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Hexapod_Simulation_Unity/Assets/Leg.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Leg : MonoBehaviour {
public Transform Hip1;
public Transform Hip2;
public Transform Knie;
public double a1 = 0;
public double a2 = 0;
public double a3 = 0;
public Vector3 point = new Vector3(10, 10, 0);
public Quaternion rotation = new Quaternion(0, 0, 0, 0);
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 double translateX = 0;
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public double translateY = 0;
public double translateZ = 0;
public GameObject pointShouldBe;
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//public Vector3 pos = new Vector3(0, 0, 0);
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public int startServo = -1;
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private Foot foot = new Foot();
// Use this for initialization
void Start () {
}
// Update is called once per frame
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public void FixedUpdate()
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{
foot.X = point.x;
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foot.Y = point.y;
foot.Z = point.z;
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foot.rotationX = rotation.x;
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foot.rotationY = rotation.y;
foot.rotationZ = rotation.z;
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foot.translateX = translateX;
foot.translateY = translateY;
foot.translateZ = translateZ;
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// transform before rotation.
foot.transformation = transformation;
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// transform after rotation.
foot.transformation2 = transformation2;
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foot.invert = invert;
foot.setleg();
if (!invert)
{
a1 = foot.O1 - 90;
a2 = 90 - foot.O2;
a3 = foot.O3 - 90;
}
else
{
a1 = (foot.O1 - 90)*-1;
a2 = 90 - foot.O2;
a3 = foot.O3 - 90;
}
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if (!invert && startServo != -1)
{
Serial.Instance.send(startServo,
(int)Remap((float)a1, -90, 90, 2500, 500),
(int)Remap((float)a2, -90, 90, 2500, 500), // 0 is middel
(int)Remap((float)a3, 90, -90, 2500, 500)); // 0 is middel
}
else if (invert && startServo != -1)
{
double a1 = foot.O1 - 90;
double a2 = 90 - foot.O2;
double a3 = foot.O3 - 90;
Serial.Instance.send(startServo,
(int)Remap((float)a1, -90, 90, 500, 2500),
(int)Remap((float)a2, -90, 90, 500, 2500), // 0 is middel
(int)Remap((float)a3, 90, -90, 500, 2500)); // 0 is middel
}
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Hip1.transform.localRotation = Quaternion.Euler(0, (float)a1, 0);
Hip2.transform.localRotation = Quaternion.Euler((float)a2, 0, 0);
Knie.transform.localRotation = Quaternion.Euler((float)a3, 0, 0);
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pointShouldBe.transform.localPosition = foot.pos;
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}
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public Vector3 getLocalPos()
{
return point;
}
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public Vector3 getWorldPos()
{
return point + new Vector3((float)translateX, (float)translateY, (float)translateZ);
}
public void setWorldPos(Vector3 pos)
{
this.point = pos - new Vector3((float)translateX, (float)translateY, (float)translateZ);
}
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public static float Remap(float value, float from1, float to1, float from2, float to2)
{
return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
}
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}