void Start() { _robotArm = GetComponent <RobotArm>(); _ik = GetComponent <RobotArmIK>(); _targetAngles = new TargetPositions(); _targetPositions = new List <PositionAndEndeffectorAngle>(); /* * // look up/down * _targetPositions.Add(new PositionAndEndeffectorAngle { * Position = new Vector3(134f, 60f, 0f), * EndeffectorAngle = Mathf.PI / 2f + 0.4f, * ElbowUp = true * }); * * _targetPositions.Add(new PositionAndEndeffectorAngle { * Position = new Vector3(144f, 94f, 0f), * EndeffectorAngle = Mathf.PI / 2f, * ElbowUp = true * }); * * _targetPositions.Add(new PositionAndEndeffectorAngle { * Position = new Vector3(144f, 94f, 0f), * EndeffectorAngle = Mathf.PI / 2f - 0.4f, * ElbowUp = true * }); * * _targetPositions.Add(new PositionAndEndeffectorAngle { * Position = new Vector3(144f, 94f, 0f), * EndeffectorAngle = Mathf.PI / 2f + 0.4f, * ElbowUp = true * }); */ // drill left _targetPositions.Add(new PositionAndEndeffectorAngle { Position = new Vector3(124f, 74f, 0f), EndeffectorAngle = Mathf.PI / 2f, ElbowUp = true }); _targetPositions.Add(new PositionAndEndeffectorAngle { Position = new Vector3(144f, 74f, 0f), EndeffectorAngle = Mathf.PI / 2f, ElbowUp = true }); _targetPositions.Add(new PositionAndEndeffectorAngle { Position = new Vector3(124f, 74f, 0f), EndeffectorAngle = Mathf.PI / 2f, ElbowUp = true }); }
void Start() { _robotArmIK = GetComponent <RobotArmIK>(); _circle0 = Instantiate(_circlePrefab, _joint0.transform); _circle1 = Instantiate(_circlePrefab, _joint1.transform); _circle2 = Instantiate(_circlePrefab, _joint3.transform); _circle3 = Instantiate(_circlePrefab, _joint3.transform); _circle0.transform.localScale = Vector3.one * _robotArmIK.Link1 * 4; _circle1.transform.localScale = Vector3.one * _robotArmIK.Link2 * 4; _circle2.transform.localScale = Vector3.one * _robotArmIK.Link3 * 4; _circle3.transform.localScale = Vector3.one * _robotArmIK.Link4 * 4; }