void Update() { if (Input.GetKeyDown(KeyCode.Space)) { startKick(); startKicked = true; } //APLICAMOS LA ROTACION A LA PELOTA A PARTIR DE FTAU transform.Rotate(new Vector3(fTau.x, fTau.y, fTau.z), wVelocity.Module()); //PARA ROTAR PASAMOS EL EJE DE ROTACION Y EL MODULO DE HOMEGA Debug.DrawLine(new Vector3(transform.position.x, transform.position.y, transform.position.z), new Vector3(VectorDireccion.position.x, VectorDireccion.position.y, VectorDireccion.position.z), Color.black); //VEC DIRECCION IMPACTO Debug.DrawRay(transform.position, new Vector3(fTau.x, fTau.y, fTau.z), Color.black); //VECTOR DIR HOMEGA, EJE DE ROTACION if (startKicked == true) { //Calcular fDrag fDrag.x = -Kd *lVelocityInit.Module() * lVelocityInit.x; fDrag.y = -Kd *lVelocityInit.Module() * lVelocityInit.y; fDrag.z = -Kd *lVelocityInit.Module() * lVelocityInit.z; //Calcular fMagnus Our_Vector3 wVelocityAux = new Our_Vector3(wVelocity.x, wVelocity.y, wVelocity.z); wVelocityAux.Normalize(); fMagnus.x = Km * lVelocityInit.Module() * (wVelocityAux.y * lVelocityInit.z - lVelocityInit.y * wVelocityAux.z); fMagnus.y = Km * lVelocityInit.Module() * (wVelocityAux.x * lVelocityInit.z - lVelocityInit.x * wVelocityAux.z); fMagnus.z = Km * lVelocityInit.Module() * (wVelocityAux.x * lVelocityInit.y - lVelocityInit.x * wVelocityAux.y); //Agrupar fTotal fTotal.x = fDrag.x + fMagnus.x + fGravity.x; fTotal.y = fDrag.y + fMagnus.y + fGravity.y; fTotal.z = fDrag.z + fMagnus.z + fGravity.z; //ACTUALIZAR lVelocityInit A PARTIR DE LAS NUEVAS FORUMLAS CON EL METODO DE EULER float aTx = fTotal.x / mass; float aTy = fTotal.y / mass; float aTz = fTotal.z / mass; //Debug.Log("Antes" + lVelocityInit.Module()); lVelocityFin = lVelocityInit; lVelocityInit.x = lVelocityFin.x + aTx * Time.deltaTime; lVelocityInit.y = lVelocityFin.y + aTy * Time.deltaTime; lVelocityInit.z = lVelocityFin.z + aTz * Time.deltaTime; transform.position = new Vector3(transform.position.x, transform.position.y, transform.position.z) + new Vector3(lVelocityFin.x, lVelocityFin.y, lVelocityFin.z) * Time.deltaTime; } }
// Update is called once per frame void Update() { // 0.5 --- 3 Our_Vector3 dist = new Our_Vector3(pelota.transform.position.x - transform.position.x, pelota.transform.position.y - transform.position.y, pelota.transform.position.z - transform.position.z); Debug.DrawLine(pelota.transform.position, transform.position, Color.green); if (dist.Module() < 0.2) { //Debug.Log("Col"); gravity.y = 0; Welocity.module = 0; Welocity.x = 0; Welocity.y = 0; Welocity.z = 0; tau.x = 0; tau.y = 0; tau.z = 0; velocityP.x = 0; velocityP.y = 0; velocityP.z = 0; } //Debug.Log(velocityP.x); }
void Update() { if (!done) { if (intentos <= M_intentos) { for (int i = joints.Length - 1; i >= 0; i--) //AQUI ESTABA -2 !!! { Our_Vector3 r1 = new Our_Vector3(0, 0, 0); r1.x = joints[joints.Length - 1].transform.position.x - joints[i].transform.position.x; r1.y = joints[joints.Length - 1].transform.position.y - joints[i].transform.position.y; r1.z = joints[joints.Length - 1].transform.position.z - joints[i].transform.position.z; Our_Vector3 r2 = new Our_Vector3(0, 0, 0); r2.x = targetPosition.x - joints[i].transform.position.x; r2.y = targetPosition.y - joints[i].transform.position.y; r2.z = targetPosition.z - joints[i].transform.position.z; if (r1.Module() * r2.Module() <= 0.001f) { } else { cos[i] = r1.DotProduct(r2) / (r1.Module() * r2.Module()); sin[i] = r1.CrossProduct(r2).Module() / (r1.Module() * r2.Module()); } Our_Vector3 rotationAxis = rotationAxis = r1.CrossProduct(r2); rotationAxis.Normalize(); if (type == "cadera") { if (i == 0) { theta[i] = Mathf.Acos(cos[i]); theta[i] = theta[i] * Mathf.Rad2Deg; if (sin[i] < 0) { theta[i] = -theta[i]; } Our_Quaternion rt = new Our_Quaternion(joints[i].transform.rotation.x, joints[i].transform.rotation.y, joints[i].transform.rotation.z, joints[i].transform.rotation.w); Our_Quaternion myRotation = new Our_Quaternion(theta[i], rotationAxis); //ESTO FALLA myRotation.Multiply(rt); myRotation.y = myRotation.z = 0; //Rotation only in X axis. Quaternion temp = new Quaternion(myRotation.x, myRotation.y, myRotation.z, myRotation.w); float angleF; Vector3 axisF; temp.ToAngleAxis(out angleF, out axisF); if (angleF > 130 && angleF < 230) { joints[i].transform.rotation = new Quaternion(myRotation.x, myRotation.y, myRotation.z, myRotation.w); } } } if (type == "brazoD") { if (i == 0) { theta[i] = Mathf.Acos(cos[i]); theta[i] = theta[i] * Mathf.Rad2Deg; if (sin[i] < 0) { theta[i] = -theta[i]; } Our_Quaternion rt = new Our_Quaternion(joints[i].transform.rotation.x, joints[i].transform.rotation.y, joints[i].transform.rotation.z, joints[i].transform.rotation.w); Our_Quaternion myRotation = new Our_Quaternion(theta[i], rotationAxis); //ESTO FALLA myRotation.Multiply(rt); myRotation.y = myRotation.z = 0; //Rotation only in X axis. Quaternion temp = new Quaternion(myRotation.x, myRotation.y, myRotation.z, myRotation.w); float angleF; Vector3 axisF; temp.ToAngleAxis(out angleF, out axisF); if (angleF > 15 && angleF < 270) { joints[i].transform.rotation = new Quaternion(myRotation.x, myRotation.y, myRotation.z, myRotation.w); } } if (i == 1) { theta[i] = Mathf.Acos(cos[i]); theta[i] = theta[i] * Mathf.Rad2Deg; if (sin[i] < 0) { theta[i] = -theta[i]; } Our_Quaternion rt = new Our_Quaternion(joints[i].transform.rotation.x, joints[i].transform.rotation.y, joints[i].transform.rotation.z, joints[i].transform.rotation.w); Our_Quaternion myRotation = new Our_Quaternion(theta[i], rotationAxis); //ESTO FALLA myRotation.Multiply(rt); myRotation.y = myRotation.z = 0; //Rotation only in X axis. Quaternion temp = new Quaternion(myRotation.x, myRotation.y, myRotation.z, myRotation.w); float angleF; Vector3 axisF; temp.ToAngleAxis(out angleF, out axisF); if (angleF > 10 && angleF < 90) { joints[i].transform.rotation = new Quaternion(myRotation.x, myRotation.y, myRotation.z, myRotation.w); } } } if (type == "brazoI") { if (i == 0) { theta[i] = Mathf.Acos(cos[i]); theta[i] = theta[i] * Mathf.Rad2Deg; if (sin[i] < 0) { theta[i] = -theta[i]; } Our_Quaternion rt = new Our_Quaternion(joints[i].transform.rotation.x, joints[i].transform.rotation.y, joints[i].transform.rotation.z, joints[i].transform.rotation.w); Our_Quaternion myRotation = new Our_Quaternion(theta[i], rotationAxis); //ESTO FALLA myRotation.Multiply(rt); myRotation.y = myRotation.z = 0; //Rotation only in X axis. Quaternion temp = new Quaternion(myRotation.x, myRotation.y, myRotation.z, myRotation.w); float angleF; Vector3 axisF; temp.ToAngleAxis(out angleF, out axisF); if (angleF > 90 && angleF < 345) { joints[i].transform.rotation = new Quaternion(myRotation.x, myRotation.y, myRotation.z, myRotation.w); } } if (i == 1) { theta[i] = Mathf.Acos(cos[i]); theta[i] = theta[i] * Mathf.Rad2Deg; if (sin[i] < 0) { theta[i] = -theta[i]; } Our_Quaternion rt = new Our_Quaternion(joints[i].transform.rotation.x, joints[i].transform.rotation.y, joints[i].transform.rotation.z, joints[i].transform.rotation.w); Our_Quaternion myRotation = new Our_Quaternion(theta[i], rotationAxis); //ESTO FALLA myRotation.Multiply(rt); myRotation.y = myRotation.z = 0; //Rotation only in X axis. Quaternion temp = new Quaternion(myRotation.x, myRotation.y, myRotation.z, myRotation.w); float angleF; Vector3 axisF; temp.ToAngleAxis(out angleF, out axisF); if (angleF > 50 && angleF > 270) { joints[i].transform.rotation = new Quaternion(myRotation.x, myRotation.y, myRotation.z, myRotation.w); } } } } intentos++; } } float f = (targetPosition.x - joints[joints.Length - 1].transform.position.x + targetPosition.y - joints[joints.Length - 1].transform.position.y + targetPosition.z - joints[joints.Length - 1].transform.position.z); if (f < rango) { done = true; } else { done = false; } //End effector esta lo suficientemente cerca del target if (targetPosition.x != target.transform.position.x || targetPosition.y != target.transform.position.y || targetPosition.z != target.transform.position.z) //targetPosition != target.transform.position { intentos = 0; targetPosition.x = target.transform.position.x; targetPosition.y = target.transform.position.y; targetPosition.z = target.transform.position.z; } }