import { Nullable } from "../types"; import { ArrayTools } from "../Misc/arrayTools"; import { Vector3, Quaternion, Matrix } from "../Maths/math.vector"; import { AbstractMesh } from "../Meshes/abstractMesh"; import { Bone } from "./bone"; import { Space, Axis } from '../Maths/math.axis'; /** * Class used to make a bone look toward a point in space * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller */ export class BoneLookController { private static _tmpVecs: Vector3[] = ArrayTools.BuildArray(10, Vector3.Zero); private static _tmpQuat = Quaternion.Identity(); private static _tmpMats: Matrix[] = ArrayTools.BuildArray(5, Matrix.Identity); /** * The target Vector3 that the bone will look at */ public target: Vector3; /** * The mesh that the bone is attached to */ public mesh: AbstractMesh; /** * The bone that will be looking to the target */ public bone: Bone; /** * The up axis of the coordinate system that is used when the bone is rotated */ public upAxis: Vector3 = Vector3.Up(); /** * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD */ public upAxisSpace: Space = Space.LOCAL; /** * Used to make an adjustment to the yaw of the bone */ public adjustYaw = 0; /** * Used to make an adjustment to the pitch of the bone */ public adjustPitch = 0; /** * Used to make an adjustment to the roll of the bone */ public adjustRoll = 0; /** * The amount to slerp (spherical linear interpolation) to the target. Set this to a value between 0 and 1 (a value of 1 disables slerp) */ public slerpAmount = 1; private _minYaw: number; private _maxYaw: number; private _minPitch: number; private _maxPitch: number; private _minYawSin: number; private _minYawCos: number; private _maxYawSin: number; private _maxYawCos: number; private _midYawConstraint: number; private _minPitchTan: number; private _maxPitchTan: number; private _boneQuat: Quaternion = Quaternion.Identity(); private _slerping = false; private _transformYawPitch: Matrix; private _transformYawPitchInv: Matrix; private _firstFrameSkipped = false; private _yawRange: number; private _fowardAxis: Vector3 = Vector3.Forward(); /** * Gets or sets the minimum yaw angle that the bone can look to */ get minYaw(): number { return this._minYaw; } set minYaw(value: number) { this._minYaw = value; this._minYawSin = Math.sin(value); this._minYawCos = Math.cos(value); if (this._maxYaw != null) { this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw; this._yawRange = this._maxYaw - this._minYaw; } } /** * Gets or sets the maximum yaw angle that the bone can look to */ get maxYaw(): number { return this._maxYaw; } set maxYaw(value: number) { this._maxYaw = value; this._maxYawSin = Math.sin(value); this._maxYawCos = Math.cos(value); if (this._minYaw != null) { this._midYawConstraint = this._getAngleDiff(this._minYaw, this._maxYaw) * .5 + this._minYaw; this._yawRange = this._maxYaw - this._minYaw; } } /** * Gets or sets the minimum pitch angle that the bone can look to */ get minPitch(): number { return this._minPitch; } set minPitch(value: number) { this._minPitch = value; this._minPitchTan = Math.tan(value); } /** * Gets or sets the maximum pitch angle that the bone can look to */ get maxPitch(): number { return this._maxPitch; } set maxPitch(value: number) { this._maxPitch = value; this._maxPitchTan = Math.tan(value); } /** * Create a BoneLookController * @param mesh the mesh that the bone belongs to * @param bone the bone that will be looking to the target * @param target the target Vector3 to look at * @param options optional settings: * * maxYaw: the maximum angle the bone will yaw to * * minYaw: the minimum angle the bone will yaw to * * maxPitch: the maximum angle the bone will pitch to * * minPitch: the minimum angle the bone will yaw to * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target. * * upAxis: the up axis of the coordinate system * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD. * * yawAxis: set yawAxis if the bone does not yaw on the y axis * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis * * adjustYaw: used to make an adjustment to the yaw of the bone * * adjustPitch: used to make an adjustment to the pitch of the bone * * adjustRoll: used to make an adjustment to the roll of the bone **/ constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: { maxYaw?: number, minYaw?: number, maxPitch?: number, minPitch?: number, slerpAmount?: number, upAxis?: Vector3, upAxisSpace?: Space, yawAxis?: Vector3, pitchAxis?: Vector3, adjustYaw?: number, adjustPitch?: number, adjustRoll?: number, }) { this.mesh = mesh; this.bone = bone; this.target = target; if (options) { if (options.adjustYaw) { this.adjustYaw = options.adjustYaw; } if (options.adjustPitch) { this.adjustPitch = options.adjustPitch; } if (options.adjustRoll) { this.adjustRoll = options.adjustRoll; } if (options.maxYaw != null) { this.maxYaw = options.maxYaw; } else { this.maxYaw = Math.PI; } if (options.minYaw != null) { this.minYaw = options.minYaw; } else { this.minYaw = -Math.PI; } if (options.maxPitch != null) { this.maxPitch = options.maxPitch; } else { this.maxPitch = Math.PI; } if (options.minPitch != null) { this.minPitch = options.minPitch; } else { this.minPitch = -Math.PI; } if (options.slerpAmount != null) { this.slerpAmount = options.slerpAmount; } if (options.upAxis != null) { this.upAxis = options.upAxis; } if (options.upAxisSpace != null) { this.upAxisSpace = options.upAxisSpace; } if (options.yawAxis != null || options.pitchAxis != null) { var newYawAxis = Axis.Y; var newPitchAxis = Axis.X; if (options.yawAxis != null) { newYawAxis = options.yawAxis.clone(); newYawAxis.normalize(); } if (options.pitchAxis != null) { newPitchAxis = options.pitchAxis.clone(); newPitchAxis.normalize(); } var newRollAxis = Vector3.Cross(newPitchAxis, newYawAxis); this._transformYawPitch = Matrix.Identity(); Matrix.FromXYZAxesToRef(newPitchAxis, newYawAxis, newRollAxis, this._transformYawPitch); this._transformYawPitchInv = this._transformYawPitch.clone(); this._transformYawPitch.invert(); } } if (!bone.getParent() && this.upAxisSpace == Space.BONE) { this.upAxisSpace = Space.LOCAL; } } /** * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender()) */ public update(): void { //skip the first frame when slerping so that the mesh rotation is correct if (this.slerpAmount < 1 && !this._firstFrameSkipped) { this._firstFrameSkipped = true; return; } var bone = this.bone; var bonePos = BoneLookController._tmpVecs[0]; bone.getAbsolutePositionToRef(this.mesh, bonePos); var target = this.target; var _tmpMat1 = BoneLookController._tmpMats[0]; var _tmpMat2 = BoneLookController._tmpMats[1]; var mesh = this.mesh; var parentBone = bone.getParent(); var upAxis = BoneLookController._tmpVecs[1]; upAxis.copyFrom(this.upAxis); if (this.upAxisSpace == Space.BONE && parentBone) { if (this._transformYawPitch) { Vector3.TransformCoordinatesToRef(upAxis, this._transformYawPitchInv, upAxis); } parentBone.getDirectionToRef(upAxis, this.mesh, upAxis); } else if (this.upAxisSpace == Space.LOCAL) { mesh.getDirectionToRef(upAxis, upAxis); if (mesh.scaling.x != 1 || mesh.scaling.y != 1 || mesh.scaling.z != 1) { upAxis.normalize(); } } var checkYaw = false; var checkPitch = false; if (this._maxYaw != Math.PI || this._minYaw != -Math.PI) { checkYaw = true; } if (this._maxPitch != Math.PI || this._minPitch != -Math.PI) { checkPitch = true; } if (checkYaw || checkPitch) { var spaceMat = BoneLookController._tmpMats[2]; var spaceMatInv = BoneLookController._tmpMats[3]; if (this.upAxisSpace == Space.BONE && upAxis.y == 1 && parentBone) { parentBone.getRotationMatrixToRef(Space.WORLD, this.mesh, spaceMat); } else if (this.upAxisSpace == Space.LOCAL && upAxis.y == 1 && !parentBone) { spaceMat.copyFrom(mesh.getWorldMatrix()); } else { var forwardAxis = BoneLookController._tmpVecs[2]; forwardAxis.copyFrom(this._fowardAxis); if (this._transformYawPitch) { Vector3.TransformCoordinatesToRef(forwardAxis, this._transformYawPitchInv, forwardAxis); } if (parentBone) { parentBone.getDirectionToRef(forwardAxis, this.mesh, forwardAxis); } else { mesh.getDirectionToRef(forwardAxis, forwardAxis); } var rightAxis = Vector3.Cross(upAxis, forwardAxis); rightAxis.normalize(); var forwardAxis = Vector3.Cross(rightAxis, upAxis); Matrix.FromXYZAxesToRef(rightAxis, upAxis, forwardAxis, spaceMat); } spaceMat.invertToRef(spaceMatInv); var xzlen: Nullable = null; if (checkPitch) { var localTarget = BoneLookController._tmpVecs[3]; target.subtractToRef(bonePos, localTarget); Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget); xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z); var pitch = Math.atan2(localTarget.y, xzlen); var newPitch = pitch; if (pitch > this._maxPitch) { localTarget.y = this._maxPitchTan * xzlen; newPitch = this._maxPitch; } else if (pitch < this._minPitch) { localTarget.y = this._minPitchTan * xzlen; newPitch = this._minPitch; } if (pitch != newPitch) { Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget); localTarget.addInPlace(bonePos); target = localTarget; } } if (checkYaw) { var localTarget = BoneLookController._tmpVecs[4]; target.subtractToRef(bonePos, localTarget); Vector3.TransformCoordinatesToRef(localTarget, spaceMatInv, localTarget); var yaw = Math.atan2(localTarget.x, localTarget.z); var newYaw = yaw; if (yaw > this._maxYaw || yaw < this._minYaw) { if (xzlen == null) { xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z); } if (this._yawRange > Math.PI) { if (this._isAngleBetween(yaw, this._maxYaw, this._midYawConstraint)) { localTarget.z = this._maxYawCos * xzlen; localTarget.x = this._maxYawSin * xzlen; newYaw = this._maxYaw; } else if (this._isAngleBetween(yaw, this._midYawConstraint, this._minYaw)) { localTarget.z = this._minYawCos * xzlen; localTarget.x = this._minYawSin * xzlen; newYaw = this._minYaw; } } else { if (yaw > this._maxYaw) { localTarget.z = this._maxYawCos * xzlen; localTarget.x = this._maxYawSin * xzlen; newYaw = this._maxYaw; } else if (yaw < this._minYaw) { localTarget.z = this._minYawCos * xzlen; localTarget.x = this._minYawSin * xzlen; newYaw = this._minYaw; } } } if (this._slerping && this._yawRange > Math.PI) { //are we going to be crossing into the min/max region? var boneFwd = BoneLookController._tmpVecs[8]; boneFwd.copyFrom(Axis.Z); if (this._transformYawPitch) { Vector3.TransformCoordinatesToRef(boneFwd, this._transformYawPitchInv, boneFwd); } var boneRotMat = BoneLookController._tmpMats[4]; this._boneQuat.toRotationMatrix(boneRotMat); this.mesh.getWorldMatrix().multiplyToRef(boneRotMat, boneRotMat); Vector3.TransformCoordinatesToRef(boneFwd, boneRotMat, boneFwd); Vector3.TransformCoordinatesToRef(boneFwd, spaceMatInv, boneFwd); var boneYaw = Math.atan2(boneFwd.x, boneFwd.z); var angBtwTar = this._getAngleBetween(boneYaw, yaw); var angBtwMidYaw = this._getAngleBetween(boneYaw, this._midYawConstraint); if (angBtwTar > angBtwMidYaw) { if (xzlen == null) { xzlen = Math.sqrt(localTarget.x * localTarget.x + localTarget.z * localTarget.z); } var angBtwMax = this._getAngleBetween(boneYaw, this._maxYaw); var angBtwMin = this._getAngleBetween(boneYaw, this._minYaw); if (angBtwMin < angBtwMax) { newYaw = boneYaw + Math.PI * .75; localTarget.z = Math.cos(newYaw) * xzlen; localTarget.x = Math.sin(newYaw) * xzlen; } else { newYaw = boneYaw - Math.PI * .75; localTarget.z = Math.cos(newYaw) * xzlen; localTarget.x = Math.sin(newYaw) * xzlen; } } } if (yaw != newYaw) { Vector3.TransformCoordinatesToRef(localTarget, spaceMat, localTarget); localTarget.addInPlace(bonePos); target = localTarget; } } } var zaxis = BoneLookController._tmpVecs[5]; var xaxis = BoneLookController._tmpVecs[6]; var yaxis = BoneLookController._tmpVecs[7]; var _tmpQuat = BoneLookController._tmpQuat; target.subtractToRef(bonePos, zaxis); zaxis.normalize(); Vector3.CrossToRef(upAxis, zaxis, xaxis); xaxis.normalize(); Vector3.CrossToRef(zaxis, xaxis, yaxis); yaxis.normalize(); Matrix.FromXYZAxesToRef(xaxis, yaxis, zaxis, _tmpMat1); if (xaxis.x === 0 && xaxis.y === 0 && xaxis.z === 0) { return; } if (yaxis.x === 0 && yaxis.y === 0 && yaxis.z === 0) { return; } if (zaxis.x === 0 && zaxis.y === 0 && zaxis.z === 0) { return; } if (this.adjustYaw || this.adjustPitch || this.adjustRoll) { Matrix.RotationYawPitchRollToRef(this.adjustYaw, this.adjustPitch, this.adjustRoll, _tmpMat2); _tmpMat2.multiplyToRef(_tmpMat1, _tmpMat1); } if (this.slerpAmount < 1) { if (!this._slerping) { this.bone.getRotationQuaternionToRef(Space.WORLD, this.mesh, this._boneQuat); } if (this._transformYawPitch) { this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1); } Quaternion.FromRotationMatrixToRef(_tmpMat1, _tmpQuat); Quaternion.SlerpToRef(this._boneQuat, _tmpQuat, this.slerpAmount, this._boneQuat); this.bone.setRotationQuaternion(this._boneQuat, Space.WORLD, this.mesh); this._slerping = true; } else { if (this._transformYawPitch) { this._transformYawPitch.multiplyToRef(_tmpMat1, _tmpMat1); } this.bone.setRotationMatrix(_tmpMat1, Space.WORLD, this.mesh); this._slerping = false; } } private _getAngleDiff(ang1: number, ang2: number): number { var angDiff = ang2 - ang1; angDiff %= Math.PI * 2; if (angDiff > Math.PI) { angDiff -= Math.PI * 2; } else if (angDiff < -Math.PI) { angDiff += Math.PI * 2; } return angDiff; } private _getAngleBetween(ang1: number, ang2: number): number { ang1 %= (2 * Math.PI); ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1; ang2 %= (2 * Math.PI); ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2; var ab = 0; if (ang1 < ang2) { ab = ang2 - ang1; } else { ab = ang1 - ang2; } if (ab > Math.PI) { ab = Math.PI * 2 - ab; } return ab; } private _isAngleBetween(ang: number, ang1: number, ang2: number): boolean { ang %= (2 * Math.PI); ang = (ang < 0) ? ang + (2 * Math.PI) : ang; ang1 %= (2 * Math.PI); ang1 = (ang1 < 0) ? ang1 + (2 * Math.PI) : ang1; ang2 %= (2 * Math.PI); ang2 = (ang2 < 0) ? ang2 + (2 * Math.PI) : ang2; if (ang1 < ang2) { if (ang > ang1 && ang < ang2) { return true; } } else { if (ang > ang2 && ang < ang1) { return true; } } return false; } }