biped targets

by Nally

HTML

<div id="info">biped feet
</div>
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/84/three.min.js"></script>
<script src="https://threejs.org/examples/js/controls/OrbitControls.js">
</script>
<script src="https://rawgit.com/mrdoob/three.js/dev/examples/js/Gyroscope.js"></script>

CSS

#info {
  position: absolute;
  top: 0px;
  width: 100%;
  padding: 10px;
  text-align: center;
  color: #ffff00
}

body {
  overflow: hidden;
}

JavaScript

var camera, scene, renderer;
var clock;
var foot;

init();
animate();

function init() {
  scene = new THREE.Scene();
	clock = new THREE.Clock();
  
  camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
  camera.position.z = 500;
  camera.position.y = 300

  var gridXZ = new THREE.GridHelper(2000, 20, 'red', 'white');
  scene.add(gridXZ);

  renderer = new THREE.WebGLRenderer();
  renderer.setSize(window.innerWidth, window.innerHeight);
  renderer.setClearColor(0x888888);

  let controls = new THREE.OrbitControls(camera, renderer.domElement);

  document.body.appendChild(renderer.domElement);
  ///////////////////////////////////////////////////////////
	cg = new THREE.Mesh (new THREE.SphereGeometry (4), new THREE.MeshBasicMaterial({color:'white'}))
  scene.add (cg)
	foot1 = new THREE.Mesh (new THREE.SphereGeometry (4), new THREE.MeshBasicMaterial({color:'red'}))
  scene.add (foot1)
	foot2 = new THREE.Mesh (new THREE.SphereGeometry (4), new THREE.MeshBasicMaterial({color:'green'}))
  scene.add (foot2)

  Hh = 8.3*5
  Hr = 0.6*5
	Ls = 5.3*5
  Fc = 1.0*5
  Ts = 1
  Vf = Ls/Ts
	t = 0

foot2.position.x = Ls
  
  gyro = new THREE.Gyroscope();
  cg.add (gyro)
  gyro.add (camera)
}

function animate() {

	//var t = clock.getElapsedTime();
  //var dt = clock.getDelta();
  dt = 0.01;
  t += dt;
  
  var n = Math.floor (t/Ts);
  var tt = t % Ts;
  if (n % 2 === 1) { // is odd
  	y1 = 0;
    dx1 = 0;
  	y2 = Fc/2 - Fc/2*Math.cos(2*Math.PI*tt/Ts)
    dx2 = 2*Vf*dt
  } else {
  	y1 = Fc/2 - Fc/2*Math.cos(2*Math.PI*tt/Ts)
    dx1 = 2*Vf*dt
		y2 = 0
    dx2 = 0
  }
  cg.position.x = Ls/2 + Ls*t/Ts
  cg.position.y = Hh - Hr/2*Math.cos(2*Math.PI*t/Ts)
  
  
  foot1.position.x += dx1;
  foot1.position.y = y1;
  
  foot2.position.x += dx2;
  foot2.position.y = y2;
  console.log (foot2.position.x)

	requestAnimationFrame(animate);
  render();
}

function render() {
  renderer.render(scene, camera);
}