This commit is contained in:
Sarah Wolf 2020-04-11 15:32:14 -07:00
Родитель e3a5704423
Коммит d8b4dd0f73
3 изменённых файлов: 127 добавлений и 10 удалений

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@ -12,18 +12,21 @@ public class GripperDemoController : MonoBehaviour
private void FixedUpdate()
{
ArticulationBody articulation = GetComponent<ArticulationBody>();
if (moveState != BigHandState.Fixed)
{
ArticulationBody articulation = GetComponent<ArticulationBody>();
//get jointPosition along y axis
float xDrivePostion = articulation.jointPosition[0];
Debug.Log(xDrivePostion);
//get jointPosition along y axis
float xDrivePostion = articulation.jointPosition[0];
Debug.Log(xDrivePostion);
//increment this y position
float targetPosition = xDrivePostion + -(float)moveState * Time.fixedDeltaTime * speed;
//increment this y position
float targetPosition = xDrivePostion + -(float)moveState * Time.fixedDeltaTime * speed;
//set joint Drive to new position
var drive = articulation.xDrive;
drive.target = targetPosition;
articulation.xDrive = drive;
//set joint Drive to new position
var drive = articulation.xDrive;
drive.target = targetPosition;
articulation.xDrive = drive;
}
}
}

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@ -87,6 +87,8 @@ We can mimic this in simulation by adding limits to our joints. To do this, chan
# Gripper Demo
Open the `GripperScene`.
Manual Controls:
```
G - down