Import Hexapod-processing (2014) with full history
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* text=auto
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*.pde text
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# Hexapod – Processing simulator
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A 3D simulator for the hexapod robot's leg kinematics, written in [Processing](https://processing.org/) (Java mode, 2.x).
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It draws the body and six legs, solves the inverse kinematics per leg (`FootClass`) and animates body rotation
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and translation (`HexapodClass`), cycling through a few camera views.
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The same `FootClass` / `HexapodClass` / `CustomTimer` design was later ported to the Arduino firmware in the
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[Hexapod/hexapod](https://mangavalk.com/Hexapod/hexapod) repository (`Hexapod_NEW`).
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## Running
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Open `hexapod/hexapod.pde` in the Processing IDE and press Run. The sketch folder must stay named `hexapod`.
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## History
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This repository was rebuilt in 2026 from old archives. Each archive became one commit, dated by its newest file:
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| Tag | Source archive | Date |
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|---------|-------------------|------------------|
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| `rar-1` | `Hexapod 1.rar` | 2014-10-06 14:30 |
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| `rar-2` | `hexapod 2.rar` | 2014-10-06 22:39 |
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| `rar-3` | `hexapod 3.rar` | 2014-10-12 16:17 |
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| `rar-4` | `hexapod 4.rar` | 2014-10-13 00:49 |
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The commit after `rar-4` is the last unarchived sketch folder; its real date is unknown (file dates were lost in a
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2016-11-14 copy), so it carries that date.
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@@ -0,0 +1,19 @@
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class CustomTimer
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{
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int time;
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boolean start=true;
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public boolean delay(int delay)
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{
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if (start)
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{
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time = millis();
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start = false;
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}
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if (millis() - time >= delay)
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{
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start = true;
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return true;
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} else
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return false;
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}
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}
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@@ -0,0 +1,272 @@
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class Foot
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{
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float TranslateX, TranslateY, TranslateZ;
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boolean leftLegorRight=false;
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void SetFootCoordinates(PVector P)
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{
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Xi = P.x;
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Yi = P.y;
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Zi = P.z;
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}
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void Translate(int x, int y, int z)
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{
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TranslateX = x;
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TranslateY = y;
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TranslateZ = z;
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}
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void Translate(PVector i)
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{
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TranslateX = i.x;
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TranslateY = i.y;
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TranslateZ = i.z;
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}
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void DrawFoot()
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{
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setleg(leftLegorRight);
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pushMatrix();
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translate(TranslateX, TranslateY, TranslateZ);
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stroke(!error?255:0, !error?0:255, 0);
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noFill();
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beginShape();
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Vertex(0, 0, 0);
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Vertex(0, 0, 0);
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if (leftLegorRight)
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Vertex(-1*X2, -1*Y2, Z2);
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else
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Vertex(X2, -1*Y2, Z2);
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endShape();
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beginShape();
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if (leftLegorRight)
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{
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Vertex(-1*X2, -1*Y2, Z2);
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Vertex(-1*X2, -1*Y2, Z2);
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Vertex(-1*X, Y, -1*Z);
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} else
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{
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Vertex(X2, -1*Y2, Z2);
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Vertex(X2, -1*Y2, Z2);
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Vertex(X, Y, -1*Z);
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}
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endShape();
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popMatrix();
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}
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// Inverse Kinemetics Region
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double l3, s, O1, O2, O3, X2, Y2, Z2;
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double l1=10, l2=15;
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double Xi, Yi, Zi;
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double X, Y, Z;
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boolean error=false;
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void RotateX()
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{
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Y = Y * cos(radians(rotationX)) - Z * sin(radians(rotationX));
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Z = Y * sin(radians(rotationX)) + Z * cos(radians(rotationX));
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}
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void RotateY()
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{
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Z = Z * cos(radians(rotationY)) - X * sin(radians(rotationY));
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X = Z * sin(radians(rotationY)) + X * cos(radians(rotationY));
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}
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void RotateZ()
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{
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X = X * cos(radians(rotationZ)) - Y * sin(radians(rotationZ));
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Y = X * sin(radians(rotationZ)) + Y * cos(radians(rotationZ));
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}
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void RL3 ()
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{
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double x = X;
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double z = Z;
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if ((x == 0) && (z == 0))
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l3 = 0;
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else l3 = sqrt((float)(x*x + z*z));
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if (x < 0)
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l3 = l3 * -1;
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}
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float O1 ()
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{
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RL3();
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double x = X;
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double z = Z;
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double r;
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if ((x != 0) & (z != 0)) {
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double a = (z / x);
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return atan((float)(a));
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} else
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return atan(0.0); // Math Error Protection.
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}
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double T1 ()
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{
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double x = X;
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double y = Y;
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double z = Z;
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double x2 = x * x;
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double y2 = y * y;
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double z2 = z * z;
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double l32 = l3 * l3;
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s = sqrt((float)(x2 + y2 + z2));
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double t1 = 0;
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double s2 = s * s;
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if ((y == 0) && (l3 == 0))
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t1 = 0; // Math Error Protection.
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else
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t1 = (atan2((float)(l3), (float)(y)));
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double a = (l1 * l1) - (l2*l2) + s2;
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double b = 2 * l1 * s;
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double t2 = acos((float)(a / b));
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double ret = 0;
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ret = t1 + abs((float)(t2));
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return ret;
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}
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double T3 ()
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{
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return (acos((float)(((l1*l1) + (l2*l2) - (s*s)) / (2 * l1 * l2))));
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}
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double PI = 3.14159265;
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void setleg (boolean Side)
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{
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X = Xi;
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Y = Yi;
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Z = Zi;
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// Gaits
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if (leftLegorRight)
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{ // Right
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X = (-1*X) + TranslateX;
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Z = (-1*Z) + TranslateZ;
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} else
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{
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X = Xi + TranslateX;
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Z = (-1*Z) + TranslateZ;
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}
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RotateY();
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RotateX();
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RotateZ();
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// Remove gaits
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if (leftLegorRight)
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{ // Right
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X = -1 * (X - TranslateX);
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Z = -1 * (Z - TranslateZ);
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} else
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{
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X -= TranslateX;
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Z = -1 * (Z - TranslateZ);
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}
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if (leftLegorRight)
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{ // right
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double a = (90 - degrees((float)(O1())));
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double b = (180 - degrees((float)(T1())));
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double c = degrees((float)(T3()));
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if ((a >= 15) & (a <= 165)
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& (b >= 15) & (b <= 165)
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& (c >= 15) & (c <= 165))
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{
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error = false;
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O1 = a;
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O2 = b;
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O3 = c;
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double d = sin((float)(b*(PI/180)));
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if ( d != 0 )
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X2 = d * l1;
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else
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X2 = 0;
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d = cos((float)(b*(PI/180)));
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if ( d != 0 )
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Y2 = d * l1;
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else
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Y2 = 0;
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d = sin((float)((a-90)*(PI/180)));
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if ( d != 0 )
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Z2 = d * abs((float)(X2));
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else
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Z2 = 0;
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} else
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{
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error = true;
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}
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} else
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{
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double a = (90 - degrees((float)(O1())));
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double b = degrees((float)(T1()));
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double c = 180 - degrees((float)(T3()));
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if ((a >= 15) & (a <= 165)
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& (b >= 15) & (b <= 165)
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& (c >= 15) & (c <= 165))
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{
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error = false;
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O1 = a;
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O2 = b;
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O3 = c;
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a = (90 - degrees((float)(O1())));
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b = (180 - degrees((float)(T1())));
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c = degrees((float)(T3()));
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double d = sin((float)(b*(PI/180)));
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if ( d != 0 )
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X2 = d * l1;
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else
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X2 = 0;
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d = cos((float)(b*(PI/180)));
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if ( d != 0 )
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Y2 = d * l1;
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else
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Y2 = 0;
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d = sin((float)((a-90)*(PI/180)));
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if ( d != 0 )
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Z2 = d * abs((float)(X2));
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else
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Z2 = 0;
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} else
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{
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error = true;
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}
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}
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}
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}
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@@ -0,0 +1,362 @@
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Foot foot1 = new Foot();
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Foot foot2 = new Foot();
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Foot foot3 = new Foot();
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Foot foot4 = new Foot();
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Foot foot5 = new Foot();
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Foot foot6 = new Foot();
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// 9.5
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// 14
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// 9.5
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// 10
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// 10
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// LAYOUT HARDWARE
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// _U_
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// 0==/ \==3
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// >***<
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// 1===|---|===4
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// >***<
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// 2==\___/==5
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// LAYOUT SOFTWARE?
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// _U_
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// 1==/ \==6
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// >***<
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// 2===|---|===5
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// >***<
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// 3==\___/==4
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PVector point1 = new PVector(4.75, 0, 10);
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PVector point2 = new PVector(7, 0, 0);
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PVector point3 = new PVector(4.75, 0, -10);
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PVector point4 = new PVector(-4.75, 0, -10);
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PVector point5 = new PVector(-7, 0, 0);
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PVector point6 = new PVector(-4.75, 0, 10);
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float rotationX=0;
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float rotationY=0;
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float rotationZ=0;
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boolean robotStanding = false;
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float robotHeigth = 12;
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void drawTestSpot(PVector p, boolean leftLegorRight)
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{
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beginShape();
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stroke(0, 0, 255);
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if (leftLegorRight)
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{
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Vertex((-1*p.x)-1, p.y, (-1*p.z)-1);
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Vertex((-1*p.x)-1, p.y, (-1*p.z)+1);
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Vertex((-1*p.x)+1, p.y, (-1*p.z)+1);
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Vertex((-1*p.x)+1, p.y, (-1*p.z)-1);
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Vertex((-1*p.x)-1, p.y, (-1*p.z)-1);
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} else
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{
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Vertex(p.x-1, p.y, (-1*p.z)-1);
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Vertex(p.x-1, p.y, (-1*p.z)+1);
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Vertex(p.x+1, p.y, (-1*p.z)+1);
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Vertex(p.x+1, p.y, (-1*p.z)-1);
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Vertex(p.x-1, p.y, (-1*p.z)-1);
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}
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endShape();
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}
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/* // Animation old.
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PVector Animation(int addition)
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{
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return animationSubSteps(walk1[((animationStep+addition)%6)], walk1[((animationStep+addition+1)%6)]);
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}
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PVector animationSubSteps(PVector from, PVector to)
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{
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PVector newStep = new PVector();
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int steps=5;
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if (animationSubStep < steps)
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{
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float differenceX = (to.x - from.x) / steps;
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float differenceY = (to.y - from.y) / steps;
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float differenceZ = (to.z - from.z) / steps;
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newStep.x = from.x + ( differenceX * animationSubStep );
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newStep.y = from.y + ( differenceY * animationSubStep );
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newStep.z = from.z + ( differenceZ * animationSubStep );
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} else
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{
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animationSubStep=0;
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animationStep++;
|
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newStep = to;
|
||||
}
|
||||
|
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return newStep;
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}
|
||||
*/
|
||||
|
||||
|
||||
PVector []walk1 = new PVector[6];
|
||||
|
||||
// Animation new
|
||||
int animationStep=0;
|
||||
int animationSubStep=0;
|
||||
boolean animationRepeat = false;
|
||||
boolean animationRepeatComplete = false;
|
||||
int animationSpeed = 20;
|
||||
PVector animationOld;
|
||||
|
||||
PVector Animation(PVector from, PVector to)
|
||||
{
|
||||
PVector[] newAnimation = new PVector[2];
|
||||
newAnimation[0] = from;
|
||||
newAnimation[1] = to;
|
||||
return Animation(newAnimation, 2, 0);
|
||||
}
|
||||
|
||||
PVector Animation(PVector[] animation, int animationLength, int addition)
|
||||
{
|
||||
PVector newStep = new PVector();
|
||||
|
||||
PVector from = animation[((animationStep+addition) % animationLength)];
|
||||
PVector to = animation[((animationStep+addition+1) % animationLength)];
|
||||
|
||||
/*if (!((animationStep >= animationLength - 1) && !animationRepeat))
|
||||
{
|
||||
if (timerAnimation.delay(animationSpeed))
|
||||
{
|
||||
animationSubStep++;
|
||||
}
|
||||
} else
|
||||
{
|
||||
return animationOld;
|
||||
}*/
|
||||
if ( (animationRepeatComplete) || ((animationStep >= animationLength - 1) && !animationRepeat) )
|
||||
{
|
||||
return animationOld;
|
||||
} else {
|
||||
/*if (timerAnimation.delay(animationSpeed))
|
||||
{
|
||||
animationSubStep++;
|
||||
}*/
|
||||
|
||||
int steps=5;
|
||||
|
||||
if (animationSubStep < steps)
|
||||
{
|
||||
float differenceX = (to.x - from.x) / steps;
|
||||
float differenceY = (to.y - from.y) / steps;
|
||||
float differenceZ = (to.z - from.z) / steps;
|
||||
|
||||
newStep.x = from.x + ( differenceX * animationSubStep );
|
||||
newStep.y = from.y + ( differenceY * animationSubStep );
|
||||
newStep.z = from.z + ( differenceZ * animationSubStep );
|
||||
} else
|
||||
{
|
||||
animationSubStep = 0;
|
||||
|
||||
if ((animationStep >= animationLength - 2) && !animationRepeat)
|
||||
{
|
||||
animationRepeatComplete = true;
|
||||
animationStep = 0;
|
||||
animationOld = to;
|
||||
return to;
|
||||
} else if (!animationRepeatComplete)
|
||||
{
|
||||
animationStep++;
|
||||
}
|
||||
}
|
||||
|
||||
return newStep;
|
||||
}
|
||||
}
|
||||
|
||||
void Vertex(double x, double y, double z)
|
||||
{
|
||||
vertex((float)x, (float)y, (float)z);
|
||||
}
|
||||
|
||||
void DrawFeet()
|
||||
{
|
||||
foot1.Translate(point1);
|
||||
foot1.DrawFoot();
|
||||
|
||||
foot2.Translate(point2);
|
||||
foot2.DrawFoot();
|
||||
|
||||
foot3.Translate(point3);
|
||||
foot3.DrawFoot();
|
||||
|
||||
foot4.Translate(point4);
|
||||
foot4.leftLegorRight=true;
|
||||
foot4.DrawFoot();
|
||||
|
||||
foot5.Translate(point5);
|
||||
foot5.leftLegorRight=true;
|
||||
foot5.DrawFoot();
|
||||
|
||||
foot6.Translate(point6);
|
||||
foot6.leftLegorRight=true;
|
||||
foot6.DrawFoot();
|
||||
}
|
||||
|
||||
void RobotWalk()
|
||||
{
|
||||
if (robotStanding)
|
||||
{
|
||||
if (!animationRepeatComplete)
|
||||
if (timerAnimation.delay(animationSpeed))
|
||||
animationSubStep++;
|
||||
|
||||
animationRepeat = true;
|
||||
animationSpeed = 20;
|
||||
/*
|
||||
foot1.SetFootCoordinates(Animation(walk1, 6, 2)); // BULLSHIT BUG
|
||||
foot1.SetFootCoordinates(Animation(walk1, 6, 2));
|
||||
foot2.SetFootCoordinates(Animation(walk1, 6, 3));
|
||||
foot3.SetFootCoordinates(Animation(walk1, 6, 4));//
|
||||
foot4.SetFootCoordinates(Animation(walk1, 6, 1));//
|
||||
foot5.SetFootCoordinates(Animation(walk1, 6, 0));
|
||||
foot6.SetFootCoordinates(Animation(walk1, 6, 5));*/
|
||||
foot1.SetFootCoordinates(Animation(walk1, 6, 1)); // BULLSHIT BUG
|
||||
foot1.SetFootCoordinates(Animation(walk1, 6, 1));
|
||||
foot2.SetFootCoordinates(Animation(walk1, 6, 3));
|
||||
foot3.SetFootCoordinates(Animation(walk1, 6, 5));//
|
||||
|
||||
foot4.SetFootCoordinates(Animation(walk1, 6, 0));//
|
||||
foot5.SetFootCoordinates(Animation(walk1, 6, 2));
|
||||
foot6.SetFootCoordinates(Animation(walk1, 6, 4));
|
||||
}
|
||||
}
|
||||
|
||||
void DrawGround()
|
||||
{
|
||||
noStroke(); // Ground
|
||||
fill(128);
|
||||
beginShape();
|
||||
Vertex(-60, robotHeigth, -60);
|
||||
Vertex(60, robotHeigth, -60);
|
||||
Vertex(60, robotHeigth, 60);
|
||||
Vertex(-60, robotHeigth, 60);
|
||||
Vertex(-60, robotHeigth, -60);
|
||||
endShape();
|
||||
}
|
||||
|
||||
void DrawTestSpots()
|
||||
{
|
||||
/*drawTestSpot(new PVector((Animation(walk1, 6, 2).x + point1.x),
|
||||
robotHeigth,
|
||||
(Animation(walk1, 6, 2).z - point1.z)), false);
|
||||
drawTestSpot(new PVector((Animation(walk1, 6, 3).x + point2.x),
|
||||
robotHeigth,
|
||||
(Animation(walk1, 6, 3).z - point2.z)), false);
|
||||
drawTestSpot(new PVector((Animation(walk1, 6, 4).x + point3.x),
|
||||
robotHeigth,
|
||||
(Animation(walk1, 6, 4).z - point3.z)), false);
|
||||
drawTestSpot(new PVector((Animation(walk1, 6, 1).x - point4.x),
|
||||
robotHeigth,
|
||||
(Animation(walk1, 6, 1).z - point4.z)), true);
|
||||
drawTestSpot(new PVector((Animation(walk1, 6, 0).x - point5.x),
|
||||
robotHeigth,
|
||||
(Animation(walk1, 6, 0).z - point5.z)), true);
|
||||
drawTestSpot(new PVector((Animation(walk1, 6, 5).x - point6.x),
|
||||
robotHeigth,
|
||||
(Animation(walk1, 6, 5).z - point6.z)), true);*/
|
||||
}
|
||||
|
||||
void DrawBody()
|
||||
{
|
||||
if (!robotStanding)
|
||||
{
|
||||
rotationX = 0;
|
||||
rotationY = 0;
|
||||
rotationZ = 0;
|
||||
}
|
||||
// Rotate body
|
||||
rotateX(radians(-1*rotationX));
|
||||
rotateY(radians(-1*rotationY));
|
||||
rotateZ(radians(-1*rotationZ));
|
||||
|
||||
stroke(100, 100, 100); // Body
|
||||
fill(0, 0, 255);
|
||||
beginShape();
|
||||
Vertex(point1.x, point1.y, point1.z);
|
||||
Vertex(point2.x, point2.y, point2.z);
|
||||
Vertex(point3.x, point3.y, point3.z);
|
||||
Vertex(point4.x, point4.y, point4.z);
|
||||
Vertex(point5.x, point5.y, point5.z);
|
||||
Vertex(point6.x, point6.y, point6.z);
|
||||
Vertex(point1.x, point1.y, point1.z);
|
||||
endShape();
|
||||
stroke(100, 100, 100); // Body top
|
||||
fill(0, 255, 0);
|
||||
beginShape();
|
||||
Vertex(point1.x, point1.y, point1.z);
|
||||
Vertex(point2.x, point2.y, point2.z);
|
||||
Vertex(point5.x, point5.y, point5.z);
|
||||
Vertex(point6.x, point6.y, point6.z);
|
||||
Vertex(point1.x, point1.y, point1.z);
|
||||
endShape();
|
||||
|
||||
RobotStandup();
|
||||
|
||||
RobotWalk();
|
||||
|
||||
DrawFeet();
|
||||
}
|
||||
|
||||
PVector []standup = new PVector[2];
|
||||
int standupStep = 0;
|
||||
|
||||
void RobotStandup()
|
||||
{
|
||||
standup[0] = new PVector(5, 6, 0);
|
||||
standup[1] = new PVector(10, 6, 0);
|
||||
|
||||
if (!robotStanding)
|
||||
{
|
||||
if (!animationRepeatComplete)
|
||||
if (timerAnimation.delay(animationSpeed))
|
||||
animationSubStep++;
|
||||
|
||||
animationRepeat = false;
|
||||
animationSpeed = 250;
|
||||
|
||||
switch (standupStep)
|
||||
{
|
||||
case 0:
|
||||
foot1.SetFootCoordinates(Animation(standup, 2, 0));
|
||||
foot2.SetFootCoordinates(Animation(standup, 2, 0));
|
||||
foot3.SetFootCoordinates(Animation(standup, 2, 0));//
|
||||
foot4.SetFootCoordinates(Animation(standup, 2, 0));//
|
||||
foot5.SetFootCoordinates(Animation(standup, 2, 0));
|
||||
foot6.SetFootCoordinates(Animation(standup, 2, 0));
|
||||
|
||||
if (animationRepeatComplete)
|
||||
{
|
||||
animationRepeatComplete = false;
|
||||
standupStep = 1;
|
||||
animationStep = 0;
|
||||
}
|
||||
break;
|
||||
|
||||
case 1:
|
||||
foot1.SetFootCoordinates(Animation(standup[1], walk1[2]));
|
||||
foot2.SetFootCoordinates(Animation(standup[1], walk1[3]));
|
||||
foot3.SetFootCoordinates(Animation(standup[1], walk1[4]));//
|
||||
foot4.SetFootCoordinates(Animation(standup[1], walk1[1]));//
|
||||
foot5.SetFootCoordinates(Animation(standup[1], walk1[0]));
|
||||
foot6.SetFootCoordinates(Animation(standup[1], walk1[5]));
|
||||
|
||||
if (animationRepeatComplete)
|
||||
{
|
||||
robotStanding = true;
|
||||
animationRepeatComplete = false;
|
||||
standupStep = 2;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,81 @@
|
||||
void setup() {
|
||||
size(600, 600, P3D);
|
||||
background(0);
|
||||
|
||||
walk1[0] = new PVector(12, robotHeigth, -5);
|
||||
walk1[1] = new PVector(12, robotHeigth, 0);
|
||||
walk1[2] = new PVector(12, robotHeigth, 5);
|
||||
walk1[3] = new PVector(12, robotHeigth-2, 5);
|
||||
walk1[4] = new PVector(12, robotHeigth-2, 0);
|
||||
walk1[5] = new PVector(12, robotHeigth-2, -5);
|
||||
}
|
||||
|
||||
CustomTimer timerAnimation = new CustomTimer();
|
||||
CustomTimer timerXRotation = new CustomTimer();
|
||||
CustomTimer timerYRotation = new CustomTimer();
|
||||
CustomTimer timerZRotation = new CustomTimer();
|
||||
CustomTimer timerScene = new CustomTimer();
|
||||
|
||||
float counterRotation=0;
|
||||
int counterXRotation=0;
|
||||
int counterYRotation=0;
|
||||
int counterZRotation=0;
|
||||
int counterScene=0;
|
||||
|
||||
float rotationRange = 8;
|
||||
|
||||
void draw()
|
||||
{
|
||||
background(0);
|
||||
|
||||
translate(width/2, height/2, 0);
|
||||
|
||||
switch(counterScene)
|
||||
{
|
||||
case 0:
|
||||
rotateX(-1*(PI/10));
|
||||
rotateY(radians(-210));
|
||||
break;
|
||||
case 1:
|
||||
rotateY(counterRotation);
|
||||
break;
|
||||
case 2:
|
||||
rotateX(radians(-90));
|
||||
rotateY(radians(180));
|
||||
break;
|
||||
default:
|
||||
counterScene=0;
|
||||
}
|
||||
|
||||
rotationX = ( counterXRotation%(rotationRange*4) < (rotationRange*2) ? -rotationRange+counterXRotation%(rotationRange*2) : rotationRange+(-1*(counterXRotation%(rotationRange*2))) );
|
||||
rotationY = ( counterYRotation%(rotationRange*4) < (rotationRange*2) ? -rotationRange+counterYRotation%(rotationRange*2) : rotationRange+(-1*(counterYRotation%(rotationRange*2))) );
|
||||
rotationZ = ( counterZRotation%(rotationRange*4) < (rotationRange*2) ? -rotationRange+counterZRotation%(rotationRange*2) : rotationRange+(-1*(counterZRotation%(rotationRange*2))) );
|
||||
|
||||
// Animation
|
||||
if (timerZRotation.delay(25))
|
||||
{
|
||||
counterRotation-=0.012f;
|
||||
counterZRotation++;
|
||||
}
|
||||
if (timerXRotation.delay(50))
|
||||
{
|
||||
counterXRotation++;
|
||||
}
|
||||
if (timerYRotation.delay(75))
|
||||
{
|
||||
counterYRotation++;
|
||||
}
|
||||
if (timerScene.delay(5000))
|
||||
{
|
||||
counterScene++;
|
||||
}
|
||||
|
||||
scale(6);
|
||||
|
||||
DrawGround();
|
||||
|
||||
DrawTestSpots();
|
||||
|
||||
DrawBody();
|
||||
}
|
||||
|
||||
@@ -0,0 +1,2 @@
|
||||
mode.id=processing.mode.java.JavaMode
|
||||
mode=Java
|
||||
Reference in new issue
Block a user