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HTML

              
                
              
            
!

CSS

              
                    body {
      font-family: Monospace;
      background-color: #000;
      color: #fff;
      margin: 0px;
      overflow: hidden;
    }

    #info {
      color: #fff;
      position: absolute;
      top: 10px;
      width: 100%;
      text-align: center;
      z-index: 100;
      display: block;
    }

    #info a {
      color: #046;
      font-weight: bold;
    }
              
            
!

JS

              
                var container, stats, controls;
    var camera, scene, renderer, light;
    var draggableObjects = [];
    var IKJoints = [];
    var endEffector = null;
    var boxGeometry = new THREE.BoxBufferGeometry(100, 100, 100);
    var white = new THREE.MeshLambertMaterial({ color: 0x888888 });
    init();
    animate();
    function init() {
      container = document.createElement('div');
      document.body.appendChild(container);
      camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 1, 2000);
      camera.position.set(50, 100, 150);
      controls = new THREE.OrbitControls(camera);
      controls.target.set(0, 45, 0);
      controls.update();
      scene = new THREE.Scene();
      scene.background = new THREE.Color(0xffffff);//0xa0a0a0
      scene.fog = new THREE.Fog(0xffffff, 200, 400);//0xa0a0a0
      light = new THREE.HemisphereLight(0xffffff, 0x444444);
      light.position.set(0, 200, 0);
      scene.add(light);
      light = new THREE.DirectionalLight(0xbbbbbb);
      light.position.set(0, 200, 100);
      light.castShadow = true;
      light.shadow.camera.top = 180;
      light.shadow.camera.bottom = - 100;
      light.shadow.camera.left = - 120;
      light.shadow.camera.right = 120;
      scene.add(light);
      //scene.add(new THREE.CameraHelper(light.shadow.camera));
      // ground
      var mesh = new THREE.Mesh(new THREE.PlaneBufferGeometry(2000, 2000), new THREE.MeshPhongMaterial({ color: 0x999999, depthWrite: false }));
      mesh.rotation.x = - Math.PI / 2;
      mesh.receiveShadow = true;
      scene.add(mesh);
      var grid = new THREE.GridHelper(2000, 20, 0x000000, 0x000000);
      grid.material.opacity = 0.2;
      grid.material.transparent = true;
      scene.add(grid);
      renderer = new THREE.WebGLRenderer({ antialias: true });
      renderer.setPixelRatio(window.devicePixelRatio);
      renderer.setSize(window.innerWidth, window.innerHeight);
      renderer.shadowMap.enabled = true;
      document.body.style.margin = 0;
      document.body.style.padding = 0;
      document.body.style.overflow = 'hidden';
      document.body.style.position = 'fixed';
      container.appendChild(renderer.domElement);
      window.addEventListener('resize', onWindowResize, false);

      //Assemble the Robot Arm
      //var base = new THREE.Group();
      //scene.add(base);
      var base = addJoint(scene, [0, 0, 0], [0, 1, 0], [0, 0], [0.05, 0.1, 0.05], [0, 5, 0]);
      var firstJoint = addJoint(base, [0, 11.52001, 0], [0, 1, 0], [-180, 180], [0.1, 0.1, 0.1], [0, 2.5, 0]);
      var secondJoint = addJoint(firstJoint, [-6.55, 4.6, 0.0], [1, 0, 0], [-90, 90], [0.1, 0.45, 0.1], [-3.450041, 14.7, 0]);
      var thirdJoint = addJoint(secondJoint, [1.247041, 32.02634, -0.0739485], [1, 0, 0], [-150, 150], [0.05, 0.35, 0.05], [2.8, 15.14, 0]);
      var fourthJoint = addJoint(thirdJoint, [2.984276, 30.01859, 0.0], [1, 0, 0], [-90, 90], [0.05, 0.05, 0.05], [4.8, 0.17, 0]);
      var fifthJoint = addJoint(fourthJoint, [4.333822, 4.200262, 0.0], [0, 1, 0], [-180, 180], [0.1, 0.035, 0.035], [3.156178, 0.3, 0]);
      endEffector = new THREE.Group();
      fifthJoint.add(endEffector);
      endEffector.position.set(8.3, 1.0, 0.0);

      //Math.random() *
      var target = new THREE.Mesh(boxGeometry, new THREE.MeshLambertMaterial({ color: 0x3399dd }));
      target.position.set(0, 100, 0);
      target.scale.set(0.075, 0.075, 0.075);
      target.transparent = true;
      target.opacity = 0.5;
      target.castShadow = true;
      target.receiveShadow = true;
      scene.add(target);
      draggableObjects.push(target);

      var dragControls = new THREE.DragControls(draggableObjects, camera, renderer.domElement);
      dragControls.addEventListener('dragstart', function () {
        controls.enabled = false;
      });
      dragControls.addEventListener('dragend', function () {
        controls.enabled = true;
      });
    }

    function addJoint(base, position, axis, limits, size, graphicsOffset) {
      var joint = new THREE.Group();
      base.add(joint);
      joint.position.set(position[0], position[1], position[2]);
      joint.axis = new THREE.Vector3(axis[0], axis[1], axis[2]);
      joint.minLimit = limits[0] * 0.0174533;
      joint.maxLimit = limits[1] * 0.0174533;
      IKJoints.push(joint);
      var box = new THREE.Mesh(boxGeometry, white);
      joint.add(box);
      box.scale.set(size[0], size[1], size[2]);
      box.position.set(graphicsOffset[0], graphicsOffset[1], graphicsOffset[2]);
      box.castShadow = true;
      //box.receiveShadow = true;
      return joint;
    }

    function onWindowResize() {
      camera.aspect = window.innerWidth / window.innerHeight;
      camera.updateProjectionMatrix();
      renderer.setSize(window.innerWidth, window.innerHeight);
    }

    //Beautiful CCDIK
    function solveIK(targetPosition) {
      var tooltipPosition = new THREE.Vector3();
      for (var i = IKJoints.length - 1; i >= 0; i--) {
        IKJoints[i].updateMatrixWorld();
        endEffector.getWorldPosition(tooltipPosition);

        //Rotate towards the Target
        //(Ideally this could be done entirely in worldspace (instead of local space))
        var toolDirection = IKJoints[i].worldToLocal(tooltipPosition.clone()).normalize();
        var targetDirection = IKJoints[i].worldToLocal(targetPosition.clone()).normalize();
        var fromToQuat = new THREE.Quaternion(0, 0, 0, 1).setFromUnitVectors(toolDirection, targetDirection);
        IKJoints[i].quaternion.multiply(fromToQuat);

        //Find the rotation from here to the parent, and rotate the axis by it...
        //This ensures that you're always rotating with the hinge
        var invRot = IKJoints[i].quaternion.clone().inverse();
        var parentAxis = IKJoints[i].axis.clone().applyQuaternion(invRot);
        fromToQuat.setFromUnitVectors(IKJoints[i].axis, parentAxis);
        IKJoints[i].quaternion.multiply(fromToQuat);

        //Clamp to Joint Limits - Devious and relies on sensical computation of these values...
        //Seems like rotations range from -pi, pi... not the worst... but bad for clamps through there
        var clampedRot = IKJoints[i].rotation.toVector3().clampScalar(IKJoints[i].minLimit, IKJoints[i].maxLimit);
        IKJoints[i].rotation.setFromVector3(clampedRot);

        IKJoints[i].updateMatrixWorld();
      }
    }

    function animate() {
      solveIK(draggableObjects[0].position);
      requestAnimationFrame(animate);
      renderer.render(scene, camera);
    }
              
            
!
999px

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