v4 transformation after rotation added.
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@@ -26,8 +26,9 @@ public class Foot : Component
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public double O1, O2, O3;
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public double O1, O2, O3;
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public Vector3 transformation = new Vector3(0, 0, 0);
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public Vector3 transformation = new Vector3(0, 0, 0);
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public Vector3 transformation2 = new Vector3(0, 0, 0);
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static float temp = 2;
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static float knie_offset = 2;
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void RL3()
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void RL3()
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{
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{
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@@ -40,7 +41,7 @@ public class Foot : Component
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l3 = l3 * -1;
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l3 = l3 * -1;
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//todo
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//todo
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l3 -= temp;
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l3 -= knie_offset;
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}
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}
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double FO1()
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double FO1()
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@@ -63,7 +64,7 @@ public class Foot : Component
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double z2 = Z * Z;
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double z2 = Z * Z;
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double t = Math.Sqrt(x2 + z2);
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double t = Math.Sqrt(x2 + z2);
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t -= temp;
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t -= knie_offset;
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t = t * t;
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t = t * t;
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//todo: X,Z remove distance temp.
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//todo: X,Z remove distance temp.
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s = Math.Sqrt(y2 + t);
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s = Math.Sqrt(y2 + t);
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@@ -156,6 +157,10 @@ public class Foot : Component
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Y = v.y;
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Y = v.y;
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Z = v.z;
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Z = v.z;
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X -= transformation2.x;
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Y -= transformation2.y;
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Z -= transformation2.z;
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X -= translateX;
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X -= translateX;
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Y -= translateY;
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Y -= translateY;
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Z -= translateZ;
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Z -= translateZ;
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@@ -15,6 +15,7 @@ public class Leg : MonoBehaviour {
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public Quaternion rotation = new Quaternion(0, 0, 0, 0);
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public Quaternion rotation = new Quaternion(0, 0, 0, 0);
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public Vector3 transformation = new Vector3(0, 0, 0);
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public Vector3 transformation = new Vector3(0, 0, 0);
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public Vector3 transformation2 = new Vector3(0, 0, 0);
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public bool invert = false;
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public bool invert = false;
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@@ -47,8 +48,12 @@ public class Leg : MonoBehaviour {
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foot.translateY = translateY;
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foot.translateY = translateY;
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foot.translateZ = translateZ;
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foot.translateZ = translateZ;
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// transform before rotation.
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foot.transformation = transformation;
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foot.transformation = transformation;
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// transform after rotation.
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foot.transformation2 = transformation2;
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foot.invert = invert;
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foot.invert = invert;
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foot.setleg();
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foot.setleg();
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@@ -2,22 +2,72 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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public class RotationControl : MonoBehaviour
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public class rotation
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{
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{
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public Quaternion rotation = new Quaternion(0, 0, 0, 0);
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public List<GameObject> rotation2 = new List<GameObject>();
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public GameObject body;
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public float min = -15;
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public float min = -15;
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public float max = 15;
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public float max = 15;
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public float speed = 0.3f;
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public float speed = 0.3f;
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public float speed2 = 0.3f;
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public float speed3 = 0.3f;
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public bool dir = false;
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public bool dir = false;
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public bool dir2 = false;
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public bool enabled = true;
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public bool dir3 = false;
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public bool p = false, r = false, y = false;
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public float i = 0;
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public rotation(float speed, float min, float max)
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{
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this.speed = speed;
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this.min = min;
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this.max = max;
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}
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public float update()
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{
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if (enabled)
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{
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if (!dir && i < max)
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{
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i += speed;
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}
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else if (!dir)
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{
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dir = !dir;
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i = (float)max;
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}
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else if (dir && i > min)
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{
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i -= speed;
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}
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else if (dir)
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{
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dir = !dir;
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i = (float)min;
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}
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}
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return i;
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}
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}
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public class RotationControl : MonoBehaviour
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{
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public Vector3 transformation = new Vector3(0, 0, 0);
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public Vector3 transformation2 = new Vector3(0, 0, 0);
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public Quaternion rotation = new Quaternion(0, 0, 0, 0);
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public List<GameObject> rotation2 = new List<GameObject>();
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public GameObject body;
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public GameObject body2;
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public rotation r1 = new rotation(0.1f, -15, 15);
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public rotation r2 = new rotation(0.2f, -15, 15);
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public rotation r3 = new rotation(0.3f, -15, 15);
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public rotation r4 = new rotation(0.01f, -3, 3);
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public rotation r5 = new rotation(0.02f, -3, 3);
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public rotation r6 = new rotation(0.03f, -3, 3);
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public rotation r7 = new rotation(0.001f, -3, 3);
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public rotation r8 = new rotation(0.002f, -3, 3);
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public rotation r9 = new rotation(0.003f, -3, 3);
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// Use this for initialization
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// Use this for initialization
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void Start ()
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void Start ()
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@@ -27,65 +77,27 @@ public class RotationControl : MonoBehaviour
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// Update is called once per frame
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// Update is called once per frame
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void FixedUpdate()
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void FixedUpdate()
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{
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{
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if (p)
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rotation.x = r1.update();
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{
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rotation.y = r2.update();
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if (!dir2 && rotation.x < max)
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rotation.z = r3.update();
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rotation.x += speed2;
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else if (!dir2)
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{
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dir2 = !dir2;
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rotation.x = (float)max;
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}
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else if (dir2 && rotation.x > min)
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rotation.x -= speed2;
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else if (dir2)
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{
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dir2 = !dir2;
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rotation.x = (float)min;
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}
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}
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if (r)
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transformation.x = r4.update();
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{
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transformation.y = r5.update();
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if (!dir3 && rotation.y < max)
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transformation.z = r6.update();
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rotation.y += speed3;
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else if (!dir3)
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{
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dir3 = !dir3;
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rotation.y = (float)max;
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}
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else if (dir3 && rotation.y > min)
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rotation.y -= speed3;
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else if (dir3)
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{
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dir3 = !dir3;
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rotation.y = (float)min;
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}
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}
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if (y)
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transformation2.x = r7.update();
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{
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transformation2.y = r8.update();
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if (!dir && rotation.z < max)
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transformation2.z = r9.update();
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rotation.z += speed;
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else if (!dir)
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{
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dir = !dir;
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rotation.z = (float)max;
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}
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else if (dir && rotation.z > min)
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rotation.z -= speed;
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else if (dir)
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{
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dir = !dir;
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rotation.z = (float)min;
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}
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}
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body.transform.eulerAngles = new Vector3(rotation.x*-1, rotation.y*-1, rotation.z*-1);
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body.transform.eulerAngles = new Vector3(rotation.x*-1, rotation.y*-1, rotation.z*-1);
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body.transform.position = transformation;
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body2.transform.localPosition = transformation2;
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for (int index = 0; index < rotation2.Count; ++index)
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for (int index = 0; index < rotation2.Count; ++index)
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{
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{
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rotation2[index].GetComponent<Leg>().rotation = rotation;
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rotation2[index].GetComponent<Leg>().rotation = rotation;
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rotation2[index].GetComponent<Leg>().transformation = transformation;
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rotation2[index].GetComponent<Leg>().transformation2 = transformation2;
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rotation2[index].GetComponent<Leg>().FixedUpdate();
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rotation2[index].GetComponent<Leg>().FixedUpdate();
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}
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}
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}
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}
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