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📄 CCDIKSolver.js

📊 Analysis Summary

Metric Count
🔧 Functions 14
🧱 Classes 2
📦 Imports 12
📊 Variables & Constants 60

📚 Table of Contents

🛠️ File Location:

📂 examples/jsm/animation/CCDIKSolver.js

📦 Imports

Name Source
BufferAttribute three
BufferGeometry three
Color three
Line three
LineBasicMaterial three
Matrix4 three
Mesh three
MeshBasicMaterial three
Object3D three
Quaternion three
SphereGeometry three
Vector3 three

Variables & Constants

Name Type Kind Value Exported
_quaternion any let/var new Quaternion()
_targetPos any let/var new Vector3()
_targetVec any let/var new Vector3()
_effectorPos any let/var new Vector3()
_effectorVec any let/var new Vector3()
_linkPos any let/var new Vector3()
_invLinkQ any let/var new Quaternion()
_linkScale any let/var new Vector3()
_axis any let/var new Vector3()
_vector any let/var new Vector3()
_matrix any let/var new Matrix4()
chainQuats any[] let/var []
iks SkinnedMesh let/var this.iks
chainBlend any let/var ik.blendFactor !== undefined ? ik.blendFactor : overrideBlend
bones any let/var this.mesh.skeleton.bones
initialQuaternions any[] let/var this._initialQuaternions[ chainIndex ]
math Math let/var Math
effector any let/var bones[ ik.effector ]
target any let/var bones[ ik.target ]
links any let/var ik.links
iteration any let/var ik.iteration !== undefined ? ik.iteration : 1
linkIndex any let/var links[ j ].index
rotated boolean let/var false
link any let/var bones[ links[ j ].index ]
limitation any let/var links[ j ].limitation
rotationMin any let/var links[ j ].rotationMin
rotationMax any let/var links[ j ].rotationMax
c any let/var link.quaternion.w
linkIndex any let/var links[ j ].index
link any let/var bones[ linkIndex ]
iks SkinnedMesh let/var this.iks
bones any let/var this.mesh.skeleton.bones
ik SkinnedMesh let/var iks[ i ]
effector any let/var bones[ ik.effector ]
links any let/var ik.links
link0 any let/var *not shown*
link1 any let/var *not shown*
mesh SkinnedMesh let/var this.root
offset number let/var 0
iks CCDIKSolver[] let/var this.iks
bones any let/var mesh.skeleton.bones
ik CCDIKSolver let/var iks[ i ]
targetBone any let/var bones[ ik.target ]
effectorBone any let/var bones[ ik.effector ]
targetMesh any let/var this.children[ offset ++ ]
effectorMesh any let/var this.children[ offset ++ ]
link any let/var ik.links[ j ]
linkBone any let/var bones[ link.index ]
linkMesh any let/var this.children[ offset ++ ]
line any let/var this.children[ offset ++ ]
array any let/var line.geometry.attributes.position.array
link any let/var ik.links[ j ]
linkBone any let/var bones[ link.index ]
children any let/var this.children
child any let/var children[ i ]
scope this let/var this
iks CCDIKSolver[] let/var this.iks
geometry any let/var new BufferGeometry()
vertices Float32Array<ArrayBuffer> let/var new Float32Array( ( 2 + ik.links.length ) * 3 )
ik CCDIKSolver let/var iks[ i ]

Functions

CCDIKSolver.update(globalBlendFactor: number): CCDIKSolver

JSDoc:

/**
     * Updates all IK bones by solving the CCD algorithm.
     *
     * @param {number} [globalBlendFactor=1.0] - Blend factor applied if an IK chain doesn't have its own .blendFactor.
     * @return {CCDIKSolver} A reference to this instance.
     */

Parameters:

  • globalBlendFactor number

Returns: CCDIKSolver

Calls:

  • this.updateOne
Code
update( globalBlendFactor = 1.0 ) {

        const iks = this.iks;

        for ( let i = 0, il = iks.length; i < il; i ++ ) {

            this.updateOne( iks[ i ], globalBlendFactor );

        }

        return this;

    }

CCDIKSolver.updateOne(ik: any, overrideBlend: number): CCDIKSolver

JSDoc:

/**
     * Updates one IK bone solving the CCD algorithm.
     *
     * @param {CCDIKSolver~IK} ik - The IK to update.
     * @param {number} [overrideBlend=1.0] - If the IK object does not define `blendFactor`, this value is used.
     * @return {CCDIKSolver} A reference to this instance.
     */

Parameters:

  • ik any
  • overrideBlend number

Returns: CCDIKSolver

Calls:

  • this.iks.indexOf
  • _targetPos.setFromMatrixPosition
  • initialQuaternions[ j ].copy
  • link.matrixWorld.decompose
  • _invLinkQ.invert
  • _effectorPos.setFromMatrixPosition
  • _effectorVec.subVectors
  • _effectorVec.applyQuaternion
  • _effectorVec.normalize
  • _targetVec.subVectors
  • _targetVec.applyQuaternion
  • _targetVec.normalize
  • _targetVec.dot
  • math.acos
  • _axis.crossVectors
  • _axis.normalize
  • _quaternion.setFromAxisAngle
  • link.quaternion.multiply
  • math.sqrt
  • link.quaternion.set
  • link.rotation.setFromVector3
  • _vector.setFromEuler( link.rotation ).max
  • _vector.setFromEuler( link.rotation ).min
  • link.updateMatrixWorld
  • this._workingQuaternion.copy( initialQuaternions[ j ] ).slerp
  • link.quaternion.copy

Internal Comments:

// for reference overhead reduction in loop (x2)
// don't use getWorldPosition() here for the performance (x4)
// because it calls updateMatrixWorld( true ) inside. (x4)
// skip this link and following links
// don't use getWorldPosition/Quaternion() here for the performance (x5)
// because they call updateMatrixWorld( true ) inside. (x5)
// work in link world (x4)
// skip if changing angle is too small to prevent vibration of bone
// TODO: re-consider the limitation specification

Code
updateOne( ik, overrideBlend = 1.0 ) {

        const chainBlend = ik.blendFactor !== undefined ? ik.blendFactor : overrideBlend;
        const bones = this.mesh.skeleton.bones;
        const chainIndex = this.iks.indexOf( ik );
        const initialQuaternions = this._initialQuaternions[ chainIndex ];

        // for reference overhead reduction in loop
        const math = Math;

        const effector = bones[ ik.effector ];
        const target = bones[ ik.target ];

        // don't use getWorldPosition() here for the performance
        // because it calls updateMatrixWorld( true ) inside.
        _targetPos.setFromMatrixPosition( target.matrixWorld );

        const links = ik.links;
        const iteration = ik.iteration !== undefined ? ik.iteration : 1;

        if ( chainBlend < 1.0 ) {

            for ( let j = 0; j < links.length; j ++ ) {

              const linkIndex = links[ j ].index;
              initialQuaternions[ j ].copy( bones[ linkIndex ].quaternion );

            }

        }

        for ( let i = 0; i < iteration; i ++ ) {

            let rotated = false;

            for ( let j = 0, jl = links.length; j < jl; j ++ ) {

                const link = bones[ links[ j ].index ];

                // skip this link and following links
                if ( links[ j ].enabled === false ) break;

                const limitation = links[ j ].limitation;
                const rotationMin = links[ j ].rotationMin;
                const rotationMax = links[ j ].rotationMax;

                // don't use getWorldPosition/Quaternion() here for the performance
                // because they call updateMatrixWorld( true ) inside.
                link.matrixWorld.decompose( _linkPos, _invLinkQ, _linkScale );
                _invLinkQ.invert();
                _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();

                let 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
                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();

                _quaternion.setFromAxisAngle( _axis, angle );
                link.quaternion.multiply( _quaternion );

                // TODO: re-consider the limitation specification
                if ( limitation !== undefined ) {

                    let c = link.quaternion.w;

                    if ( c > 1.0 ) c = 1.0;

                    const c2 = math.sqrt( 1 - c * c );
                    link.quaternion.set( limitation.x * c2,
                                         limitation.y * c2,
                                         limitation.z * c2,
                                         c );

                }

                if ( rotationMin !== undefined ) {

                    link.rotation.setFromVector3( _vector.setFromEuler( link.rotation ).max( rotationMin ) );

                }

                if ( rotationMax !== undefined ) {

                    link.rotation.setFromVector3( _vector.setFromEuler( link.rotation ).min( rotationMax ) );

                }

                link.updateMatrixWorld( true );

                rotated = true;

            }

            if ( ! rotated ) break;

        }

        if ( chainBlend < 1.0 ) {

            for ( let j = 0; j < links.length; j ++ ) {

              const linkIndex = links[ j ].index;
              const link = bones[ linkIndex ];

              this._workingQuaternion.copy( initialQuaternions[ j ] ).slerp( link.quaternion, chainBlend );

              link.quaternion.copy( this._workingQuaternion );
              link.updateMatrixWorld( true );

            }

        }

          return this;

    }

CCDIKSolver.createHelper(sphereSize: number): CCDIKHelper

JSDoc:

/**
     * Creates a helper for visualizing the CCDIK.
     *
     * @param {number} sphereSize - The sphere size.
     * @return {CCDIKHelper} The created helper.
     */

Parameters:

  • sphereSize number

Returns: CCDIKHelper

Code
createHelper( sphereSize ) {

        return new CCDIKHelper( this.mesh, this.iks, sphereSize );

    }

CCDIKSolver._valid(): void

Returns: void

Calls:

  • console.warn
Code
_valid() {

        const iks = this.iks;
        const bones = this.mesh.skeleton.bones;

        for ( let i = 0, il = iks.length; i < il; i ++ ) {

            const ik = iks[ i ];
            const effector = bones[ ik.effector ];
            const links = ik.links;
            let link0, link1;

            link0 = effector;

            for ( let 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;

            }

        }

    }

getPosition(bone: any, matrixWorldInv: any): any

Parameters:

  • bone any
  • matrixWorldInv any

Returns: any

Calls:

  • _vector .setFromMatrixPosition( bone.matrixWorld ) .applyMatrix4
Code
function getPosition( bone, matrixWorldInv ) {

    return _vector
        .setFromMatrixPosition( bone.matrixWorld )
        .applyMatrix4( matrixWorldInv );

}

setPositionOfBoneToAttributeArray(array: any, index: any, bone: any, matrixWorldInv: any): void

Parameters:

  • array any
  • index any
  • bone any
  • matrixWorldInv any

Returns: void

Calls:

  • getPosition
Code
function setPositionOfBoneToAttributeArray( array, index, bone, matrixWorldInv ) {

    const v = getPosition( bone, matrixWorldInv );

    array[ index * 3 + 0 ] = v.x;
    array[ index * 3 + 1 ] = v.y;
    array[ index * 3 + 2 ] = v.z;

}

CCDIKHelper.updateMatrixWorld(force: any): void

Parameters:

  • force any

Returns: void

Calls:

  • _matrix.copy( mesh.matrixWorld ).invert
  • targetMesh.position.copy
  • getPosition
  • effectorMesh.position.copy
  • linkMesh.position.copy
  • setPositionOfBoneToAttributeArray
  • this.matrix.copy
  • super.updateMatrixWorld
Code
updateMatrixWorld( force ) {

        const mesh = this.root;

        if ( this.visible ) {

            let offset = 0;

            const iks = this.iks;
            const bones = mesh.skeleton.bones;

            _matrix.copy( mesh.matrixWorld ).invert();

            for ( let i = 0, il = iks.length; i < il; i ++ ) {

                const ik = iks[ i ];

                const targetBone = bones[ ik.target ];
                const effectorBone = bones[ ik.effector ];

                const targetMesh = this.children[ offset ++ ];
                const effectorMesh = this.children[ offset ++ ];

                targetMesh.position.copy( getPosition( targetBone, _matrix ) );
                effectorMesh.position.copy( getPosition( effectorBone, _matrix ) );

                for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {

                    const link = ik.links[ j ];
                    const linkBone = bones[ link.index ];

                    const linkMesh = this.children[ offset ++ ];

                    linkMesh.position.copy( getPosition( linkBone, _matrix ) );

                }

                const line = this.children[ offset ++ ];
                const array = line.geometry.attributes.position.array;

                setPositionOfBoneToAttributeArray( array, 0, targetBone, _matrix );
                setPositionOfBoneToAttributeArray( array, 1, effectorBone, _matrix );

                for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {

                    const link = ik.links[ j ];
                    const linkBone = bones[ link.index ];
                    setPositionOfBoneToAttributeArray( array, j + 2, linkBone, _matrix );

                }

                line.geometry.attributes.position.needsUpdate = true;

            }

        }

        this.matrix.copy( mesh.matrixWorld );

        super.updateMatrixWorld( force );

    }

CCDIKHelper.dispose(): void

JSDoc:

/**
     * Frees the GPU-related resources allocated by this instance.
     * Call this method whenever this instance is no longer used in your app.
     */

Returns: void

Calls:

  • this.sphereGeometry.dispose
  • this.targetSphereMaterial.dispose
  • this.effectorSphereMaterial.dispose
  • this.linkSphereMaterial.dispose
  • this.lineMaterial.dispose
  • child.geometry.dispose
Code
dispose() {

        this.sphereGeometry.dispose();

        this.targetSphereMaterial.dispose();
        this.effectorSphereMaterial.dispose();
        this.linkSphereMaterial.dispose();
        this.lineMaterial.dispose();

        const children = this.children;

        for ( let i = 0; i < children.length; i ++ ) {

            const child = children[ i ];

            if ( child.isLine ) child.geometry.dispose();

        }

    }

CCDIKHelper._init(): void

Returns: void

Calls:

  • geometry.setAttribute
  • createLineGeometry
  • this.add
  • createTargetMesh
  • createEffectorMesh
  • createLinkMesh
  • createLine
Code
_init() {

        const scope = this;
        const iks = this.iks;

        function createLineGeometry( ik ) {

            const geometry = new BufferGeometry();
            const vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
            geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );

            return geometry;

        }

        function createTargetMesh() {

            return new Mesh( scope.sphereGeometry, scope.targetSphereMaterial );

        }

        function createEffectorMesh() {

            return new Mesh( scope.sphereGeometry, scope.effectorSphereMaterial );

        }

        function createLinkMesh() {

            return new Mesh( scope.sphereGeometry, scope.linkSphereMaterial );

        }

        function createLine( ik ) {

            return new Line( createLineGeometry( ik ), scope.lineMaterial );

        }

        for ( let i = 0, il = iks.length; i < il; i ++ ) {

            const ik = iks[ i ];

            this.add( createTargetMesh() );
            this.add( createEffectorMesh() );

            for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {

                this.add( createLinkMesh() );

            }

            this.add( createLine( ik ) );

        }

    }

createLineGeometry(ik: any): any

Parameters:

  • ik any

Returns: any

Calls:

  • geometry.setAttribute
Code
function createLineGeometry( ik ) {

            const geometry = new BufferGeometry();
            const vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
            geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );

            return geometry;

        }

createTargetMesh(): any

Returns: any

Code
function createTargetMesh() {

            return new Mesh( scope.sphereGeometry, scope.targetSphereMaterial );

        }

createEffectorMesh(): any

Returns: any

Code
function createEffectorMesh() {

            return new Mesh( scope.sphereGeometry, scope.effectorSphereMaterial );

        }

createLinkMesh(): any

Returns: any

Code
function createLinkMesh() {

            return new Mesh( scope.sphereGeometry, scope.linkSphereMaterial );

        }

createLine(ik: any): any

Parameters:

  • ik any

Returns: any

Calls:

  • createLineGeometry
Code
function createLine( ik ) {

            return new Line( createLineGeometry( ik ), scope.lineMaterial );

        }

Classes

CCDIKSolver

Class Code
class CCDIKSolver {

    /**
     * @param {SkinnedMesh} mesh - The skinned mesh.
     * @param {Array<CCDIKSolver~IK>} [iks=[]] - The IK objects.
     */
    constructor( mesh, iks = [] ) {

        /**
         * The skinned mesh.
         *
         * @type {SkinnedMesh}
         */
        this.mesh = mesh;

        /**
         * The IK objects.
         *
         * @type {SkinnedMesh}
         */
        this.iks = iks;

        this._initialQuaternions = [];
        this._workingQuaternion = new Quaternion();

        for ( const ik of iks ) {

            const chainQuats = [];
            for ( let i = 0; i < ik.links.length; i ++ ) {

              chainQuats.push( new Quaternion() );

            }

            this._initialQuaternions.push( chainQuats );

        }

        this._valid();

    }

    /**
     * Updates all IK bones by solving the CCD algorithm.
     *
     * @param {number} [globalBlendFactor=1.0] - Blend factor applied if an IK chain doesn't have its own .blendFactor.
     * @return {CCDIKSolver} A reference to this instance.
     */
    update( globalBlendFactor = 1.0 ) {

        const iks = this.iks;

        for ( let i = 0, il = iks.length; i < il; i ++ ) {

            this.updateOne( iks[ i ], globalBlendFactor );

        }

        return this;

    }

    /**
     * Updates one IK bone solving the CCD algorithm.
     *
     * @param {CCDIKSolver~IK} ik - The IK to update.
     * @param {number} [overrideBlend=1.0] - If the IK object does not define `blendFactor`, this value is used.
     * @return {CCDIKSolver} A reference to this instance.
     */
    updateOne( ik, overrideBlend = 1.0 ) {

        const chainBlend = ik.blendFactor !== undefined ? ik.blendFactor : overrideBlend;
        const bones = this.mesh.skeleton.bones;
        const chainIndex = this.iks.indexOf( ik );
        const initialQuaternions = this._initialQuaternions[ chainIndex ];

        // for reference overhead reduction in loop
        const math = Math;

        const effector = bones[ ik.effector ];
        const target = bones[ ik.target ];

        // don't use getWorldPosition() here for the performance
        // because it calls updateMatrixWorld( true ) inside.
        _targetPos.setFromMatrixPosition( target.matrixWorld );

        const links = ik.links;
        const iteration = ik.iteration !== undefined ? ik.iteration : 1;

        if ( chainBlend < 1.0 ) {

            for ( let j = 0; j < links.length; j ++ ) {

              const linkIndex = links[ j ].index;
              initialQuaternions[ j ].copy( bones[ linkIndex ].quaternion );

            }

        }

        for ( let i = 0; i < iteration; i ++ ) {

            let rotated = false;

            for ( let j = 0, jl = links.length; j < jl; j ++ ) {

                const link = bones[ links[ j ].index ];

                // skip this link and following links
                if ( links[ j ].enabled === false ) break;

                const limitation = links[ j ].limitation;
                const rotationMin = links[ j ].rotationMin;
                const rotationMax = links[ j ].rotationMax;

                // don't use getWorldPosition/Quaternion() here for the performance
                // because they call updateMatrixWorld( true ) inside.
                link.matrixWorld.decompose( _linkPos, _invLinkQ, _linkScale );
                _invLinkQ.invert();
                _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();

                let 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
                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();

                _quaternion.setFromAxisAngle( _axis, angle );
                link.quaternion.multiply( _quaternion );

                // TODO: re-consider the limitation specification
                if ( limitation !== undefined ) {

                    let c = link.quaternion.w;

                    if ( c > 1.0 ) c = 1.0;

                    const c2 = math.sqrt( 1 - c * c );
                    link.quaternion.set( limitation.x * c2,
                                         limitation.y * c2,
                                         limitation.z * c2,
                                         c );

                }

                if ( rotationMin !== undefined ) {

                    link.rotation.setFromVector3( _vector.setFromEuler( link.rotation ).max( rotationMin ) );

                }

                if ( rotationMax !== undefined ) {

                    link.rotation.setFromVector3( _vector.setFromEuler( link.rotation ).min( rotationMax ) );

                }

                link.updateMatrixWorld( true );

                rotated = true;

            }

            if ( ! rotated ) break;

        }

        if ( chainBlend < 1.0 ) {

            for ( let j = 0; j < links.length; j ++ ) {

              const linkIndex = links[ j ].index;
              const link = bones[ linkIndex ];

              this._workingQuaternion.copy( initialQuaternions[ j ] ).slerp( link.quaternion, chainBlend );

              link.quaternion.copy( this._workingQuaternion );
              link.updateMatrixWorld( true );

            }

        }

          return this;

    }

    /**
     * Creates a helper for visualizing the CCDIK.
     *
     * @param {number} sphereSize - The sphere size.
     * @return {CCDIKHelper} The created helper.
     */
    createHelper( sphereSize ) {

        return new CCDIKHelper( this.mesh, this.iks, sphereSize );

    }

    // private methods

    _valid() {

        const iks = this.iks;
        const bones = this.mesh.skeleton.bones;

        for ( let i = 0, il = iks.length; i < il; i ++ ) {

            const ik = iks[ i ];
            const effector = bones[ ik.effector ];
            const links = ik.links;
            let link0, link1;

            link0 = effector;

            for ( let 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;

            }

        }

    }

}

Methods

update(globalBlendFactor: number): CCDIKSolver
Code
update( globalBlendFactor = 1.0 ) {

        const iks = this.iks;

        for ( let i = 0, il = iks.length; i < il; i ++ ) {

            this.updateOne( iks[ i ], globalBlendFactor );

        }

        return this;

    }
updateOne(ik: any, overrideBlend: number): CCDIKSolver
Code
updateOne( ik, overrideBlend = 1.0 ) {

        const chainBlend = ik.blendFactor !== undefined ? ik.blendFactor : overrideBlend;
        const bones = this.mesh.skeleton.bones;
        const chainIndex = this.iks.indexOf( ik );
        const initialQuaternions = this._initialQuaternions[ chainIndex ];

        // for reference overhead reduction in loop
        const math = Math;

        const effector = bones[ ik.effector ];
        const target = bones[ ik.target ];

        // don't use getWorldPosition() here for the performance
        // because it calls updateMatrixWorld( true ) inside.
        _targetPos.setFromMatrixPosition( target.matrixWorld );

        const links = ik.links;
        const iteration = ik.iteration !== undefined ? ik.iteration : 1;

        if ( chainBlend < 1.0 ) {

            for ( let j = 0; j < links.length; j ++ ) {

              const linkIndex = links[ j ].index;
              initialQuaternions[ j ].copy( bones[ linkIndex ].quaternion );

            }

        }

        for ( let i = 0; i < iteration; i ++ ) {

            let rotated = false;

            for ( let j = 0, jl = links.length; j < jl; j ++ ) {

                const link = bones[ links[ j ].index ];

                // skip this link and following links
                if ( links[ j ].enabled === false ) break;

                const limitation = links[ j ].limitation;
                const rotationMin = links[ j ].rotationMin;
                const rotationMax = links[ j ].rotationMax;

                // don't use getWorldPosition/Quaternion() here for the performance
                // because they call updateMatrixWorld( true ) inside.
                link.matrixWorld.decompose( _linkPos, _invLinkQ, _linkScale );
                _invLinkQ.invert();
                _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();

                let 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
                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();

                _quaternion.setFromAxisAngle( _axis, angle );
                link.quaternion.multiply( _quaternion );

                // TODO: re-consider the limitation specification
                if ( limitation !== undefined ) {

                    let c = link.quaternion.w;

                    if ( c > 1.0 ) c = 1.0;

                    const c2 = math.sqrt( 1 - c * c );
                    link.quaternion.set( limitation.x * c2,
                                         limitation.y * c2,
                                         limitation.z * c2,
                                         c );

                }

                if ( rotationMin !== undefined ) {

                    link.rotation.setFromVector3( _vector.setFromEuler( link.rotation ).max( rotationMin ) );

                }

                if ( rotationMax !== undefined ) {

                    link.rotation.setFromVector3( _vector.setFromEuler( link.rotation ).min( rotationMax ) );

                }

                link.updateMatrixWorld( true );

                rotated = true;

            }

            if ( ! rotated ) break;

        }

        if ( chainBlend < 1.0 ) {

            for ( let j = 0; j < links.length; j ++ ) {

              const linkIndex = links[ j ].index;
              const link = bones[ linkIndex ];

              this._workingQuaternion.copy( initialQuaternions[ j ] ).slerp( link.quaternion, chainBlend );

              link.quaternion.copy( this._workingQuaternion );
              link.updateMatrixWorld( true );

            }

        }

          return this;

    }
createHelper(sphereSize: number): CCDIKHelper
Code
createHelper( sphereSize ) {

        return new CCDIKHelper( this.mesh, this.iks, sphereSize );

    }
_valid(): void
Code
_valid() {

        const iks = this.iks;
        const bones = this.mesh.skeleton.bones;

        for ( let i = 0, il = iks.length; i < il; i ++ ) {

            const ik = iks[ i ];
            const effector = bones[ ik.effector ];
            const links = ik.links;
            let link0, link1;

            link0 = effector;

            for ( let 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;

            }

        }

    }

CCDIKHelper

Class Code
class CCDIKHelper extends Object3D {

    /**
     * @param {SkinnedMesh} mesh - The skinned mesh.
     * @param {Array<CCDIKSolver~IK>} [iks=[]] - The IK objects.
     * @param {number} [sphereSize=0.25] - The sphere size.
     */
    constructor( mesh, iks = [], sphereSize = 0.25 ) {

        super();

        /**
         * The skinned mesh this helper refers to.
         *
         * @type {SkinnedMesh}
         */
        this.root = mesh;

        /**
         * The IK objects.
         *
         * @type {Array<CCDIKSolver~IK>}
         */
        this.iks = iks;

        this.matrix.copy( mesh.matrixWorld );
        this.matrixAutoUpdate = false;

        /**
         * The helpers sphere geometry.
         *
         * @type {SkinnedMesh}
         */
        this.sphereGeometry = new SphereGeometry( sphereSize, 16, 8 );

        /**
         * The material for the target spheres.
         *
         * @type {MeshBasicMaterial}
         */
        this.targetSphereMaterial = new MeshBasicMaterial( {
            color: new Color( 0xff8888 ),
            depthTest: false,
            depthWrite: false,
            transparent: true
        } );

        /**
         * The material for the effector spheres.
         *
         * @type {MeshBasicMaterial}
         */
        this.effectorSphereMaterial = new MeshBasicMaterial( {
            color: new Color( 0x88ff88 ),
            depthTest: false,
            depthWrite: false,
            transparent: true
        } );

        /**
         * The material for the link spheres.
         *
         * @type {MeshBasicMaterial}
         */
        this.linkSphereMaterial = new MeshBasicMaterial( {
            color: new Color( 0x8888ff ),
            depthTest: false,
            depthWrite: false,
            transparent: true
        } );

        /**
         * A global line material.
         *
         * @type {LineBasicMaterial}
         */
        this.lineMaterial = new LineBasicMaterial( {
            color: new Color( 0xff0000 ),
            depthTest: false,
            depthWrite: false,
            transparent: true
        } );

        this._init();

    }

    updateMatrixWorld( force ) {

        const mesh = this.root;

        if ( this.visible ) {

            let offset = 0;

            const iks = this.iks;
            const bones = mesh.skeleton.bones;

            _matrix.copy( mesh.matrixWorld ).invert();

            for ( let i = 0, il = iks.length; i < il; i ++ ) {

                const ik = iks[ i ];

                const targetBone = bones[ ik.target ];
                const effectorBone = bones[ ik.effector ];

                const targetMesh = this.children[ offset ++ ];
                const effectorMesh = this.children[ offset ++ ];

                targetMesh.position.copy( getPosition( targetBone, _matrix ) );
                effectorMesh.position.copy( getPosition( effectorBone, _matrix ) );

                for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {

                    const link = ik.links[ j ];
                    const linkBone = bones[ link.index ];

                    const linkMesh = this.children[ offset ++ ];

                    linkMesh.position.copy( getPosition( linkBone, _matrix ) );

                }

                const line = this.children[ offset ++ ];
                const array = line.geometry.attributes.position.array;

                setPositionOfBoneToAttributeArray( array, 0, targetBone, _matrix );
                setPositionOfBoneToAttributeArray( array, 1, effectorBone, _matrix );

                for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {

                    const link = ik.links[ j ];
                    const linkBone = bones[ link.index ];
                    setPositionOfBoneToAttributeArray( array, j + 2, linkBone, _matrix );

                }

                line.geometry.attributes.position.needsUpdate = true;

            }

        }

        this.matrix.copy( mesh.matrixWorld );

        super.updateMatrixWorld( force );

    }

    /**
     * Frees the GPU-related resources allocated by this instance.
     * Call this method whenever this instance is no longer used in your app.
     */
    dispose() {

        this.sphereGeometry.dispose();

        this.targetSphereMaterial.dispose();
        this.effectorSphereMaterial.dispose();
        this.linkSphereMaterial.dispose();
        this.lineMaterial.dispose();

        const children = this.children;

        for ( let i = 0; i < children.length; i ++ ) {

            const child = children[ i ];

            if ( child.isLine ) child.geometry.dispose();

        }

    }

    // private method

    _init() {

        const scope = this;
        const iks = this.iks;

        function createLineGeometry( ik ) {

            const geometry = new BufferGeometry();
            const vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
            geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );

            return geometry;

        }

        function createTargetMesh() {

            return new Mesh( scope.sphereGeometry, scope.targetSphereMaterial );

        }

        function createEffectorMesh() {

            return new Mesh( scope.sphereGeometry, scope.effectorSphereMaterial );

        }

        function createLinkMesh() {

            return new Mesh( scope.sphereGeometry, scope.linkSphereMaterial );

        }

        function createLine( ik ) {

            return new Line( createLineGeometry( ik ), scope.lineMaterial );

        }

        for ( let i = 0, il = iks.length; i < il; i ++ ) {

            const ik = iks[ i ];

            this.add( createTargetMesh() );
            this.add( createEffectorMesh() );

            for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {

                this.add( createLinkMesh() );

            }

            this.add( createLine( ik ) );

        }

    }

}

Methods

updateMatrixWorld(force: any): void
Code
updateMatrixWorld( force ) {

        const mesh = this.root;

        if ( this.visible ) {

            let offset = 0;

            const iks = this.iks;
            const bones = mesh.skeleton.bones;

            _matrix.copy( mesh.matrixWorld ).invert();

            for ( let i = 0, il = iks.length; i < il; i ++ ) {

                const ik = iks[ i ];

                const targetBone = bones[ ik.target ];
                const effectorBone = bones[ ik.effector ];

                const targetMesh = this.children[ offset ++ ];
                const effectorMesh = this.children[ offset ++ ];

                targetMesh.position.copy( getPosition( targetBone, _matrix ) );
                effectorMesh.position.copy( getPosition( effectorBone, _matrix ) );

                for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {

                    const link = ik.links[ j ];
                    const linkBone = bones[ link.index ];

                    const linkMesh = this.children[ offset ++ ];

                    linkMesh.position.copy( getPosition( linkBone, _matrix ) );

                }

                const line = this.children[ offset ++ ];
                const array = line.geometry.attributes.position.array;

                setPositionOfBoneToAttributeArray( array, 0, targetBone, _matrix );
                setPositionOfBoneToAttributeArray( array, 1, effectorBone, _matrix );

                for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {

                    const link = ik.links[ j ];
                    const linkBone = bones[ link.index ];
                    setPositionOfBoneToAttributeArray( array, j + 2, linkBone, _matrix );

                }

                line.geometry.attributes.position.needsUpdate = true;

            }

        }

        this.matrix.copy( mesh.matrixWorld );

        super.updateMatrixWorld( force );

    }
dispose(): void
Code
dispose() {

        this.sphereGeometry.dispose();

        this.targetSphereMaterial.dispose();
        this.effectorSphereMaterial.dispose();
        this.linkSphereMaterial.dispose();
        this.lineMaterial.dispose();

        const children = this.children;

        for ( let i = 0; i < children.length; i ++ ) {

            const child = children[ i ];

            if ( child.isLine ) child.geometry.dispose();

        }

    }
_init(): void
Code
_init() {

        const scope = this;
        const iks = this.iks;

        function createLineGeometry( ik ) {

            const geometry = new BufferGeometry();
            const vertices = new Float32Array( ( 2 + ik.links.length ) * 3 );
            geometry.setAttribute( 'position', new BufferAttribute( vertices, 3 ) );

            return geometry;

        }

        function createTargetMesh() {

            return new Mesh( scope.sphereGeometry, scope.targetSphereMaterial );

        }

        function createEffectorMesh() {

            return new Mesh( scope.sphereGeometry, scope.effectorSphereMaterial );

        }

        function createLinkMesh() {

            return new Mesh( scope.sphereGeometry, scope.linkSphereMaterial );

        }

        function createLine( ik ) {

            return new Line( createLineGeometry( ik ), scope.lineMaterial );

        }

        for ( let i = 0, il = iks.length; i < il; i ++ ) {

            const ik = iks[ i ];

            this.add( createTargetMesh() );
            this.add( createEffectorMesh() );

            for ( let j = 0, jl = ik.links.length; j < jl; j ++ ) {

                this.add( createLinkMesh() );

            }

            this.add( createLine( ik ) );

        }

    }