This commit is contained in:
2018-11-10 20:44:41 +01:00
parent c09fe67961
commit b41db01a55
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# Unity3D Generated File On Crash Reports
sysinfo.txt
\.vs/Hexapod/v15/Server/sqlite3/db\.lock
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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);
}
}
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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 bool invert = false;
public double translateX = 5;
public double translateY = 0;
public double translateZ = 0;
public GameObject pointShouldBe;
public Vector3 pos = new Vector3(0, 0, 0);
private Foot foot = new Foot();
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update()
{
foot.X = point.x;
foot.Y = point.y * -1;
//foot.Z = point.z * (invert ? -1 : 1);
foot.Z = point.z * (invert ? 1 : -1);
foot.rotationX = rotation.x;
foot.rotationY = rotation.y * (invert ? -1 : 1);
foot.rotationZ = rotation.z * (invert ? -1 : 1);
foot.translateX = translateX;
foot.translateY = translateY;
foot.translateZ = translateZ;
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;
}
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);
pos = foot.pos;
pos.x = pos.x * (invert ? 1 : -1);
pointShouldBe.transform.localPosition = pos;
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RotationControl : MonoBehaviour
{
public Quaternion rotation = new Quaternion(0, 0, 0, 0);
public List<GameObject> rotation2 = new List<GameObject>();
public GameObject body;
public double min = -15;
public double max = 15;
public float speed = 0.3f;
public float speed2 = 0.3f;
public float speed3 = 0.3f;
bool dir = false;
bool dir2 = false;
bool dir3 = false;
// Use this for initialization
void Start ()
{
}
// Update is called once per frame
void Update()
{
/*if (!dir2 && rotation.x < max)
rotation.x += speed2;
else if (!dir2)
dir2 = !dir2;
else if (dir2 && rotation.x > min)
rotation.x -= speed2;
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