示例#1
0
        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);
        }
示例#2
0
        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
        }
示例#4
0
        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
        }
示例#5
0
        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
        }