Files
Hexapod_Simulation_Unity/Assets/Foot.cs
T

163 lines
3.6 KiB
C#
Raw Normal View History

2018-11-10 20:44:41 +01:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Foot : Component
{
double radians(double angle)
{
return (Math.PI / 180) * angle;
}
double degrees(double radians)
{
double degrees = (180 / Math.PI) * radians;
return (degrees);
}
// Inverse Kinemetics Region
double l3, s;
double l1=10, l2=15;
public double X, Y, Z;
public double rotationX=0, rotationY=0, rotationZ=0;
public double O1, O2, O3;
void RL3()
{
if ((X == 0) && (Z == 0))
l3 = 0;
else
l3 = Math.Sqrt(((X * X) + (Z * Z)));
if (X < 0)
l3 = l3 * -1;
}
double FO1()
{
if ((X != 0) & (Z != 0))
{
double a = (Z / X);
return degrees(Math.Atan((a)));
}
else
return degrees(Math.Atan(0.0)); // Math Error Protection.
}
double T1()
{
RL3();
double x2 = X * X;
double y2 = Y * Y;
double z2 = Z * Z;
s = Math.Sqrt(x2 + y2 + z2);
double t1 = 0;
double s2 = s * s;
if ((Y == 0) && (l3 == 0))
t1 = 0; // Math Error Protection.
else
t1 = degrees(Math.Atan2(l3, Y));
double a = (l1 * l1) - (l2 * l2) + s2;
double b = 2 * l1 * s;
double t2;
if (b == 0)
t2 = -180;// todo: figure out normal value;
else
t2 = degrees(Math.Acos(a / b));
double ret = 0;
//ret = t1 + Math.Abs(t2);
ret = t1 + t2;
return ret;
}
double T3()
{
double t = (l1 * l1) + (l2 * l2) - (s * s);
double t2 = (2 * l1 * l2);
double result = degrees(Math.Acos(t / t2));
return result;
}
void RotateX()
{
double nY = Y * Math.Cos(radians(rotationX)) - Z * Math.Sin(radians(rotationX));
double nZ = Y * Math.Sin(radians(rotationX)) + Z * Math.Cos(radians(rotationX));
Y = nY;
Z = nZ;
}
void RotateY()
{
double nZ = Z * Math.Cos(radians(rotationY)) - X * Math.Sin(radians(rotationY));
double nX = Z * Math.Sin(radians(rotationY)) + X * Math.Cos(radians(rotationY));
Z = nZ;
X = nX;
}
void RotateZ()
{
double nX = X * Math.Cos(radians(rotationZ)) - Y * Math.Sin(radians(rotationZ));
double nY = X * Math.Sin(radians(rotationZ)) + Y * Math.Cos(radians(rotationZ));
X = nX;
Y = nY;
}
public double translateX = 0;
public double translateY = 0;
public double translateZ = 0;
public bool invert = false;
public Vector3 pos = new Vector3(0, 0, 0);
public void setleg()
{
X += translateX;
Y += translateY;
Z += translateZ;
Y = Y * (invert ? -1 : 1);
X = X * (invert ? -1 : -1);
Z = Z * (invert ? -1 : -1);
/*RotateX();
RotateY();
RotateZ();*/
rotationY = rotationY * (invert ? 1 : 1);
// Z and X is working. Y has problems when combined with others.
Vector3 v = new Vector3((float)Z, (float)Y, (float)X);
v = Quaternion.Euler((float)rotationX, (float)rotationY, (float)rotationZ) * v;
Z = v.x;
Y = v.y;
X = v.z;
Y = Y * (invert ? -1 : 1);
X = X * (invert ? -1 : -1);
Z = Z * (invert ? -1 : -1);
X -= translateX;
Y -= translateY;
Z -= translateZ;
O1 = (90 - FO1());
O2 = T1();
O3 = 180 - T3();
Y = Y * -1;
pos = new Vector3((float)Z, (float)Y, (float)X);
}
}