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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); + } +} diff --git a/Assets/Foot.cs.meta b/Assets/Foot.cs.meta new file mode 100644 index 0000000..97e18cc --- /dev/null +++ b/Assets/Foot.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: c9255406468231049ab79ec93b48f97e +timeCreated: 1541795571 +licenseType: Free +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Leg.cs b/Assets/Leg.cs new file mode 100644 index 0000000..031c82f --- /dev/null +++ b/Assets/Leg.cs @@ -0,0 +1,74 @@ +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; + } +} diff --git a/Assets/Leg.cs.meta b/Assets/Leg.cs.meta new file mode 100644 index 0000000..96a6afe --- /dev/null +++ b/Assets/Leg.cs.meta @@ -0,0 +1,13 @@ +fileFormatVersion: 2 +guid: 3c4e50b7048aa1f4aaee65a71c7626c3 +timeCreated: 1541794260 +licenseType: Free +MonoImporter: + 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