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public List routes = new List(); + public List keypoints = new List(); public Route(List turningPoints) { if (turningPoints.Count < 2) @@ -35,7 +54,7 @@ public Route(List turningPoints) int sigment = (int)(dist * 20f); for (int j = 0; j <= sigment; j++) { - routes.Add(new KeyPoint(start.pos + ((float)j) / sigment * (end.pos - start.pos), start.grab)); + keypoints.Add(new KeyPoint(start.pos + ((float)j) / sigment * (end.pos - start.pos), start.grab)); } } } @@ -47,6 +66,10 @@ public class RouteGenerator : MonoBehaviour public IKController IK; public Route route; + public List actionSequence = new List(); + + public GameObject GhostPrefab; + // Start is called before the first frame update void Start() { @@ -57,6 +80,55 @@ public void SetRoute(List turningPoints) route = new Route(turningPoints); } + public bool CalculateSequence() + { + actionSequence.Clear(); + IK.ResetAngle(); + foreach (var kpt in route.keypoints) + { + Debug.Log("Calculate action for " + kpt.pos.ToString()); + bool success = IK.InverseKinematics(IK.GetPositionForJ4(kpt.pos)); + if (!success) + { + actionSequence.Clear(); + IK.ResetAngle(); + return false; + } + float[] res = new float[IK.Angles.Length]; + Array.Copy(IK.Angles, res, IK.Angles.Length); + actionSequence.Add(new ArmAction(res, kpt.grab, kpt.wait)); + } + return true; + } + + public void GenerateGhost() + { + + try + { + Destroy(transform.Find("GhostSpace").gameObject); + } + catch { } + GameObject space = new GameObject("GhostSpace"); + space.transform.parent = transform; + space.transform.localPosition = Vector3.zero; + space.transform.localRotation = Quaternion.identity; + space.transform.localScale = Vector3.one; + foreach (var action in actionSequence) + { + GameObject ghost = Instantiate(GhostPrefab); + ghost.transform.parent = space.transform; + ghost.transform.localPosition = Vector3.zero; + ghost.transform.localRotation = Quaternion.identity; + ArmDTController adc = ghost.GetComponent(); + for (int i = 0; i < action.angles.Length; i++) + { + adc.Rotate[i] = MathTool.DT_to_IK_angle(action.angles[i], i); + } + ghost.SetActive(true); + } + } + // Update is called once per frame void Update() { diff --git a/Assets/Script/IK/IKController.cs b/Assets/Script/IK/IKController.cs index 5b4d7df..b8b5501 100644 --- a/Assets/Script/IK/IKController.cs +++ b/Assets/Script/IK/IKController.cs @@ -16,6 +16,8 @@ public class IKController : MonoBehaviour { public int maxStep = 200; + public ArmDTController ArmDT; // for the initial state of arm (reset angle) + private void Start() { float[] angles = new float[Joints.Length]; @@ -42,6 +44,15 @@ private void Update() { } } + public void ResetAngle() + { + float[] angles = ArmDT.Rotate; + for (int i = 0; i < Angles.Length;i++) + { + Angles[i] = MathTool.DT_to_IK_angle(angles[i], i); + } + } + public Vector3 GetPositionForJ4(Vector3 pos) { @@ -55,7 +66,7 @@ public Vector3 GetPositionForJ4(Vector3 pos) return pos + Vector3.up * 0.2446f - offset; } - public void InverseKinematics(Vector3 pos) + public bool InverseKinematics(Vector3 pos) { int step = 0; while(step < maxStep && DistanceFromTarget(pos, Angles) >= DistanceThreshold) @@ -63,7 +74,7 @@ public void InverseKinematics(Vector3 pos) step++; InverseKinematicsOneStep(pos, Angles); } - Debug.Log(step); + return step < 1000; } public Vector3 ForwardKinematics(float[] angles) { diff --git a/Assets/Script/MathTool.cs b/Assets/Script/MathTool.cs index 56160bb..d044e0c 100644 --- a/Assets/Script/MathTool.cs +++ b/Assets/Script/MathTool.cs @@ -82,5 +82,17 @@ public static int GetQueueIndex(Queue queue, T target) } return -1; // Element not found } + + public static float DT_to_IK_angle(float angle, int index) + { + if (index == 1) + { + return -angle; + } + else + { + return angle; + } + } } } diff --git a/Assets/Script/TaskManager.cs b/Assets/Script/TaskManager.cs index f27afa5..466b6ac 100644 --- a/Assets/Script/TaskManager.cs +++ b/Assets/Script/TaskManager.cs @@ -68,17 +68,27 @@ IEnumerator ExecuteMoveObject() turningPoint.Add(new KeyPoint(task.move_start, true)); turningPoint.Add(new KeyPoint(task.move_end, false)); routeGenerator.SetRoute(turningPoint); + bool solveable = routeGenerator.CalculateSequence(); - 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