void LateUpdate()
        {
            var meanHeight = (_motor1Joint2Tip.position.y + _motor2Joint2Tip.position.y) / 2f;

            transform.position = Vector3.up * meanHeight;

            var gamma = MiscMath.TiltFromOpposingPositions(_motor1Joint2Tip.position, _motor2Joint2Tip.position);
            var beta  = MiscMath.TiltFromOpposingPositions(_motor3Joint2Tip.position, _motor4Joint2Tip.position);

            transform.localRotation = Quaternion.Euler(0f, -gamma * Mathf.Rad2Deg, 0f) * Quaternion.Euler(beta * Mathf.Rad2Deg, 0f, 0f);

            _upperMostRotationalJoint1.Rotation = -beta;
            _upperMostRotationalJoint2.Rotation = beta;
            _upperMostRotationalJoint3.Rotation = gamma;
            _upperMostRotationalJoint4.Rotation = -gamma;
        }
Esempio n. 2
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        /// <summary>
        /// Translates a High Level Machine State into a Low Level Machine State
        /// </summary>
        public static LLMachineState Translate(this HLMachineState hlState)
        {
            // NOTE: We are adding the origin height because for all IK calculations we need the height relative to
            //       motor shaft position and not just the height from origin/rest position of the plate.
            var ikHeight = hlState.Height + Constants.HeightOrigin;

            var xHeightOffset = MiscMath.HeightDifferenceFromTilt(hlState.XTilt);
            var yHeightOffset = MiscMath.HeightDifferenceFromTilt(hlState.YTilt);

            var xWidthOffset = MiscMath.WidthDifferenceFromTilt(hlState.XTilt);
            var yWidthOffset = MiscMath.WidthDifferenceFromTilt(hlState.YTilt);

            var m1Rot = ik.CalculateJoint1RotationFromTargetY(ikHeight + xHeightOffset, xWidthOffset);
            var m2Rot = ik.CalculateJoint1RotationFromTargetY(ikHeight - xHeightOffset, xWidthOffset);
            var m3Rot = ik.CalculateJoint1RotationFromTargetY(ikHeight + yHeightOffset, yWidthOffset);
            var m4Rot = ik.CalculateJoint1RotationFromTargetY(ikHeight - yHeightOffset, yWidthOffset);

            var m1J2Rot = ik.CalculateJoint2RotationFromJoint1Rotation(m1Rot, xWidthOffset);
            var m2J2Rot = ik.CalculateJoint2RotationFromJoint1Rotation(m2Rot, xWidthOffset);
            var m3J2Rot = ik.CalculateJoint2RotationFromJoint1Rotation(m3Rot, yWidthOffset);
            var m4J2Rot = ik.CalculateJoint2RotationFromJoint1Rotation(m4Rot, yWidthOffset);

            return(new LLMachineState(m1Rot, m2Rot, m3Rot, m4Rot, m1J2Rot, m2J2Rot, m3J2Rot, m4J2Rot));
        }