void Awake() { rb1 = Body1.GetComponent <Rigidbody>(); rb2 = Body2.GetComponent <Rigidbody>(); rb3 = Body3.GetComponent <Rigidbody>(); rb5 = Body5.GetComponent <Rigidbody>(); rb6 = Body6.GetComponent <Rigidbody>(); }
void setRigibody() { this.rb1 = Body1.GetComponent <Rigidbody>(); this.rb2 = Body2.GetComponent <Rigidbody>(); this.rb3 = Body3.GetComponent <Rigidbody>(); this.rb4 = Body4.GetComponent <Rigidbody>(); this.rb5 = Body5.GetComponent <Rigidbody>(); this.rb6 = Body6.GetComponent <Rigidbody>(); }
void Awake() { rb1 = Body1.GetComponent <Rigidbody>(); rb2 = Body2.GetComponent <Rigidbody>(); rb3 = Body3.GetComponent <Rigidbody>(); rb4 = Body4.GetComponent <Rigidbody>(); rb5 = Body5.GetComponent <Rigidbody>(); rb6 = Body6.GetComponent <Rigidbody>(); GameObject tor = this.chita.transform.GetChild(0).gameObject; torax = tor.GetComponent <Rigidbody>(); testeColisao = this.chita.transform.GetChild(13).gameObject; //chita = GameObject.Find("Chita"); //z = new Animalx (); //a = GameObject.Instantiate (chita); //a.transform.position = new Vector3 (-2.16f,0.16f,-5f); }
// Update is called once per frame void Update() { //Vector3 force1 = 30*ks*(desiredPos - rb1.position) - 30*kd*(rb1.velocity); //rb1.AddForce(force1); //float torque1 = 30*ks*(angle1 - Body1.GetComponent<HingeJoint>().angle) - kd*(Body1.GetComponent<HingeJoint>().velocity); //rb1.AddTorque(Vector3.forward * torque1); float torque2 = 30 * ks * (angle2 - Body2.GetComponent <HingeJoint>().angle) - kd * (Body2.GetComponent <HingeJoint>().velocity); rb1.AddTorque(Vector3.forward * torque2); rb2.AddTorque(Vector3.forward * torque2); float torque3 = 30 * ks * (angle3 - Body3.GetComponent <HingeJoint>().angle) - kd * (Body3.GetComponent <HingeJoint>().velocity); rb3.AddTorque(Vector3.forward * torque3); float torque5 = 30 * ks * (angle5 - Body5.GetComponent <HingeJoint>().angle) - kd * (Body5.GetComponent <HingeJoint>().velocity); rb5.AddTorque(Vector3.forward * torque5); float torque6 = 30 * ks * (angle6 - Body6.GetComponent <HingeJoint>().angle) - kd * (Body6.GetComponent <HingeJoint>().velocity); rb6.AddTorque(Vector3.forward * torque6); }