public MoveenSkelRotHydraulic() { rotationJoint.basisAbs = new P <Vector3>(); rotationJoint.targetAbs = new P <Vector3>(); bones.Add(new Bone(new OriginGlobalVectorP(rotationJoint.basisAbs, rotationJoint.targetAbs, false, rotationJoint.resultAbs, true).setXz(), 1)); bones.Add(new Bone(new OriginGlobalVectorP(rotationJoint.targetAbs, rotationJoint.basisAbs, false, rotationJoint.resultAbs, true).setXz(), 1)); bonesGeometry = MUtil2.al <Transform>(null, null); }
public static void fillNeuro2(List <Step2> steps) { cleanupNeuro(steps); Step2 s0 = steps[0]; Step2 s1 = steps[1]; s0.affectedByProgress = MUtil2.al(new StepNeuro <Step2>(s1, -100, 0.1f)); s1.affectedByProgress = MUtil2.al(new StepNeuro <Step2>(s0, -100, 0.1f)); //affect self s0.affectedByDeviation = MUtil2.al(new StepNeuro <Step2>(s0, 0, 2f), new StepNeuro <Step2>(s1, 0, 0f)); s1.affectedByDeviation = MUtil2.al(new StepNeuro <Step2>(s1, 0, 2f), new StepNeuro <Step2>(s0, 0, 0f)); }
public MoveenSkelRotElbow() { rotationJoint.basisAbs = new P <Vector3>(); rotationJoint.targetAbs = new P <Vector3>(); elbowJoint.basisAbs = rotationJoint.basisAbs; elbowJoint.targetAbs = rotationJoint.targetAbs; elbowJoint.normalAbs = rotationJoint.resultAbs; bones.Add(new Bone(new OriginGlobalVectorP(elbowJoint.basisAbs, elbowJoint.resultAbs, false, elbowJoint.normalAbs, true).setXz(), r1)); bones.Add(new Bone(new OriginGlobalVectorP(elbowJoint.resultAbs, elbowJoint.targetAbs, false, elbowJoint.normalAbs, true).setXz(), r2)); bonesGeometry = MUtil2.al <Transform>(null, null); //two bones + foot }
public MoveenSkelLimb1() { rotJoint.basisAbs = new P <Vector3>(); rotJoint.targetAbs = new P <Vector3>(); elbowJoint.basisAbs = rotJoint.basisAbs; elbowJoint.targetAbs = rotJoint.targetAbs; elbowJoint.normalAbs = rotJoint.resultAbs; bones.Clear(); bones.Add(new Bone(new OriginGlobalVectorP(elbowJoint.basisAbs, elbowJoint.resultAbs, false, elbowJoint.normalAbs, true).setXz(), r1)); bones.Add(new Bone(new OriginGlobalVectorP(elbowJoint.resultAbs, elbowJoint.targetAbs, false, elbowJoint.normalAbs, true).setXz(), r2)); bones.Add(new Bone(new OriginRotPosP(), footPlatformHeight)); bonesGeometry = MUtil2.al <Transform>(null, null, null); //two bones + foot }
public MoveenSkelLimb2() { rotJoint.basisAbs = new P <Vector3>(); rotJoint.targetAbs = new P <Vector3>(); invisibleElbowJoint.basisAbs = rotJoint.basisAbs; invisibleElbowJoint.targetAbs = rotJoint.targetAbs; invisibleElbowJoint.normalAbs = rotJoint.resultAbs; visibleElbowJoint.basisAbs = new P <Vector3>(); visibleElbowJoint.targetAbs = new P <Vector3>(); //visibleElbowJoint.normalAbs = rotJoint.resultAbs; visibleElbowJoint.normalAbs = new P <Vector3>(new Vector3());//because we need to use 'z' at runtime bones.Clear(); bones.Add(new Bone(new OriginGlobalVectorP(invisibleElbowJoint.basisAbs, elbowAbs1, false, rotJoint.resultAbs, true).setXz(), rA)); bones.Add(new Bone(new OriginGlobalVectorP(elbowAbs1, elbowAbs2, false, rotJoint.resultAbs, true).setXz(), rB)); bones.Add(new Bone(new OriginGlobalVectorP(elbowAbs2, invisibleElbowJoint.targetAbs, false, rotJoint.resultAbs, true).setXz(), rC)); bones.Add(new Bone(new OriginRotPosP(), footPlatformHeight)); bonesGeometry = MUtil2.al <Transform>(null, null, null, null); //three bones + foot }