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Processing.js
Reach3
Based on code from Keith Peters (www.bit-101.com) The arm follows the position of the ball by calculating the angles with atan2().
Original Processing.org Example: Reach3
// All Examples Written by Casey Reas and Ben Fry // unless otherwise stated. int numSegments = 6; float[] x = new float[numSegments]; float[] y = new float[numSegments]; float[] angle = new float[numSegments]; float segLength = 15; float targetX, targetY; float ballX = 50; float ballY = 50; int ballXDirection = 1; int ballYDirection = -1; void setup() { size(200, 200); smooth(); strokeWeight(20.0); stroke(0, 100); noFill(); x[x.length-1] = width/2; // Set base x-coordinate y[x.length-1] = height; // Set base y-coordinate } void draw() { background(226); strokeWeight(20); ballX = ballX + 1.0 * ballXDirection; ballY = ballY + 0.8 * ballYDirection; if(ballX > width-25 || ballX < 25) { ballXDirection *= -1; } if(ballY > height-25 || ballY < 25) { ballYDirection *= -1; } ellipse(ballX, ballY, 30, 30); reachSegment(0, ballX, ballY); for(int i=1; i<numSegments; i++) { reachSegment(i, targetX, targetY); } for(int i=x.length-1; i>=1; i--) { positionSegment(i, i-1); } for(int i=0; i<x.length; i++) { segment(x[i], y[i], angle[i], (i+1)*2); } } void positionSegment(int a, int b) { x[b] = x[a] + cos(angle[a]) * segLength; y[b] = y[a] + sin(angle[a]) * segLength; } void reachSegment(int i, float xin, float yin) { float dx = xin - x[i]; float dy = yin - y[i]; angle[i] = atan2(dy, dx); targetX = xin - cos(angle[i]) * segLength; targetY = yin - sin(angle[i]) * segLength; } void segment(float x, float y, float a, float sw) { strokeWeight(sw); pushMatrix(); translate(x, y); rotate(a); line(0, 0, segLength, 0); popMatrix(); }