using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class right_grip : MonoBehaviour { | |
public GameObject grip1; | |
public float mSpeed1; | |
private Rigidbody rbody1; | |
private float input; | |
private int start_position,outerLimit,innerLimit; | |
// Use this for initialization | |
void Start () { | |
innerLimit = 26; | |
outerLimit = 0; | |
start_position = outerLimit; | |
mSpeed1 = 10f; | |
//rbody1 = GetComponent<Rigidbody>(); | |
} | |
// Update is called once per frame | |
void Update () { | |
//rbody1.AddForce(0f, 0f, 1 * mSpeed1 * Input.GetAxis("Horizontal") * Time.deltaTime); | |
input = Input.GetAxis("Horizontal"); | |
if (input != 0) | |
{ | |
if (input > 0) | |
{ | |
start_position++; | |
} | |
else if (input < 0) | |
{ | |
start_position--; | |
} | |
if (start_position >= outerLimit && start_position <= innerLimit) | |
{ | |
transform.Translate(-1 * Vector3.back * Input.GetAxis("Horizontal") * Time.deltaTime); | |
} | |
if (start_position > innerLimit) | |
{ | |
start_position = innerLimit; | |
} | |
else if (start_position < outerLimit) | |
{ | |
start_position = outerLimit; | |
} | |
} | |
} | |
} |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class left_grip : MonoBehaviour | |
{ | |
public GameObject grip1; | |
public float mSpeed1; | |
private Rigidbody rbody1; | |
private int start_position; | |
private float input; | |
private int outerLimit, innerLimit; | |
// Use this for initialization | |
void Start() | |
{ | |
innerLimit = 30; | |
outerLimit = 0; | |
mSpeed1 = 10f; | |
start_position = outerLimit; | |
//rbody1 = GetComponent<Rigidbody>(); | |
} | |
// Update is called once per frame | |
void Update() | |
{ | |
//rbody1.AddForce(0f, 0f, -1 * mSpeed1 * Input.GetAxis("Horizontal") * Time.deltaTime); | |
input = Input.GetAxis("Horizontal"); | |
if (input != 0) | |
{ | |
if (input > 0) | |
{ | |
start_position++; | |
} | |
else if (input < 0) | |
{ | |
start_position--; | |
} | |
if (start_position >= outerLimit && start_position <= innerLimit) | |
{ | |
transform.Translate(1 * Vector3.back * Input.GetAxis("Horizontal") * Time.deltaTime); | |
} | |
if(start_position > innerLimit) | |
{ | |
start_position = innerLimit; | |
}else if(start_position < outerLimit) | |
{ | |
start_position = outerLimit; | |
} | |
} | |
} | |
} |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class objectCreator : MonoBehaviour { | |
float mSpeed; | |
float degree; | |
float input; | |
// Use this for initialization | |
public GameObject cylinder1; | |
public GameObject grip1,grip2; | |
void Start () { | |
mSpeed = 20f; | |
degree = 90; | |
} | |
// Update is called once per frame | |
void Update () { | |
// | |
/* | |
float z = Input.GetAxis("Horizontal") * 15.0f; // might be negative, just test it | |
Vector3 euler = transform.localEulerAngles; | |
euler.z = Mathf.Lerp(euler.z, z, 2.0f * Time.deltaTime); | |
transform.localEulerAngles = euler; | |
*/ | |
/* | |
input = Input.GetAxis("Vertical"); | |
if (input > 0) | |
{ | |
degree += 20; | |
}else if(input < 0) | |
{ | |
degree -= 20; | |
} | |
if (degree < 0) | |
{ | |
degree = 0; | |
} | |
else if (degree > 180) | |
{ | |
degree = 180; | |
} | |
*/ | |
transform.RotateAround(cylinder1.transform.position, Vector3.back, -1 *mSpeed * Input.GetAxis("Vertical") * Time.deltaTime); | |
} | |
} | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class right_grip : MonoBehaviour { | |
public GameObject grip1; | |
public float mSpeed1; | |
private Rigidbody rbody1; | |
private float input; | |
private int start_position,outerLimit,innerLimit; | |
// Use this for initialization | |
void Start () { | |
innerLimit = 26; | |
outerLimit = 0; | |
start_position = outerLimit; | |
mSpeed1 = 10f; | |
//rbody1 = GetComponent<Rigidbody>(); | |
} | |
// Update is called once per frame | |
void Update () { | |
//rbody1.AddForce(0f, 0f, 1 * mSpeed1 * Input.GetAxis("Horizontal") * Time.deltaTime); | |
input = Input.GetAxis("Horizontal"); | |
if (input != 0) | |
{ | |
if (input > 0) | |
{ | |
start_position++; | |
} | |
else if (input < 0) | |
{ | |
start_position--; | |
} | |
if (start_position >= outerLimit && start_position <= innerLimit) | |
{ | |
transform.Translate(-1 * Vector3.back * Input.GetAxis("Horizontal") * Time.deltaTime); | |
} | |
if (start_position > innerLimit) | |
{ | |
start_position = innerLimit; | |
} | |
else if (start_position < outerLimit) | |
{ | |
start_position = outerLimit; | |
} | |
} | |
} | |
} |
#include <Wire.h> | |
#include <MPU6050.h> | |
#include <Servo.h> | |
//--------------------- | |
int Pot = A1; | |
int value; | |
//--------------------------- | |
Servo myservo; // create servo object to control a servo | |
MPU6050 mpu; | |
float timeStep = 0.01; | |
float yaw = 0; | |
int pos = 0; // variable to store the servo position | |
void setup() { | |
myservo.attach(9); // attaches the servo on pin 9 to the servo object | |
Serial.begin(9600); | |
while(!mpu.begin(MPU6050_SCALE_2000DPS, MPU6050_RANGE_2G)) | |
{ | |
Serial.println("Could not find a valid MPU6050 sensor, check wiring!"); | |
delay(500); | |
} | |
// Calibrate gyroscope. The calibration must be at rest. | |
// If you don't want calibrate, comment this line. | |
mpu.calibrateGyro(); | |
// Set threshold sensivty. Default 3. | |
// If you don't want use threshold, comment this line or set 0. | |
mpu.setThreshold(5); | |
// pinMode(A0 , INPUT); | |
} | |
int hamoksha=0; | |
void loop() | |
{ | |
Vector norm = mpu.readNormalizeGyro(); | |
yaw = yaw + norm.ZAxis *timeStep; | |
hamoksha=map(yaw,-80,80,0,180); | |
hamoksha=constrain(hamoksha,0,180); | |
myservo.write(hamoksha); | |
//---------------------------------- | |
value = analogRead(Pot); | |
value=map(value,0,1023,0,255); | |
//--------------------------- | |
Serial.write('a'); | |
delay(100); | |
Serial.write(value); | |
Serial.write('a'); | |
delay(100); | |
Serial.write(hamoksha); | |
} |
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