Esempio n. 1
0
    /// <summary>
    /// Check for new movement and Update the animation using Animator triggers.
    /// Update is called once per frame
    /// </summary>
    void Update()
    {
        TimeCount();

        if (MoveTACLimbManually == true)
        {
            ManualControl(false);
        }
        else
        {
            ManualControl(true);
        }


        if (!MuscularActivityMap && Mam != null && Mam.isVisible)
        {
            Mam.Deactivate();
        }

        //update heatmap only if heat is true to prevent errors
        if (UpdateMuscularActivityMap && CurrentMuscularActivityMap != null)
        {
            if (Mam == null)
            {
                Mam = new Heatmap(colormap, alpha, cubeheight, map3D, MainArm);
            }

            Mam.UpdateHeatMap(CurrentMuscularActivityMap, cubeheight, map3D, MuscularActivityMap, innerGrowing);
            UpdateMuscularActivityMap = false;
        }

        // use left or right arm
        if (RotateArm)
        {
            GameObject.Find("lower_arm").transform.localScale = new Vector3(-GameObject.Find("lower_arm").transform.localScale.x, GameObject.Find("lower_arm").transform.localScale.y, GameObject.Find("lower_arm").transform.localScale.z);
            GameObject.Find("lower_arm").transform.Rotate(GameObject.Find("lower_arm").transform.up, 180, Space.World);
            RotateArm = false;
        }

        //position thumb for palmar or lateral
        if (usePalmarGrasp)
        {
            animArm.SetFloat("f_GraspClose", 1f);
        }
        else
        {
            animArm.SetFloat("f_GraspClose", 0f);
        }



        //play the animations
        foreach (DOF x in DOF_ArmList)
        {
            //Der Übergang von >0 zu <0 und umgekehrt wird wahrscheinlich Probleme bereiten, weil der Parameter der Gegenbewegung nicht automatisch 0 ist.
            if (x.CurrentValue > 0)
            {
                animArm.SetFloat(x.NamePos, x.GetPostiveLimit(), deltaBetweenMovements, Time.deltaTime * deltaTimeFactor);
                animArm.SetFloat(x.NameNeg, 0, deltaBetweenMovements, Time.deltaTime * deltaTimeFactor);
            }
            else
            {
                animArm.SetFloat(x.NameNeg, x.GetNegativeLimit(), deltaBetweenMovements, Time.deltaTime * deltaTimeFactor);
                animArm.SetFloat(x.NamePos, 0, deltaBetweenMovements, Time.deltaTime * deltaTimeFactor);
            }
        }
    }
Esempio n. 2
0
    /// <summary>
    /// Check for new movement and Update the animation using Animator triggers.
    /// Update is called once per frame
    /// </summary>
    void Update()
    {
        TimeCount();

        TACArm.GetComponentInChildren <SkinnedMeshRenderer>().enabled = TACArmSkinR;
        if (Input.GetKeyDown(KeyCode.J))
        {
            MainArmLayer = "Outline";
        }
        if (Input.GetKeyDown(KeyCode.K))
        {
            MainArmLayer = "Default";
        }

        SetLayer(MainArm.transform, LayerMask.NameToLayer(MainArmLayer));

        if (MoveTACLimbManually == true)
        {
            ManualControl(false);
        }
        else
        {
            ManualControl(true);
        }

        if (RotateArm)
        {
            GameObject.Find("lower_arm").transform.localScale = new Vector3(-GameObject.Find("lower_arm").transform.localScale.x, GameObject.Find("lower_arm").transform.localScale.y, GameObject.Find("lower_arm").transform.localScale.z);
            GameObject.Find("lower_arm").transform.Rotate(GameObject.Find("lower_arm").transform.up, 180, Space.World);
            RotateArm = false;
        }

        //update heatmap only if heat is true to prevent errors
        if (UpdateMuscularActivityMap && CurrentMuscularActivityMap != null)
        {
            if (Mam == null)
            {
                Mam = new Heatmap(colormap, alpha, cubeheight, map3D, MainArm);
            }

            Mam.UpdateHeatMap(CurrentMuscularActivityMap, cubeheight, map3D, MuscularActivityMap, innerGrowing);
        }

        if (!MuscularActivityMap && Mam != null && Mam.isVisible)
        {
            Mam.Deactivate();
        }



        //position thumb for palmar or lateral
        if (usePalmarGrasp)
        {
            animArm.SetFloat("f_GraspClose", 1f);
        }
        else
        {
            animArm.SetFloat("f_GraspClose", 0f);
        }
        if (Input.GetKeyDown(KeyCode.H))
        {
            blockAnimation = !blockAnimation;
        }
        //animation should be block if object is grasped
        if (!blockAnimation)
        {
            //play the animations
            foreach (DOF x in DOF_ArmList)
            {
                //Der Übergang von >0 zu <0 und umgekehrt wird wahrscheinlich Probleme bereiten, weil der Parameter der Gegenbewegung nicht automatisch 0 ist.
                if (x.CurrentValue > 0)
                {
                    animArm.SetFloat(x.NamePos, x.GetPostiveLimit(), deltaBetweenMovements, Time.deltaTime * deltaTimeFactor);
                    animArm.SetFloat(x.NameNeg, 0, deltaBetweenMovements, Time.deltaTime * deltaTimeFactor);
                }
                else
                {
                    animArm.SetFloat(x.NameNeg, x.GetNegativeLimit(), deltaBetweenMovements, Time.deltaTime * deltaTimeFactor);
                    animArm.SetFloat(x.NamePos, 0, deltaBetweenMovements, Time.deltaTime * deltaTimeFactor);
                }
            }
        }
        //play the animations
        foreach (DOF x in DOF_TAC_ArmList)
        {
            //Der Übergang von >0 zu <0 und umgekehrt wird wahrscheinlich Probleme bereiten, weil der Parameter der Gegenbewegung nicht automatisch 0 ist.
            if (x.CurrentValue > 0)
            {
                animTACArm.SetFloat(x.NamePos, x.GetPostiveLimit(), 0f, 0f);
                animTACArm.SetFloat(x.NameNeg, 0, 0f, 0f);
            }
            else
            {
                animTACArm.SetFloat(x.NameNeg, x.GetNegativeLimit(), 0f, 0f);
                animTACArm.SetFloat(x.NamePos, 0, 0f, 0f);
            }
        }
    }