforms( formInverseB, form );
+
+ var constraint = new Ammo.btGeneric6DofSpringConstraint( bodyA.body, bodyB.body, formA2, formB2, true );
+
+ var lll = helper.allocVector3();
+ var lul = helper.allocVector3();
+ var all = helper.allocVector3();
+ var aul = helper.allocVector3();
+
+ lll.setValue( params.translationLimitation1[ 0 ],
+ params.translationLimitation1[ 1 ],
+ params.translationLimitation1[ 2 ] );
+ lul.setValue( params.translationLimitation2[ 0 ],
+ params.translationLimitation2[ 1 ],
+ params.translationLimitation2[ 2 ] );
+ all.setValue( params.rotationLimitation1[ 0 ],
+ params.rotationLimitation1[ 1 ],
+ params.rotationLimitation1[ 2 ] );
+ aul.setValue( params.rotationLimitation2[ 0 ],
+ params.rotationLimitation2[ 1 ],
+ params.rotationLimitation2[ 2 ] );
+
+ constraint.setLinearLowerLimit( lll );
+ constraint.setLinearUpperLimit( lul );
+ constraint.setAngularLowerLimit( all );
+ constraint.setAngularUpperLimit( aul );
+
+ for ( var i = 0; i < 3; i++ ) {
+
+ if( params.springPosition[ i ] !== 0 ) {
+
+ constraint.enableSpring( i, true );
+ constraint.setStiffness( i, params.springPosition[ i ] );
+
+ }
+
+ }
+
+ for ( var i = 0; i < 3; i++ ) {
+
+ if( params.springRotation[ i ] !== 0 ) {
+
+ constraint.enableSpring( i + 3, true );
+ constraint.setStiffness( i + 3, params.springRotation[ i ] );
+
+ }
+
+ }
+
+ /*
+ * Currently(10/31/2016) official ammo.js doesn't support
+ * btGeneric6DofSpringConstraint.setParam method.
+ * You need custom ammo.js (add the method into idl) if you wanna use.
+ * By setting this parameter, physics will be more like MMD's
+ */
+ if ( constraint.setParam !== undefined ) {
+
+ for ( var i = 0; i < 6; i ++ ) {
+
+ // this parameter is from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mmd.three.js
+ constraint.setParam( 2, 0.475, i );
+
+ }
+
+ }
+
+ this.world.addConstraint( constraint, true );
+ this.constraint = constraint;
+
+ helper.freeTransform( form );
+ helper.freeTransform( formA );
+ helper.freeTransform( formB );
+ helper.freeTransform( formInverseA );
+ helper.freeTransform( formInverseB );
+ helper.freeTransform( formA2 );
+ helper.freeTransform( formB2 );
+ helper.freeVector3( lll );
+ helper.freeVector3( lul );
+ helper.freeVector3( all );
+ helper.freeVector3( aul );
+
+ }
+
+};
+
+
+THREE.MMDPhysicsHelper = function ( mesh ) {
+
+ if ( mesh.physics === undefined || mesh.geometry.rigidBodies === undefined ) {
+
+ throw 'THREE.MMDPhysicsHelper requires physics in mesh and rigidBodies in mesh.geometry.';
+
+ }
+
+ THREE.Object3D.call( this );
+
+ this.root = mesh;
+
+ this.matrix = mesh.matrixWorld;
+ this.matrixAutoUpdate = false;
+
+ this.materials = [];
+
+ this.materials.push(
+ new THREE.MeshBasicMaterial( {
+ color: new THREE.Color( 0xff8888 ),
+ wireframe: true,
+ depthTest: false,
+ depthWrite: false,
+ opacity: 0.25,
+ transparent: true
+ } )
+ );
+
+ this.materials.push(
+ new THREE.MeshBasicMaterial( {
+ color: new THREE.Color( 0x88ff88 ),
+ wireframe: true,
+ depthTest: false,
+ depthWrite: false,
+ opacity: 0.25,
+ transparent: true
+ } )
+ );
+
+ this.materials.push(
+ new THREE.MeshBasicMaterial( {
+ color: new THREE.Color( 0x8888ff ),
+ wireframe: true,
+ depthTest: false,
+ depthWrite: false,
+ opacity: 0.25,
+ transparent: true
+ } )
+ );
+
+ this._init();
+ this.update();
+
+};
+
+THREE.MMDPhysicsHelper.prototype = Object.create( THREE.Object3D.prototype );
+THREE.MMDPhysicsHelper.prototype.constructor = THREE.MMDPhysicsHelper;
+
+THREE.MMDPhysicsHelper.prototype._init = function () {
+
+ var mesh = this.root;
+ var rigidBodies = mesh.geometry.rigidBodies;
+
+ function createGeometry( param ) {
+
+ switch ( param.shapeType ) {
+
+ case 0:
+ return new THREE.SphereBufferGeometry( param.width, 16, 8 );
+
+ case 1:
+ return new THREE.BoxBufferGeometry( param.width * 2, param.height * 2, param.depth * 2, 8, 8, 8 );
+
+ case 2:
+ return new createCapsuleGeometry( param.width, param.height, 16, 8 );
+
+ default:
+ return null;
+
+ }
+
+ }
+
+ // copy from http://www20.atpages.jp/katwat/three.js_r58/examples/mytest37/mytest37.js?ver=20160815
+ function createCapsuleGeometry( radius, cylinderHeight, segmentsRadius, segmentsHeight ) {
+
+ var geometry = new THREE.CylinderBufferGeometry( radius, radius, cylinderHeight, segmentsRadius, segmentsHeight, true );
+ var upperSphere = new THREE.Mesh( new THREE.SphereBufferGeometry( radius, segmentsRadius, segmentsHeight, 0, Math.PI * 2, 0, Math.PI / 2 ) );
+ var lowerSphere = new THREE.Mesh( new THREE.SphereBufferGeometry( radius, segmentsRadius, segmentsHeight, 0, Math.PI * 2, Math.PI / 2, Math.PI / 2 ) );
+
+ upperSphere.position.set( 0, cylinderHeight / 2, 0 );
+ lowerSphere.position.set( 0, -cylinderHeight / 2, 0 );
+
+ upperSphere.updateMatrix();
+ lowerSphere.updateMatrix();
+
+ geometry.merge( upperSphere.geometry, upperSphere.matrix );
+ geometry.merge( lowerSphere.geometry, lowerSphere.matrix );
+
+ return geometry;
+
+ }
+
+ for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
+
+ var param = rigidBodies[ i ];
+ this.add( new THREE.Mesh( createGeometry( param ), this.materials[ param.type ] ) );
+
+ }
+
+};
+
+THREE.MMDPhysicsHelper.prototype.update = function () {
+
+ var mesh = this.root;
+ var rigidBodies = mesh.geometry.rigidBodies;
+ var bodies = mesh.physics.bodies;
+
+ var matrixWorldInv = new THREE.Matrix4().getInverse( mesh.matrixWorld );
+ var vector = new THREE.Vector3();
+ var quaternion = new THREE.Quaternion();
+ var quaternion2 = new THREE.Quaternion();
+
+ function getPosition( origin ) {
+
+ vector.set( origin.x(), origin.y(), origin.z() );
+ vector.applyMatrix4( matrixWorldInv );
+
+ return vector;
+
+ }
+
+ function getQuaternion( rotation ) {
+
+ quaternion.set( rotation.x(), rotation.y(), rotation.z(), rotation.w() );
+ quaternion2.setFromRotationMatrix( matrixWorldInv );
+ quaternion2.multiply( quaternion );
+
+ return quaternion2;
+
+ }
+
+ for ( var i = 0, il = rigidBodies.length; i < il; i ++ ) {
+
+ var body = bodies[ i ].body;
+ var mesh = this.children[ i ];
+
+ var tr = body.getCenterOfMassTransform();
+
+ mesh.position.copy( getPosition( tr.getOrigin() ) );
+ mesh.quaternion.copy( getQuaternion( tr.getRotation() ) );
+
+ }
+
+};
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