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HDRobotics/Assets/HybridIK/Scripts/Main/RobotController.cs

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using UnityEngine;
using System.Collections;
using System;
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using NUnit.Framework;
using System.Collections.Generic;
public class RobotController : MonoBehaviour
{
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[Header("IK")]
[SerializeField] private HybridInverseKinematicsNode kinematicsNode;
[Header("Motor State")]
[SerializeField] private GameObject motorStatusIndicator1;
[SerializeField] private GameObject motorStatusIndicator2;
[SerializeField] private Material indicatorMaterial1; // <20><EFBFBD><E2BABB><><C8B8>)
[SerializeField] private Material indicatorMaterial2; // <20>ʷ<EFBFBD>
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public event Action OnPoseUpdateRequest;
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private bool isMotorOn;
void Start()
{
if (motorStatusIndicator1 != null)
{
motorStatusIndicator1.GetComponent<MeshRenderer>().material = indicatorMaterial1;
}
if (motorStatusIndicator2 != null)
{
motorStatusIndicator2.GetComponent<MeshRenderer>().material = indicatorMaterial1;
}
}
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private void Update()
{
OnPoseUpdateRequest?.Invoke();// TODO. <20>κ<EFBFBD><CEBA><EFBFBD> <20><><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD> <20>ƴ<EFBFBD> <20><> <20><><EFBFBD><EFBFBD><EFBFBD>ϱ<EFBFBD>
}
public void SetMotorState(bool isOn)
{
isMotorOn = isOn;
if (isMotorOn)
{
if (indicatorMaterial2 != null)
{
motorStatusIndicator1.GetComponent<MeshRenderer>().material = indicatorMaterial2;
motorStatusIndicator2.GetComponent<MeshRenderer>().material = indicatorMaterial2;
}
}
else
{
if (indicatorMaterial1 != null)
{
motorStatusIndicator1.GetComponent<MeshRenderer>().material = indicatorMaterial1;
motorStatusIndicator2.GetComponent<MeshRenderer>().material = indicatorMaterial1;
}
}
}
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public void SetRobotPosition(RobotData robotData) // <20><><EFBFBD><EFBFBD> <20>κ<EFBFBD> <20><>ġ <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ʈ
{
// x, y, z, rx, ry, rz => endpoint<6E><74>
// j1, ..., j6 => 6<><36> <20><><EFBFBD><EFBFBD> ȸ<><C8B8><EFBFBD><EFBFBD>
kinematicsNode.targetTransform.localPosition = new Vector3(robotData.x, robotData.y, robotData.z);
kinematicsNode.targetTransform.localRotation = new Quaternion(robotData.rx, robotData.ry, robotData.rz, 0);
List<float> list_jAngle = new List<float>();
list_jAngle.Add(robotData.j6);
list_jAngle.Add(robotData.j5);
list_jAngle.Add(robotData.j4);
list_jAngle.Add(robotData.j3);
list_jAngle.Add(robotData.j2);
list_jAngle.Add(robotData.j1);
kinematicsNode.SetCurrentJointAxisRotations(list_jAngle, 'x');
}
}