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Sarah Wolf 2020-02-04 13:19:22 -08:00
Коммит c206ec5458
70 изменённых файлов: 5424 добавлений и 0 удалений

70
.gitignore поставляемый Executable file
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/master/Unity.gitignore
#
**/[Ll]ibrary/
**/[Tt]emp/
**/[Oo]bj/
**/[Bb]uild/
**/[Bb]uilds/
**/[Ll]ogs/
**/[Mm]emoryCaptures/
# ignore log files
*.log
# ignore mlagents training files
summaries
models
# Never ignore Asset meta data
!**/[Aa]ssets/**/*.meta
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
**/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
**/.vs/
# Gradle cache directory
**/.gradle/
# Autogenerated VS/MD/Consulo solution and project files
**/ExportedObj/
**/.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
*.DS_Store
**/.vscode/
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.unitypackage
# Crashlytics generated file
crashlytics-build.properties

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum GripState { Fixed = 0, Opening = -1, Closing = 1 };
public class ArticulationFingerController : MonoBehaviour
{
public GameObject fingerA;
public GameObject fingerB;
// Grip - the extent to which the pincher is closed. 0: fully open, 1: fully closed.
public float grip;
public float gripSpeed = 3.0f;
public GripState gripState = GripState.Fixed;
Vector3 fingerAOpenPosition;
Vector3 fingerBOpenPosition;
public float fingerAClosedZ;
public float fingerBClosedZ;
void Start()
{
fingerAOpenPosition = fingerA.transform.localPosition;
fingerBOpenPosition = fingerB.transform.localPosition;
}
void FixedUpdate()
{
UpdateGrip();
UpdateFingersForGrip();
}
// READ
public float CurrentGrip()
{
// TODO - we can't really assume the fingers agree, need to think about that
float fingerAGrip = Mathf.InverseLerp(fingerAOpenPosition.z, fingerAClosedZ, fingerA.transform.localPosition.z);
float fingerBGrip = Mathf.InverseLerp(fingerBOpenPosition.z, fingerBClosedZ, fingerB.transform.localPosition.z);
float meanGrip = (fingerAGrip + fingerBGrip) / 2.0f;
return meanGrip;
}
public Vector3 CurrentGraspCenter()
{
/* Gets the point directly between the middle of the pincher fingers,
* in the global coordinate system.
*/
Vector3 localCenterPoint = (fingerAOpenPosition + fingerBOpenPosition) / 2.0f;
Vector3 globalCenterPoint = transform.TransformPoint(localCenterPoint);
return globalCenterPoint;
}
// CONTROL
public void ResetGripToOpen()
{
grip = 0.0f;
UpdateFingersForGrip();
fingerA.transform.localPosition = fingerAOpenPosition;
fingerB.transform.localPosition = fingerBOpenPosition;
gripState = GripState.Fixed;
}
// GRIP HELPERS
void UpdateGrip()
{
if (gripState != GripState.Fixed)
{
float gripChange = (float)gripState * gripSpeed * Time.fixedDeltaTime;
float gripGoal = CurrentGrip() + gripChange;
grip = Mathf.Clamp01(gripGoal);
//Debug.Log(CurrentGrip());
}
}
void UpdateFingersForGrip()
{
// fingerA
float zPositionA = Mathf.Lerp(fingerAOpenPosition.z, fingerAClosedZ, grip);
MoveFinger(fingerA, fingerAOpenPosition.z, zPositionA);
//fingerB
float zPositionB = Mathf.Lerp(fingerBOpenPosition.z, fingerBClosedZ, grip);
MoveFinger(fingerB, fingerBOpenPosition.z, zPositionB);
}
void MoveFinger(GameObject finger, float fingerLocalOpenZ, float toLocalZ)
{
ArticulationBody articulation = finger.GetComponent<ArticulationBody>();
float targetZ = (toLocalZ - fingerLocalOpenZ) * transform.localScale.z;
var drive = articulation.zDrive;
drive.target = targetZ;
articulation.zDrive = drive;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ArticulationHandManualInput : MonoBehaviour
{
public GameObject hand;
void Update()
{
// manual input
float input = Input.GetAxis("Fingers");
ArticulationFingerController fingerController = hand.GetComponent<ArticulationFingerController>();
fingerController.gripState = GripStateForInput(input);
}
// INPUT HELPERS
static GripState GripStateForInput(float input)
{
if (input > 0)
{
return GripState.Closing;
}
else if (input < 0)
{
return GripState.Opening;
}
else
{
return GripState.Fixed;
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum RotationDirection { None = 0, Positive = 1, Negative = -1 };
public class ArticulationJointController : MonoBehaviour
{
public RotationDirection rotationState = RotationDirection.None;
public float speed = 300.0f;
private ArticulationBody articulation;
// LIFE CYCLE
void Start()
{
articulation = GetComponent<ArticulationBody>();
}
void FixedUpdate()
{
if (rotationState != RotationDirection.None) {
float rotationChange = (float)rotationState * speed * Time.fixedDeltaTime;
float rotationGoal = CurrentPrimaryAxisRotation() + rotationChange;
RotateTo(rotationGoal);
}
}
// MOVEMENT HELPERS
float CurrentPrimaryAxisRotation()
{
/*
TODO:
For better stability, this should read off the *actual* rotation in terms of the xDrive angles (not just the current target).
We need an easy way to read this (not the same as the transform, although you could convert from the transform if you wanted).
*/
return articulation.xDrive.target;
}
void RotateTo(float primaryAxisRotation)
{
var drive = articulation.xDrive;
drive.target = primaryAxisRotation;
articulation.xDrive = drive;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RobotController : MonoBehaviour
{
[System.Serializable]
public struct Joint
{
public string inputAxis;
public GameObject robotPart;
}
public Joint[] joints;
// CONTROL
public void StopAllJointRotations()
{
for (int i = 0; i < joints.Length; i++)
{
GameObject robotPart = joints[i].robotPart;
UpdateRotationState(RotationDirection.None, robotPart);
}
}
public void RotateJoint(int jointIndex, RotationDirection direction)
{
StopAllJointRotations();
Joint joint = joints[jointIndex];
UpdateRotationState(direction, joint.robotPart);
}
// HELPERS
static void UpdateRotationState(RotationDirection direction, GameObject robotPart)
{
ArticulationJointController jointController = robotPart.GetComponent<ArticulationJointController>();
jointController.rotationState = direction;
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class RobotManualInput : MonoBehaviour
{
public GameObject robot;
void Update()
{
RobotController robotController = robot.GetComponent<RobotController>();
for (int i = 0; i < robotController.joints.Length; i++)
{
float inputVal = Input.GetAxis(robotController.joints[i].inputAxis);
if (Mathf.Abs(inputVal) > 0)
{
RotationDirection direction = GetRotationDirection(inputVal);
robotController.RotateJoint(i, direction);
return;
}
}
robotController.StopAllJointRotations();
}
// HELPERS
static RotationDirection GetRotationDirection(float inputVal)
{
if (inputVal > 0)
{
return RotationDirection.Positive;
}
else if (inputVal < 0)
{
return RotationDirection.Negative;
}
else
{
return RotationDirection.None;
}
}
}

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42
ArmRobot/Packages/manifest.json Executable file
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# Articulations Demo Robot
A simulation of the Universal Robotics UR3 robot with articulation joints.
Requires 2020.1-alpha build of Unity (2020.1.0a21 or later).
Open the `ArmRobot` folder in Unity.
### Manual Controls
```
A/D - rotate base joint
S/W - rotate shoulder joint
Q/E - rotate elbow joint
O/P - rotate wrist1
K/L - rotate wrist2
N/M - rotate wrist3
V/B - rotate hand
X - close pincher
Z - open pincher
```
All manual control is handled through the scripts on the `ManualInput` object. To disable
manual input, just uncheck this object in the Hierarchy window.