/** * Aplica el algoritmo CCD para una articulación y la rota. * @param articulations Articulaciones * @param D Posición objetivo * @param E Efector final * @param R Articulación actual * @return void */ private void CCD(Articulation[] articulations, Transform D, Transform E, Articulation R) { // Calculate angle. Radians float beta1 = 0.0f; float beta2 = 0.0f; // Vertical plane if (R.GetPlane().Equals(PlaneHelper.XY)) { Vector3 rLocalPos = Vector3.zero; Vector3 dLocalPos = GetLocalPosition(D, articulations[1].transform); Vector3 eLocalPos = GetLocalPosition(E, articulations[1].transform); if (!articulations[1].Equals(R)) { rLocalPos = GetLocalPosition(R.transform, articulations[1].transform); } else { rLocalPos = Vector3.zero; } beta1 = CalculateAngle(dLocalPos, rLocalPos, R.GetPlane()); beta2 = CalculateAngle(eLocalPos, rLocalPos, R.GetPlane()); } // Horizontal plane else { beta1 = CalculateAngle(D.position, R.GetPosition(), R.GetPlane()); beta2 = CalculateAngle(E.position, R.GetPosition(), R.GetPlane()); } float beta = 0.0f; switch (R.GetPlane()) { case PlaneHelper.XY: beta = (beta1 - beta2); break; case PlaneHelper.XZ: beta = (beta2 - beta1); break; } // Shortest path if (R.GetPlane().Equals(PlaneHelper.XY)) { while (beta > Mathf.PI) { beta -= 2 * Mathf.PI; } while (beta < -Mathf.PI) { beta += 2 * Mathf.PI; } } // Degrees beta = beta * Mathf.Rad2Deg; // Apply angle R.Rotate(beta); }
/** * Mueve o rota un objeto dependiento del objeto seleccionado. Si es un eje se produce un movimiento * con ayuda de los cambios del ratón, si es un eje de rotación se aplica una rotación con ayuda * de los cambios del ratón. * @return void */ private void MoveOrRotate() { // Parent from selected object. An object can contain axis and a selectable object, // these components are contained in a parent object, so to move everything we just move // the parent since its children will automatically follow. Transform parent = selectedObject.transform.parent.transform; // Selected object is an Axis if (selectedObject.tag.Contains(AXIS_TAG)) { Vector3 startPos = parent.position; // Selected object is an Axis X if (selectedObject.tag.Contains(X_TAG)) { // Angle between camera and object float angle = Vector3.Angle(cam.right, parent.right); // Move object around axis x, angle determines forward or backward if (angle < 90f) { parent.Translate(new Vector3(axisSensibityReduction * axisSensibity * Input.GetAxis(MOUSE_X), 0f, 0f)); } else { parent.Translate(new Vector3(axisSensibityReduction * -axisSensibity * Input.GetAxis(MOUSE_X), 0f, 0f)); } } // Selected object is an Axis Y if (selectedObject.tag.Contains(Y_TAG)) { // Move object around axis y parent.Translate(new Vector3(0f, axisSensibityReduction * axisSensibity * Input.GetAxis(MOUSE_Y), 0f)); } // Selected object is an Axis Z if (selectedObject.tag.Contains(Z_TAG)) { // Angle between camera and object float angle = Vector3.Angle(cam.right, parent.forward); // Move object around axis z, angle determines forward or backward if (angle < 90f) { parent.Translate(new Vector3(0f, 0f, axisSensibityReduction * axisSensibity * Input.GetAxis(MOUSE_X))); } else { parent.Translate(new Vector3(0f, 0f, axisSensibityReduction * -axisSensibity * Input.GetAxis(MOUSE_X))); } } // Target (a position) moved. Invalid angles if (selectedObject.tag.Contains(TARGET_TAG) && (!startPos.Equals(parent.position))) { // If it is not a being used by another position (relative), this position not sync anymore if (parent.GetComponent <TargetModel>().GetRelativeTo() == null) { Transform relativePosition = parent.GetComponent <TargetModel>().GetRelativeFrom(); parent.GetComponent <TargetModel>().SetSync(false); // if this position is being used by another position (relative), that position is not sync anymore ; if (parent.GetComponent <TargetModel>().GetRelativeFrom()) { relativePosition.GetComponent <TargetModel>().SetSync(false); // Updating relative position relativePosition.GetComponent <TargetModel>().UpdateRelativePosition(); // Update angles data if (robot.TargetInRange(relativePosition)) { // Reachable. Load data to target relativePosition.GetComponent <TargetModel>().SetAngles(robot.GetAnglesFromCopy()); relativePosition.GetComponent <TargetModel>().SetValid(true); } else // Unreachable { relativePosition.GetComponent <TargetModel>().SetValid(false); } } // Check if it's an unreachable point if (robot.TargetInRange(parent)) { // Reachable. Load data to target parent.GetComponent <TargetModel>().SetAngles(robot.GetAnglesFromCopy()); parent.GetComponent <TargetModel>().SetValid(true); } else // Unreachable { parent.GetComponent <TargetModel>().SetValid(false); } stateMessageControl.UpdatePositionLog(); } else // Moved a relative position, revert position { parent.GetComponent <TargetModel>().UpdateRelativePosition(); } } // Update trayectory in case a position is moved gameController.DrawTrayectory(); } // Selected object is a rotation axis if (selectedObject.tag.Contains(ROTATION_TAG)) { // Scorbot articulation Articulation art = parent.GetComponent <Articulation>(); // If selected object parent is an articulation if (art != null) { // If articulation plane is xz, apply rotation if (art.GetPlane().Equals(PlaneHelper.XZ)) { parent.GetComponent <Articulation>().Rotate(-rotationSensibity * Input.GetAxis(MOUSE_X)); } // If articulation plane is xy, apply rotation if (art.GetPlane().Equals(PlaneHelper.XY)) { // Angle between camera and object float angle = Vector3.Angle(cam.forward, parent.forward); // Rotate object around plane xy, angle determines forward or backward if (angle < 90f) { parent.GetComponent <Articulation>().Rotate(-rotationSensibity * Input.GetAxis(MOUSE_X)); } else { parent.GetComponent <Articulation>().Rotate(rotationSensibity * Input.GetAxis(MOUSE_X)); } } // If articulation plane is yz, apply rotation if (art.GetPlane().Equals(PlaneHelper.YZ)) { // Angle between camera and object float angle = Vector3.Angle(cam.forward, parent.right); // Rotate object around plane yz, angle determines forward or backward if (angle < 90f) { parent.GetComponent <Articulation>().Rotate(-rotationSensibity * Input.GetAxis(MOUSE_X)); } else { parent.GetComponent <Articulation>().Rotate(rotationSensibity * Input.GetAxis(MOUSE_X)); } } } } // If selected object is Scorbot InnerAxis (InnerTarget contains InnerAxis) if (selectedObject.tag.Contains(INNERAXIS_TAG)) { // Move Scorbot to InnerTarget position robot.CCDAlg(innerTarget.transform); } else // Update InnerTarget position to Scorbot end effector position when is not selected { innerTarget.transform.parent.transform.position = robot.GetE().position; } }