Inverse Kinematics using CCD with Limit
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:arm.trace(ball.position, 20)'>Inverse Kinematics</a>
->
<a href='javascript:shot()'>Shot</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, ball, animated = false;
var clock = new THREE.Clock();
initArm();
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);
var armLink0 = new THREE.ArmLink(
new THREE.Mesh(
new THREE.CylinderGeometry(0.1, 0.1, 0.1),
new THREE.MeshNormalMaterial()), {
y: {
min: -Math.PI * 2,
max: Math.PI * 2
}
});
var armLink1 = new THREE.ArmLink(
new THREE.Mesh(
new THREE.CylinderGeometry(5, 10, 60),
new THREE.MeshNormalMaterial()), {
x: {
min: -Math.PI / 2,
max: Math.PI / 4
}
});
var armLink2 = new THREE.ArmLink(
new THREE.Mesh(
new THREE.CylinderGeometry(5, 10, 60),
new THREE.MeshNormalMaterial()), {
x: {
min: 0,
max: Math.PI * 2
},
});
var armLink3 = new THREE.ArmLink(
new THREE.Mesh(
new THREE.CylinderGeometry(5, 10, 60),
new THREE.MeshNormalMaterial()), {
x: {
min: -Math.PI / 4,
max: Math.PI / 4
},
});
arm = new THREE.Arm([armLink0, armLink1, armLink2, armLink3]);
scene.add(arm);
ball = new THREE.Mesh(
new THREE.SphereGeometry(5, 32, 32),
new THREE.MeshBasicMaterial({ color: 'black' }));
resetBallPosition();
scene.add(ball);
var body = new THREE.Mesh(
new THREE.BoxGeometry(50, 50, 50, 5, 5, 5),
new THREE.MeshNormalMaterial({ wireframe: true }));
body.position.set(-25, -10, 0);
scene.add(body);
var shot = new THREE.Mesh(
new THREE.BoxGeometry(40, 60, 5),
new...