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- this.boneMatrices: holds the current world matrices of the bones in a single array (probably for streaming it directly to the gpu). Modifying it directly does not change gpu skinning (but changes skeletonHelper...)
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+
- this.boneMatrices: holds the current world matrices of the bones in a single array (probably for streaming it directly to the gpu). Modifying it directly does not change gpu skinning (but changes skeletonHelper...)
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WARNING: probably they are really world matrices, as in not in local space of the model, but really scene world matrices. i.e. the object models are also applied
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- bone.matrixWorld: current world matrix. Modifying it directly does not change gpu skinning (but changes skeletonHelper...) Also, subsequent bones do not see the changes
@@ -59,7 +60,7 @@ Skeleton class holds all the information (see pose() and update() for more visua
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*/
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-
// RIGHT HANDED COORDS
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// RIGHT HANDED COORDS
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classBaseSolver{
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constructor(skeleton){
@@ -379,6 +380,7 @@ class BaseSolver {
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}
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BaseSolver.JOINTTYPES={OMNI: 0,HINGE: 1,BALLSOCKET: 2};// omni is just the default not constrained joint
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+
IKTHREE.BaseSolver=BaseSolver;
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classFABRIKSolverextendsBaseSolver{
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update(){
@@ -503,10 +505,9 @@ class FABRIKSolver extends BaseSolver {
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}
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}
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-
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FABRIKSolver.JOINTTYPES=BaseSolver.JOINTTYPES;// omni is just the default no constrained joint
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-
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IKTHREE.FABRIKSolver=FABRIKSolver;
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classCCDIKSolverextendsBaseSolver{
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update(){
@@ -583,6 +584,7 @@ class CCDIKSolver extends BaseSolver {
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}
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CCDIKSolver.JOINTTYPES=BaseSolver.JOINTTYPES;// omni is just the default no constrained joint
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IKTHREE.CCDIKSolver=CCDIKSolver;
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// ---------------- JOINTS ----------------
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/**
@@ -721,6 +723,8 @@ class JointConstraint{
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}
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}
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IKTHREE.JointConstraint=JointConstraint;
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/**
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* Uses spherical coordinates to handle swing constraint
@@ -798,6 +802,8 @@ class JCBallSocket extends JointConstraint {
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}
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}
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IKTHREE.JCBallSocket=JCBallSocket;
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/**
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* Simple hinge constraint
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*/
@@ -856,5 +862,7 @@ class JCHinge extends JointConstraint {
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