Baseball Pitcher
right-handed
by Alvin Chen
HTML
<div id="info">
Right Handed Pitcher
<br>
<br> ( generic CCD Solver )
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r76/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js"></script>
<script src="https://rawgit.com/jyunming-chen/game3js/master/js/ccdbox.js"></script>
CSS
body {
background-color: #fff;
color: #111;
margin: 0px;
overflow: hidden;
font-family: Monospace;
font-size: 20px;
}
#info {
position: absolute;
top: 0px;
width: 100%;
padding: 5px;
text-align: center;
color: #ffff00
}
a {
color: #00ffff
}
strong {
color: red
}
#container {
z-index: 0;
left: 0px;
top: 0px;
overflow: hidden;
position: absolute;
width: 100%;
height: 100%;
}
JavaScript
var scene, renderer, camera;
var controls;
var lowerArm, upperArm;
var clock = new THREE.Clock();
var clock2 = new THREE.Clock();
var gcontrols;
var theta = [];
var theta0 = 0, theta1 = 0,theta2 = 0,theta3 = 0;
var tsphere;
var dt = 0;
var dt2 = 0;
var getPoint = new THREE.Vector3(0,0,0);
var getPoint2 = new THREE.Vector3(0,0,0);
var axes = [];
var joints = [];
var sign = 1;
var zz = 0;
var v0= new THREE.Vector3(0,0,0);
var force =new THREE.Vector3(0,0,0);
var vel2 =new THREE.Vector3(0,0,0);
var isCheck = false;
var isFirst = true;
var release = false;
vel = new THREE.Vector3(0, 0, 0);
gravity = new THREE.Vector3(0, -98, 0);
pos = new THREE.Vector3 (-60, 120, 31);
init();
animate();
////////////////////////////////////////////////////////
// forward kinematics
function fk(q, joints) {
// joint[0]: torso base
// joint[1]: shoulder
// joint[2]: elbow
// joint[3]: hand
// joints[0] = new THREE.Vector3(0,0,0);
var m = new THREE.Matrix4();
// from home plate
var localzero = new THREE.Vector3(0, 0, 0);
m.makeTranslation(0, 0, -35);
localzero.applyMatrix4(m);
joints[0].copy(localzero);
//console.log (joints[0]);
m.multiply(new THREE.Matrix4().makeRotationY(q[0]));
m.multiply(new THREE.Matrix4().makeTranslation(-25, 100, 0));
localzero.applyMatrix4(m);
joints[1].copy(localzero);
m.multiply (new THREE.Matrix4().makeRotationZ(q[1]));
m.multiply(new THREE.Matrix4().makeRotationX(q[2]));
m.multiply(new THREE.Matrix4().makeTranslation(0, -40, 0));
localzero.set(0, 0, 0);
localzero.applyMatrix4(m);
joints[2].copy(localzero);
m.multiply(new THREE.Matrix4().makeRotationX(q[3]));
m.multiply(new THREE.Matrix4().makeTranslation(0, -60, 0));
localzero.set(0, 0, 0);
localzero.applyMatrix4(m);
joints[3].copy(localzero);
}
/////////////////////////////////////////////////////////////
// joint axis setup
//
function setarm() {
var axis = new CCD_axis(new THREE.Vector3(0, 1, 0), 0);
axis.limits = new...