v4 transformation after rotation added.

This commit is contained in:
mangavalk committed 2018-11-11 22:26:43 +01:00
1 parent 21da5d3a8b
commit 235a81c280
7 files changed
+91 -69

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+8 -3
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@@ -26,8 +26,9 @@ public class Foot : Component
public double O1, O2, O3;
public Vector3 transformation = new Vector3(0, 0, 0);
public Vector3 transformation2 = new Vector3(0, 0, 0);
static float temp = 2;
static float knie_offset = 2;
void RL3()
{
@@ -40,7 +41,7 @@ public class Foot : Component
l3 = l3 * -1;
//todo
l3 -= temp;
l3 -= knie_offset;
}
double FO1()
@@ -63,7 +64,7 @@ public class Foot : Component
double z2 = Z * Z;
double t = Math.Sqrt(x2 + z2);
t -= temp;
t -= knie_offset;
t = t * t;
//todo: X,Z remove distance temp.
s = Math.Sqrt(y2 + t);
@@ -156,6 +157,10 @@ public class Foot : Component
Y = v.y;
Z = v.z;
X -= transformation2.x;
Y -= transformation2.y;
Z -= transformation2.z;
X -= translateX;
Y -= translateY;
Z -= translateZ;
+5
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@@ -15,6 +15,7 @@ public class Leg : MonoBehaviour {
public Quaternion rotation = new Quaternion(0, 0, 0, 0);
public Vector3 transformation = new Vector3(0, 0, 0);
public Vector3 transformation2 = new Vector3(0, 0, 0);
public bool invert = false;
@@ -47,8 +48,12 @@ public class Leg : MonoBehaviour {
foot.translateY = translateY;
foot.translateZ = translateZ;
// transform before rotation.
foot.transformation = transformation;
// transform after rotation.
foot.transformation2 = transformation2;
foot.invert = invert;
foot.setleg();
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+73 -61
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@@ -2,22 +2,72 @@
using System.Collections.Generic;
using UnityEngine;
public class RotationControl : MonoBehaviour
public class rotation
{
public Quaternion rotation = new Quaternion(0, 0, 0, 0);
public List<GameObject> rotation2 = new List<GameObject>();
public GameObject body;
public float min = -15;
public float max = 15;
public float speed = 0.3f;
public float speed2 = 0.3f;
public float speed3 = 0.3f;
public bool dir = false;
public bool dir2 = false;
public bool dir3 = false;
public bool enabled = true;
public bool p = false, r = false, y = false;
public float i = 0;
public rotation(float speed, float min, float max)
{
this.speed = speed;
this.min = min;
this.max = max;
}
public float update()
{
if (enabled)
{
if (!dir && i < max)
{
i += speed;
}
else if (!dir)
{
dir = !dir;
i = (float)max;
}
else if (dir && i > min)
{
i -= speed;
}
else if (dir)
{
dir = !dir;
i = (float)min;
}
}
return i;
}
}
public class RotationControl : MonoBehaviour
{
public Vector3 transformation = new Vector3(0, 0, 0);
public Vector3 transformation2 = new Vector3(0, 0, 0);
public Quaternion rotation = new Quaternion(0, 0, 0, 0);
public List<GameObject> rotation2 = new List<GameObject>();
public GameObject body;
public GameObject body2;
public rotation r1 = new rotation(0.1f, -15, 15);
public rotation r2 = new rotation(0.2f, -15, 15);
public rotation r3 = new rotation(0.3f, -15, 15);
public rotation r4 = new rotation(0.01f, -3, 3);
public rotation r5 = new rotation(0.02f, -3, 3);
public rotation r6 = new rotation(0.03f, -3, 3);
public rotation r7 = new rotation(0.001f, -3, 3);
public rotation r8 = new rotation(0.002f, -3, 3);
public rotation r9 = new rotation(0.003f, -3, 3);
// Use this for initialization
void Start ()
@@ -27,65 +77,27 @@ public class RotationControl : MonoBehaviour
// Update is called once per frame
void FixedUpdate()
{
if (p)
{
if (!dir2 && rotation.x < max)
rotation.x += speed2;
else if (!dir2)
{
dir2 = !dir2;
rotation.x = (float)max;
}
else if (dir2 && rotation.x > min)
rotation.x -= speed2;
else if (dir2)
{
dir2 = !dir2;
rotation.x = (float)min;
}
}
rotation.x = r1.update();
rotation.y = r2.update();
rotation.z = r3.update();
if (r)
{
if (!dir3 && rotation.y < max)
rotation.y += speed3;
else if (!dir3)
{
dir3 = !dir3;
rotation.y = (float)max;
}
else if (dir3 && rotation.y > min)
rotation.y -= speed3;
else if (dir3)
{
dir3 = !dir3;
rotation.y = (float)min;
}
}
transformation.x = r4.update();
transformation.y = r5.update();
transformation.z = r6.update();
if (y)
{
if (!dir && rotation.z < max)
rotation.z += speed;
else if (!dir)
{
dir = !dir;
rotation.z = (float)max;
}
else if (dir && rotation.z > min)
rotation.z -= speed;
else if (dir)
{
dir = !dir;
rotation.z = (float)min;
}
}
transformation2.x = r7.update();
transformation2.y = r8.update();
transformation2.z = r9.update();
body.transform.eulerAngles = new Vector3(rotation.x*-1, rotation.y*-1, rotation.z*-1);
body.transform.position = transformation;
body2.transform.localPosition = transformation2;
for (int index = 0; index < rotation2.Count; ++index)
{
rotation2[index].GetComponent<Leg>().rotation = rotation;
rotation2[index].GetComponent<Leg>().transformation = transformation;
rotation2[index].GetComponent<Leg>().transformation2 = transformation2;
rotation2[index].GetComponent<Leg>().FixedUpdate();
}
}