public void InitTail(Transform TailBase) { _tail = new MyTentacleController(); _tail.LoadTentacleJoints(TailBase, TentacleMode.TAIL); tailEndEffector = _tail.EndEffector; //TODO: Initialize anything needed for the Gradient Descent implementation }
public void InitTail(Transform TailBase) { _tail = new MyTentacleController(); _tail.LoadTentacleJoints(TailBase, TentacleMode.TAIL); //TODO: Initialize anything needed for the Gradient Descent implementation // we get the tailEndEffector from the tail bones tailEndEffector = _tail.Bones[_tail.Bones.Length - 1]; }
public void InitLegs(Transform[] LegRoots, Transform[] LegFutureBases, Transform[] LegTargets) { _legs = new MyTentacleController[LegRoots.Length]; //Legs init for (int i = 0; i < LegRoots.Length; i++) { _legs[i] = new MyTentacleController(); _legs[i].LoadTentacleJoints(LegRoots[i], TentacleMode.LEG); //TODO: initialize anything needed for the FABRIK implementation } }
public void InitLegs(Transform[] LegRoots, Transform[] LegFutureBases, Transform[] LegTargets) { _legs = new MyTentacleController[LegRoots.Length]; //Legs init for (int i = 0; i < LegRoots.Length; i++) { _legs[i] = new MyTentacleController(); _legs[i].LoadTentacleJoints(LegRoots[i], TentacleMode.LEG); legFutureBases[i] = LegFutureBases[i]; legTargets[i] = LegTargets[i]; //TODO: initialize anything needed for the FABRIK implementation } distances = new float[_legs[0].Bones.Length - 1]; copy = new Vector3[_legs[0].Bones.Length]; }