コード例 #1
0
        /// <summary>
        /// Quaternion で渡された姿勢のうち、X, Y, Z 軸いずれか周り成分を抽出してサーボ角に反映します
        /// </summary>
        /// <param name="rot">目標姿勢</param>
        /// <param name="joint">指定サーボ</param>
        /// <returns>回転させた軸成分を除いた残りの回転 Quaternion</returns>
        Quaternion ApplyDirectRotation(Quaternion rot, float angle, ModelJoint joint)
        {
            Quaternion q;
            Vector3    axis      = Vector3.right;
            float      direction = (joint.isInverse ? -1f : 1f); // 逆転なら-1

            switch (joint.targetAxis)
            {
            case ModelJoint.Axis.X:
                axis = Vector3.right;
                break;

            case ModelJoint.Axis.Y:
                axis = Vector3.up;
                break;

            case ModelJoint.Axis.Z:
                axis = Vector3.forward;
                break;
            }
            var actualAngle = joint.SetServoValue(angle * direction);

            //q = Quaternion.AngleAxis(angle, axis);
            q = Quaternion.AngleAxis(actualAngle / direction, axis);    // 角度制限を考慮
            return(Quaternion.Inverse(q) * rot);
        }
コード例 #2
0
        /// <summary>
        /// Quaternion で渡された姿勢のうち、X, Y, Z 軸いずれか周り成分を抽出してサーボ角に反映します
        /// </summary>
        /// <param name="rot">目標姿勢</param>
        /// <param name="joint">指定サーボ</param>
        /// <returns>回転させた軸成分を除いた残りの回転 Quaternion</returns>
        Quaternion ApplyPartialRotation(Quaternion rot, ModelJoint joint)
        {
            Quaternion q         = rot;
            Vector3    axis      = Vector3.right;
            float      direction = (joint.isInverse ? -1f : 1f); // 逆転なら-1

            switch (joint.targetAxis)
            {
            case ModelJoint.Axis.X:
                q.y = q.z = 0;
                if (q.x < 0)
                {
                    direction = -direction;
                }
                axis = Vector3.right;
                break;

            case ModelJoint.Axis.Y:
                q.x = q.z = 0;
                if (q.y < 0)
                {
                    direction = -direction;
                }
                axis = Vector3.up;
                break;

            case ModelJoint.Axis.Z:
                q.x = q.y = 0;
                if (q.z < 0)
                {
                    direction = -direction;
                }
                axis = Vector3.forward;
                break;
            }
            if (q.w == 0 && q.x == 0 && q.y == 0 && q.z == 0)
            {
                Debug.Log("Joint: " + joint.name + " rotation N/A");
                q = Quaternion.identity;
            }
            q.Normalize();
            float angle = Mathf.Acos(q.w) * 2.0f * Mathf.Rad2Deg * direction;

            var actualAngle = joint.SetServoValue(angle);

            return(rot * Quaternion.Inverse(q));
            //return rot * Quaternion.Inverse(Quaternion.AngleAxis(actualAngle, axis);
        }