BB2B with Diff.Drive starts to work
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@ -10,8 +10,9 @@ namespace RoboidControl {
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public BB2B(Participant owner) : base(owner) {
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this.name = "BB2B";
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this.wheelRadius = 0.032f;
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this.wheelSeparation = 0.128f;
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this.SetDriveDimensions(0.064f, 0.128f);
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// this.wheelRadius = 0.032f;
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// this.wheelSeparation = 0.128f;
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// Is has a touch sensor at the front left of the roboid
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touchLeft = new(this) {
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@ -28,11 +29,11 @@ namespace RoboidControl {
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// The left wheel turns forward when nothing is touched on the right side
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// and turn backward when the roboid hits something on the right
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float leftWheelSpeed = touchRight.touchedSomething ? -600.0f : 600.0f;
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float leftWheelSpeed = touchRight.touchedSomething ? -0.1f : 0.1f;
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// The right wheel does the same, but instead is controlled by
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// touches on the left side
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float rightWheelSpeed = touchLeft.touchedSomething ? -600.0f : 600.0f;
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float rightWheelSpeed = touchLeft.touchedSomething ? -0.1f : 0.1f;
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// When both sides are touching something, both wheels will turn backward
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// and the roboid will move backwards
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@ -1,12 +1,11 @@
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#if UNITY_5_3_OR_NEWER
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using System.Linq;
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using UnityEngine;
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namespace RoboidControl.Unity {
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public class DifferentialDrive : Thing {
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public WheelCollider leftWheel;
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public WheelCollider rightWheel;
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public Wheel leftWheel;
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public Wheel rightWheel;
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/// <summary>
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/// Create the Unity representation
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@ -15,15 +14,15 @@ namespace RoboidControl.Unity {
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/// <returns>The Unity representation of the touch sensor</returns>
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public static DifferentialDrive Create(RoboidControl.DifferentialDrive core) {
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GameObject prefab = (GameObject)Resources.Load("DifferentialDrive");
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if (prefab != null) {
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// Use resource prefab when available
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GameObject gameObj = Instantiate(prefab);
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DifferentialDrive component = gameObj.GetComponent<DifferentialDrive>();
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if (component != null)
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component.core = core;
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return component;
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}
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else {
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// if (prefab != null) {
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// // Use resource prefab when available
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// GameObject gameObj = Instantiate(prefab);
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// DifferentialDrive component = gameObj.GetComponent<DifferentialDrive>();
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// if (component != null)
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// component.core = core;
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// return component;
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// }
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// else {
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// Fallback implementation
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GameObject gameObj = new(core.name);
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DifferentialDrive component = gameObj.AddComponent<DifferentialDrive>();
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@ -33,39 +32,46 @@ namespace RoboidControl.Unity {
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rb.isKinematic = false;
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rb.mass = 0.5f;
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return component;
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}
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// }
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}
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protected override void HandleBinary() {
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Debug.Log("Diff drive handle Binary");
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RoboidControl.DifferentialDrive coreDrive = core as RoboidControl.DifferentialDrive;
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RoboidControl.Unity.Wheel[] motors = null;
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if (coreDrive.wheelRadius <= 0 || coreDrive.wheelSeparation <= 0)
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return;
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if (leftWheel == null) {
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GameObject leftWheelObj = new GameObject("Left wheel");
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leftWheelObj.transform.SetParent(this.transform);
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leftWheel = leftWheelObj.AddComponent<WheelCollider>();
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leftWheel.mass = 0.1f;
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leftWheel.suspensionDistance = 0.01f;
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leftWheel.suspensionSpring = new JointSpring {
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spring = 100f, // Very high spring value to make it rigid
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damper = 10f, // Low damping (could be adjusted for slight 'bounciness')
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targetPosition = 0.5f // Neutral position (middle of the suspension travel)
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};
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motors = GetComponentsInChildren<Wheel>();
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foreach (var motor in motors) {
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if (motor.core.id == coreDrive.leftWheel.id)
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leftWheel = motor;
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}
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leftWheel.radius = coreDrive.wheelRadius;
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leftWheel.center = new Vector3(-coreDrive.wheelSeparation / 2, 0, 0);
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if (leftWheel == null)
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leftWheel = Wheel.Create(this.GetComponent<Rigidbody>(), coreDrive.leftWheel.id);
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}
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if (leftWheel != null) {
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leftWheel.wheelCollider.radius = coreDrive.wheelRadius;
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leftWheel.wheelCollider.center = new Vector3(-coreDrive.wheelSeparation / 2, 0, 0);
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leftWheel.transform.position = Vector3.zero; // position is done with the center, but only X direction is supported right now...
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}
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if (rightWheel == null) {
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GameObject rightWheelObj = new GameObject("Right wheel");
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rightWheelObj.transform.SetParent(this.transform);
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rightWheel = rightWheelObj.AddComponent<WheelCollider>();
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rightWheel.mass = 0.1f;
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rightWheel.suspensionDistance = 0.01f;
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rightWheel.suspensionSpring = new JointSpring {
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spring = 100f, // Very high spring value to make it rigid
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damper = 10f, // Low damping (could be adjusted for slight 'bounciness')
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targetPosition = 0.5f // Neutral position (middle of the suspension travel)
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};
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if (motors == null)
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motors = GetComponentsInChildren<Wheel>();
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foreach (var motor in motors) {
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if (motor.core.id == coreDrive.rightWheel.id)
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rightWheel = motor;
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}
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if (rightWheel == null)
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rightWheel = Wheel.Create(this.GetComponent<Rigidbody>(), coreDrive.rightWheel.id);
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}
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if (rightWheel != null && coreDrive.wheelRadius > 0 && coreDrive.wheelSeparation > 0) {
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rightWheel.wheelCollider.radius = coreDrive.wheelRadius;
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rightWheel.wheelCollider.center = new Vector3(coreDrive.wheelSeparation / 2, 0, 0);
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rightWheel.transform.position = Vector3.zero; // position is done with the center, but only X direction is supported right now...
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}
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rightWheel.radius = coreDrive.wheelRadius;
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rightWheel.center = new Vector3(coreDrive.wheelSeparation / 2, 0, 0);
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}
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}
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49
Unity/Motor.cs
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49
Unity/Motor.cs
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@ -0,0 +1,49 @@
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#if UNITY_5_3_OR_NEWER
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using UnityEngine;
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namespace RoboidControl.Unity {
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public class Motor : Thing {
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/// <summary>
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/// Create the Unity representation
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/// </summary>
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/// <param name="core">The core motor</param>
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/// <returns>The Unity representation of a motor</returns>
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public static Motor Create(RoboidControl.Motor core) {
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GameObject prefab = (GameObject)Resources.Load("Motor");
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if (prefab != null) {
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// Use resource prefab when available
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GameObject gameObj = Instantiate(prefab);
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Motor component = gameObj.GetComponent<Motor>();
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if (component != null)
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component.core = core;
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return component;
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}
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else {
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// Fallback implementation
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GameObject gameObj = new(core.name);
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Motor component = gameObj.AddComponent<Motor>();
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component.Init(core);
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Rigidbody rb = gameObj.AddComponent<Rigidbody>();
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rb.isKinematic = true;
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return component;
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}
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}
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public float rotationSpeed = 0.0f;
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protected override void HandleBinary() {
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RoboidControl.Motor coreMotor = core as RoboidControl.Motor;
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this.rotationSpeed = coreMotor.targetSpeed;
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}
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protected override void Update() {
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base.Update();
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// We rotate the first child of the motor, which should be the axle.
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if (this.transform.childCount > 0) {
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this.transform.GetChild(0).Rotate(360 * this.rotationSpeed, 0, 0);
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}
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}
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}
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}
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#endif
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@ -34,6 +34,12 @@ namespace RoboidControl.Unity {
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DifferentialDrive differentialDrive = DifferentialDrive.Create(coreDrive);
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coreDrive.component = differentialDrive;
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break;
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// case RoboidControl.Motor coreMotor:
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// //Wheel wheel = Wheel.Create(coreMotor);
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// //coreMotor.component = wheel;
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// // We need to know the details (though a binary msg)
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// // before we can create the wheel reliably
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// break;
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case RoboidControl.Thing coreThing:
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if (coreThing.component != null) {
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Thing thing = Thing.Create(coreThing);
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@ -7,14 +7,15 @@ namespace RoboidControl.Unity {
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public class SiteServer : Participant {
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public RoboidControl.SiteServer site;
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//public RoboidControl.SiteServer site;
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public RoboidControl.SiteServer site => this.coreParticipant as RoboidControl.SiteServer;
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public Queue<RoboidControl.Thing> thingQueue = new();
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//public Queue<RoboidControl.Thing> thingQueue = new();
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protected virtual void Awake() {
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Console.SetOut(new UnityLogWriter());
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site = new RoboidControl.SiteServer(port);
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this.coreParticipant = new RoboidControl.SiteServer(port);
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}
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void OnApplicationQuit() {
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@ -26,12 +27,12 @@ namespace RoboidControl.Unity {
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if (site == null)
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return;
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if (site.updateQueue.TryDequeue(out RoboidControl.Participant.UpdateEvent e))
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while (site.updateQueue.TryDequeue(out RoboidControl.Participant.UpdateEvent e))
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HandleUpdateEvent(e);
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site.Update((ulong)(Time.time * 1000));
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while (thingQueue.TryDequeue(out RoboidControl.Thing thing))
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thing.CreateComponent();
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// while (thingQueue.TryDequeue(out RoboidControl.Thing thing))
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// thing.CreateComponent();
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}
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private void HandleUpdateEvent(RoboidControl.Participant.UpdateEvent e) {
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@ -43,7 +44,6 @@ namespace RoboidControl.Unity {
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break;
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case ThingMsg.id:
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HandleThingEvent(e);
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//e.thing.CreateComponent();
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break;
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}
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}
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protected void Init(RoboidControl.Thing core) {
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this.core = core;
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this.core.component = this;
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this.participant = FindAnyObjectByType<SiteServer>();
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core.owner = this.participant.coreParticipant;
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if (core.parent != null && core.parent.component != null)
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if (core.parent != null && core.parent.component != null) {
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this.transform.SetParent(core.parent.component.transform, false);
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this.transform.localPosition = Vector3.zero;
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}
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if (core.position != null)
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this.transform.localPosition = core.position.ToVector3();
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@ -62,14 +65,7 @@ namespace RoboidControl.Unity {
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/// Update the Unity representation
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/// </summary>
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protected virtual void Update() {
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if (core == null) {
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// Debug.Log("Core thing is gone, self destruct in 0 seconds...");
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Destroy(this);
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return;
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}
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if (core.updateQueue.TryDequeue(out RoboidControl.Thing.UpdateEvent e))
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HandleUpdateEvent(e);
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UpdateThing();
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if (core.linearVelocity != null && core.linearVelocity.distance != 0) {
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Vector3 direction = Quaternion.AngleAxis(core.linearVelocity.direction.horizontal, Vector3.up) * Vector3.forward;
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@ -82,6 +78,17 @@ namespace RoboidControl.Unity {
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}
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}
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public void UpdateThing() {
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if (core == null) {
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// Debug.Log("Core thing is gone, self destruct in 0 seconds...");
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Destroy(this);
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return;
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}
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if (core.updateQueue.TryDequeue(out RoboidControl.Thing.UpdateEvent e))
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HandleUpdateEvent(e);
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}
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private void HandleUpdateEvent(RoboidControl.Thing.UpdateEvent e) {
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switch (e.messageId) {
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case ThingMsg.id:
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@ -101,10 +108,7 @@ namespace RoboidControl.Unity {
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this.modelUrl = core.modelUrl;
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break;
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case PoseMsg.Id:
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if (core.linearVelocity.distance == 0)
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this.transform.localPosition = core.position.ToVector3();
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if (core.angularVelocity.distance == 0)
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this.transform.localRotation = core.orientation.ToQuaternion();
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this.HandlePose();
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break;
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case BinaryMsg.Id:
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this.HandleBinary();
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@ -112,14 +116,6 @@ namespace RoboidControl.Unity {
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}
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}
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private void PoseChanged() {
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//Debug.Log($"{this} pose changed");
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if (core.positionUpdated)
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this.transform.localPosition = core.position.ToVector3();
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if (core.orientationUpdated)
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this.transform.localRotation = core.orientation.ToQuaternion();
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}
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private IEnumerator LoadJPG() {
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UnityWebRequest request = UnityWebRequestTexture.GetTexture(core.modelUrl);
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yield return request.SendWebRequest();
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@ -147,6 +143,13 @@ namespace RoboidControl.Unity {
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}
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}
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protected virtual void HandlePose() {
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if (core.linearVelocity.distance == 0)
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this.transform.localPosition = core.position.ToVector3();
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if (core.angularVelocity.distance == 0)
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this.transform.localRotation = core.orientation.ToQuaternion();
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}
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protected virtual void HandleBinary() { }
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}
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@ -13,7 +13,7 @@ namespace RoboidControl.Unity {
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/// The core touch sensor
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/// </summary>
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public RoboidControl.TouchSensor coreSensor {
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get => (RoboidControl.TouchSensor)base.core;
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get => base.core as RoboidControl.TouchSensor;
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set => base.core = value;
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}
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@ -74,6 +74,7 @@ namespace RoboidControl.Unity {
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Debug.Log($"*** {this} Touch");
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this.coreSensor.touchedSomething = true;
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this.core.updateQueue.Enqueue(new RoboidControl.Thing.UpdateEvent(BinaryMsg.Id));
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}
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private void OnTriggerExit(Collider other) {
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if (other.isTrigger)
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96
Unity/Wheel.cs
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96
Unity/Wheel.cs
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#if UNITY_5_3_OR_NEWER
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using UnityEngine;
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namespace RoboidControl.Unity {
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public class Wheel : Motor {
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/// <summary>
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/// Create the Unity representation
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/// </summary>
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/// <param name="core">The core motor</param>
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/// <returns>The Unity representation of a motorised wheel</returns>
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public static Wheel Create(RoboidControl.Motor core, float wheelRadius) {
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GameObject prefab = (GameObject)Resources.Load("Wheel");
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if (prefab != null) {
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// Use resource prefab when available
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GameObject gameObj = Instantiate(prefab);
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Wheel component = gameObj.GetComponent<Wheel>();
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if (component != null)
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component.core = core;
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return component;
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}
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else {
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// Fallback implementation
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GameObject gameObj = new(core.name);
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Wheel component = gameObj.AddComponent<Wheel>();
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component.Init(core);
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component.wheelCollider = gameObj.AddComponent<WheelCollider>();
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component.wheelCollider.mass = 0.1f;
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component.wheelCollider.suspensionDistance = 0.01f;
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component.wheelCollider.suspensionSpring = new JointSpring {
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spring = 100f, // Very high spring value to make it rigid
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damper = 10f, // Low damping (could be adjusted for slight 'bounciness')
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targetPosition = 0.5f // Neutral position (middle of the suspension travel)
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};
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Debug.Log("Create " + core.name);
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return component;
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}
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}
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public static Wheel Create(Rigidbody rb, byte thingId) {
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GameObject prefab = (GameObject)Resources.Load("Wheel");
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if (prefab != null) {
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// Use resource prefab when available
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GameObject gameObj = Instantiate(prefab);
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Wheel component = gameObj.GetComponent<Wheel>();
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if (component != null)
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component.core = new RoboidControl.Thing(RoboidControl.Thing.Type.UncontrolledMotor, false);
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return component;
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}
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else {
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// Fallback implementation
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GameObject gameObj = new("Wheel");
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gameObj.transform.parent = rb.transform;
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Wheel component = gameObj.AddComponent<Wheel>();
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SiteServer participant = FindAnyObjectByType<SiteServer>();
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RoboidControl.Thing core = participant.coreParticipant.Get(thingId);
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if (core == null)
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core = new(participant.coreParticipant, RoboidControl.Thing.Type.UncontrolledMotor, thingId, false);
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else {
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;
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}
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component.Init(core);
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component.wheelCollider = gameObj.AddComponent<WheelCollider>();
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component.wheelCollider.mass = 0.1f;
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component.wheelCollider.suspensionDistance = 0.01f;
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component.wheelCollider.suspensionSpring = new JointSpring {
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spring = 100f, // Very high spring value to make it rigid
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damper = 10f, // Low damping (could be adjusted for slight 'bounciness')
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targetPosition = 0.5f // Neutral position (middle of the suspension travel)
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};
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Debug.Log("Create placeholder Wheel ");
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return component;
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}
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}
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public WheelCollider wheelCollider;
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protected override void HandlePose() {
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this.wheelCollider.center = core.position.ToVector3();
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this.transform.position = Vector3.zero; // position is done with the center
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}
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protected override void Update() {
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UpdateThing();
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if (wheelCollider.radius > 0) {
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float targetRotationSpeed = this.rotationSpeed * 2 * Mathf.PI; // 1 rotation per second in radians
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// Calculate the required motor torque
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float requiredTorque = (targetRotationSpeed * wheelCollider.mass) / wheelCollider.radius;
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// Set the motor torque
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wheelCollider.motorTorque = requiredTorque;
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}
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}
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}
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}
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#endif
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@ -35,8 +35,19 @@ namespace RoboidControl {
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/// <summary>
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/// Create an empty message for sending
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/// </summary>
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/// <param name="networkId">The netowork ID of the thing</param>
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/// <param name="thingId">The ID of the thing</param>
|
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/// <param name="thingId">The thing sending the binary message</param>
|
||||
public BinaryMsg(Thing thing) : base() {
|
||||
this.networkId = thing.owner.networkId;
|
||||
this.thingId = thing.id;
|
||||
this.thing = thing;
|
||||
this.data = this.thing.GenerateBinary();
|
||||
this.dataLength = (byte)this.data.Length;
|
||||
}
|
||||
/// <summary>
|
||||
/// Create an empty message for sending
|
||||
/// </summary>
|
||||
/// <param name="networkId">The network ID of the thing</param>
|
||||
/// <param name="thingId">The thing sending the binary message</param>
|
||||
public BinaryMsg(byte networkId, Thing thing) : base() {
|
||||
this.networkId = networkId;
|
||||
this.thingId = thing.id;
|
||||
|
@ -18,10 +18,10 @@ namespace RoboidControl {
|
||||
/// <param name="thingId">The ID of the thing, leave out or set to zero to generate an ID</param>
|
||||
/// <param name="invokeEvent">Invoke a OnNewThing event when the thing has been created</param>
|
||||
public DifferentialDrive(Participant owner, byte thingId = 0, bool invokeEvent = true) : base(owner, Type.DifferentialDrive, thingId, invokeEvent) {
|
||||
Thing leftWheel = new(this) {
|
||||
Motor leftWheel = new(this) {
|
||||
name = "Left Wheel"
|
||||
};
|
||||
Thing rightWheel = new(this) {
|
||||
Motor rightWheel = new(this) {
|
||||
name = "Right Wheel"
|
||||
};
|
||||
SetMotors(leftWheel, rightWheel);
|
||||
@ -46,8 +46,8 @@ namespace RoboidControl {
|
||||
/// linear and angular velocity.
|
||||
/// @sa SetLinearVelocity SetAngularVelocity
|
||||
public void SetDriveDimensions(float wheelDiameter, float wheelSeparation) {
|
||||
this.wheelRadius = wheelDiameter > 0 ? wheelDiameter / 2 : -wheelDiameter / 2;
|
||||
this.wheelSeparation = wheelSeparation > 0 ? wheelSeparation : -wheelSeparation;
|
||||
this._wheelRadius = wheelDiameter > 0 ? wheelDiameter / 2 : -wheelDiameter / 2;
|
||||
this._wheelSeparation = wheelSeparation > 0 ? wheelSeparation : -wheelSeparation;
|
||||
this.rpsToMs = wheelDiameter * Angle.pi;
|
||||
|
||||
float distance = this.wheelSeparation / 2;
|
||||
@ -60,7 +60,7 @@ namespace RoboidControl {
|
||||
/// @brief Congures the motors for the wheels
|
||||
/// @param leftWheel The motor for the left wheel
|
||||
/// @param rightWheel The motor for the right wheel
|
||||
public void SetMotors(Thing leftWheel, Thing rightWheel) {
|
||||
public void SetMotors(Motor leftWheel, Motor rightWheel) {
|
||||
float distance = this.wheelSeparation / 2;
|
||||
|
||||
this.leftWheel = leftWheel;
|
||||
@ -78,10 +78,14 @@ namespace RoboidControl {
|
||||
/// @param speedRight The speed of the right wheel in degrees per second.
|
||||
/// Positive moves the robot in the forward direction.
|
||||
public void SetWheelVelocity(float speedLeft, float speedRight) {
|
||||
if (this.leftWheel != null)
|
||||
this.leftWheel.angularVelocity = new Spherical(speedLeft, Direction.left);
|
||||
if (this.rightWheel != null)
|
||||
this.rightWheel.angularVelocity = new Spherical(speedRight, Direction.right);
|
||||
if (this.leftWheel != null) {
|
||||
this.leftWheel.targetSpeed = speedLeft;
|
||||
//this.leftWheel.angularVelocity = new Spherical(speedLeft, Direction.left);
|
||||
}
|
||||
if (this.rightWheel != null) {
|
||||
this.rightWheel.targetSpeed = speedRight;
|
||||
//this.rightWheel.angularVelocity = new Spherical(speedRight, Direction.right);
|
||||
}
|
||||
}
|
||||
|
||||
/// @copydoc RoboidControl::Thing::Update(unsigned long)
|
||||
@ -104,17 +108,19 @@ namespace RoboidControl {
|
||||
}
|
||||
|
||||
/// @brief The radius of a wheel in meters
|
||||
public float wheelRadius = 1.0f;
|
||||
private float _wheelRadius = 0.0f;
|
||||
public float wheelRadius { get => _wheelRadius; }
|
||||
/// @brief The distance between the wheels in meters
|
||||
public float wheelSeparation = 1.0f;
|
||||
private float _wheelSeparation = 0.0f;
|
||||
public float wheelSeparation { get => _wheelSeparation; }
|
||||
|
||||
/// @brief Convert revolutions per second to meters per second
|
||||
protected float rpsToMs = 1.0f;
|
||||
|
||||
/// @brief The left wheel
|
||||
public Thing leftWheel = null;
|
||||
public Motor leftWheel = null;
|
||||
/// @brief The right wheel
|
||||
public Thing rightWheel = null;
|
||||
public Motor rightWheel = null;
|
||||
|
||||
bool sendBinary = false;
|
||||
public override byte[] GenerateBinary() {
|
||||
@ -134,11 +140,11 @@ namespace RoboidControl {
|
||||
public override void ProcessBinary(byte[] data) {
|
||||
byte ix = 0;
|
||||
byte leftWheelId = data[ix++];
|
||||
this.leftWheel = this.owner.Get(leftWheelId);
|
||||
this.leftWheel = this.owner.Get(leftWheelId) as Motor;
|
||||
byte rightWheelId = data[ix++];
|
||||
this.rightWheel = this.owner.Get(rightWheelId);
|
||||
this.wheelRadius = LowLevelMessages.ReceiveFloat16(data, ref ix);
|
||||
this.wheelSeparation = LowLevelMessages.ReceiveFloat16(data, ref ix);
|
||||
this.rightWheel = this.owner.Get(rightWheelId) as Motor;
|
||||
this._wheelRadius = LowLevelMessages.ReceiveFloat16(data, ref ix);
|
||||
this._wheelSeparation = LowLevelMessages.ReceiveFloat16(data, ref ix);
|
||||
this.updateQueue.Enqueue(new UpdateEvent(BinaryMsg.Id));
|
||||
}
|
||||
};
|
||||
|
45
src/Things/Motor.cs
Normal file
45
src/Things/Motor.cs
Normal file
@ -0,0 +1,45 @@
|
||||
using LinearAlgebra;
|
||||
|
||||
namespace RoboidControl {
|
||||
|
||||
public class Motor : Thing {
|
||||
public Motor(bool invokeEvent = true) : base(Type.UncontrolledMotor, invokeEvent) { }
|
||||
public Motor(Thing parent, byte thingId = 0, bool invokeEvent = true) : base(parent, Type.UncontrolledMotor, thingId, invokeEvent) { }
|
||||
|
||||
/// @brief Motor turning direction
|
||||
public enum Direction {
|
||||
Clockwise = 1,
|
||||
CounterClockwise = -1
|
||||
};
|
||||
/// @brief The forward turning direction of the motor
|
||||
public Direction direction = Direction.Clockwise;
|
||||
|
||||
protected float currentTargetSpeed = 0;
|
||||
|
||||
private float _targetSpeed;
|
||||
/// <summary>
|
||||
/// The speed between -1 (full reverse), 0 (stop) and 1 (full forward)
|
||||
/// </summary>
|
||||
public float targetSpeed {
|
||||
get => _targetSpeed;
|
||||
set {
|
||||
if (value != _targetSpeed) {
|
||||
_targetSpeed = Float.Clamp(value, -1, 1);
|
||||
updateQueue.Enqueue(new UpdateEvent(BinaryMsg.Id));
|
||||
owner.Send(new BinaryMsg(this));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override byte[] GenerateBinary() {
|
||||
byte[] data = new byte[1];
|
||||
byte ix = 0;
|
||||
data[ix++] = (byte)(this.targetSpeed * 127);
|
||||
return data;
|
||||
}
|
||||
public override void ProcessBinary(byte[] data) {
|
||||
this.targetSpeed = (float)data[0] / 127;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
Loading…
x
Reference in New Issue
Block a user