🦾 Makes embedded kinematics kinda work
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@@ -78,14 +78,18 @@ export default class Kinematic {
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];
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}
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public calcIK(Lp: number[][], position: position_t): number[][] {
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public calcIK(Lp: number[][], position: position_t): number[] {
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this.bodyIK(position);
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return [
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this.legIK(this.multiplyVector(this.inverse(this.Tlf), Lp[0])),
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this.legIK(this.multiplyVector(this.Ix, this.multiplyVector(this.inverse(this.Trf), Lp[1]))),
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this.legIK(this.multiplyVector(this.inverse(this.Tlb), Lp[2])),
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this.legIK(this.multiplyVector(this.Ix, this.multiplyVector(this.inverse(this.Trb), Lp[3])))
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...this.legIK(this.multiplyVector(this.inverse(this.Tlf), Lp[0])),
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...this.legIK(
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this.multiplyVector(this.Ix, this.multiplyVector(this.inverse(this.Trf), Lp[1]))
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),
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...this.legIK(this.multiplyVector(this.inverse(this.Tlb), Lp[2])),
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...this.legIK(
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this.multiplyVector(this.Ix, this.multiplyVector(this.inverse(this.Trb), Lp[3]))
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)
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];
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}
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