Inverse Kinematics using CCD
by ikatyang
HTML
<script src="https://cdnjs.cloudflare.com/ajax/libs/three.js/r76/three.min.js"></script>
<script src="https://dl.dropboxusercontent.com/u/3587259/Code/Threejs/OrbitControls.js"></script>
<div class='top'>
<a href='javascript:resetBallPosition()'>Reset Ball</a>
<a href='javascript:inverseKinematics(arm, ball.position)'>Inverse Kinematics</a>
<a href='javascript:animated = !animated'>Toggle</a>
</div>
CSS
.top {
position: absolute;
top: 1em;
left: 0;
right: 0;
text-align: center;
}
body {
margin: 0;
overflow: hidden;
}
JavaScript
var scene, camera, renderer;
var controls;
var arm, armHeight = 200, linkCount = 5, linkHeight = armHeight / linkCount, ball;
var animated = false, animatedAngle = 0, animatedHeight = 30;
init();
animate();
function init() {
scene = new THREE.Scene();
camera = new THREE.PerspectiveCamera(50, window.innerWidth / window.innerHeight, 1, 1000);
camera.position.set(0, 200, 200);
renderer = new THREE.WebGLRenderer();
renderer.setSize(window.innerWidth, window.innerHeight);
renderer.setClearColor(0x888888);
document.body.appendChild(renderer.domElement);
controls = new THREE.OrbitControls(camera, renderer.domElement);
var gridXZ = new THREE.GridHelper(100, 10);
gridXZ.setColors(new THREE.Color(0xff0000), new THREE.Color(0xffffff));
scene.add(gridXZ);
ball = new THREE.Mesh(
new THREE.SphereGeometry(5, 32, 32),
new THREE.MeshBasicMaterial({ color: 'black' }));
resetBallPosition();
scene.add(ball);
arm = new THREE.Object3D();
arm.links = [];
scene.add(arm);
var parent = arm;
for (var i = 0; i < linkCount; i++) {
var mesh = new THREE.Mesh(
new THREE.CylinderGeometry(5, 5, linkHeight),
new THREE.MeshNormalMaterial());
mesh.position.y = mesh.geometry.parameters.height / 2;
var link = new THREE.Object3D();
link.add(mesh);
if (parent !== arm) {
link.position.y = mesh.geometry.parameters.height;
}
parent.add(link);
parent = link;
arm.links.push(link);
}
window.addEventListener('resize', onWindowResize, false);
}
function resetBallPosition() {
do {
ball.position.set(
Math.random() * armHeight,
Math.random() * armHeight,
Math.random() * armHeight);
} while (ball.position.length() > armHeight);
}
function inverseKinematics(arm, position) {
var linkEnd = arm.links[arm.links.length - 1];
while (linkEnd.localToWorld(new THREE.Vector3(0, linkHeight, 0)).sub(position).length() > 1e-1) {
for (var i = arm.links.length - 1; i >= 0; i--) {
...