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hexapod-robot/2026-current/Hexapod_Simulation_Unity/Assets/HexapodSim/RobotFrame.cs
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using UnityEngine;
namespace HexapodSim
{
// Which Unity axis the robot's forward (+X) maps to. The old scene marks
// the legs on Unity -Z as "invertForLeftLeg", which makes -X forward.
public enum ForwardAxis { NegativeX, PositiveX }
// Conversions between the firmware's body frame (right-handed, mm:
// +X forward, +Y left, +Z up) and Unity (left-handed, Y up). Everything
// physical in the simulation is computed in the robot frame and only
// converted here, in one place.
public static class RobotFrame
{
public static Vector3 ToUnity(Vector3 r, ForwardAxis f) =>
f == ForwardAxis.NegativeX ? new Vector3(-r.x, r.z, -r.y) : new Vector3(r.x, r.z, r.y);
public static Vector3 ToRobot(Vector3 u, ForwardAxis f) =>
f == ForwardAxis.NegativeX ? new Vector3(-u.x, -u.z, u.y) : new Vector3(u.x, u.z, u.y);
// A rotation expressed in the robot frame, as the equivalent Unity rotation.
// (The mapping is a reflection, so this is M * R * M^-1, built from two axes.)
public static Quaternion ToUnity(Quaternion robotRot, ForwardAxis f)
{
Vector3 fwd = ToUnity(robotRot * ToRobot(Vector3.forward, f), f);
Vector3 up = ToUnity(robotRot * ToRobot(Vector3.up, f), f);
return Quaternion.LookRotation(fwd, up);
}
public static float WrapDeg(float d)
{
d %= 360f;
if (d > 180f) d -= 360f;
if (d < -180f) d += 360f;
return d;
}
}
}