Updates to make HumanoidControl work
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@ -3,8 +3,7 @@ using System;
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using Vector3Float = UnityEngine.Vector3;
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using Vector3Float = UnityEngine.Vector3;
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#endif
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#endif
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namespace LinearAlgebra
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namespace LinearAlgebra {
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{
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/// <summary>
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/// <summary>
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/// A direction in 3D space
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/// A direction in 3D space
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@ -25,10 +24,10 @@ namespace LinearAlgebra
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horizontal = 0;
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horizontal = 0;
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vertical = 0;
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vertical = 0;
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}
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}
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public Direction(Angle horizontal, Angle vertical) {
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// public Direction(Angle horizontal, Angle vertical) {
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this.horizontal = horizontal.inDegrees;
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// this.horizontal = horizontal.inDegrees;
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}
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// }
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// public Direction(float horizontal, float vertical) {
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// public Direction(float horizontal, float vertical) {
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// this.horizontal = horizontal;
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// this.horizontal = horizontal;
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// this.vertical = vertical;
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// this.vertical = vertical;
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@ -40,7 +39,7 @@ namespace LinearAlgebra
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horizontal = horizontal,
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horizontal = horizontal,
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vertical = vertical
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vertical = vertical
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};
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};
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//Normalize();
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d.Normalize();
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return d;
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return d;
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}
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}
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public static Direction Radians(float horizontal, float vertical) {
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public static Direction Radians(float horizontal, float vertical) {
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@ -48,7 +47,7 @@ namespace LinearAlgebra
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horizontal = horizontal * Angle.Rad2Deg,
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horizontal = horizontal * Angle.Rad2Deg,
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vertical = vertical * Angle.Rad2Deg
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vertical = vertical * Angle.Rad2Deg
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};
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};
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//Normalize();
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d.Normalize();
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return d;
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return d;
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}
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}
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@ -60,14 +59,15 @@ namespace LinearAlgebra
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public readonly static Direction right = Degrees(90, 0);
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public readonly static Direction right = Degrees(90, 0);
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public void Normalize() {
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public void Normalize() {
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this.vertical = Angles.Normalize(this.vertical);
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if (this.vertical > 90 || this.vertical < -90) {
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if (this.vertical > 90 || this.vertical < -90) {
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this.horizontal += 180;
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this.horizontal += 180;
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this.vertical = 180 - this.vertical;
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this.vertical = 180 - this.vertical;
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}
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}
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this.horizontal = Angles.Normalize(this.horizontal);
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}
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}
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public Vector3Float ToVector3()
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public Vector3Float ToVector3() {
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{
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float verticalRad = ((float)Math.PI / 2) - this.vertical * Angle.Deg2Rad;
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float verticalRad = ((float)Math.PI / 2) - this.vertical * Angle.Deg2Rad;
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float horizontalRad = this.horizontal * Angle.Deg2Rad;
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float horizontalRad = this.horizontal * Angle.Deg2Rad;
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float cosVertical = (float)Math.Cos(verticalRad);
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float cosVertical = (float)Math.Cos(verticalRad);
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@ -28,18 +28,23 @@ namespace LinearAlgebra {
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return r;
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return r;
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}
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}
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public static SwingTwist Degrees(float horizontalSwing, float verticalSwing, float twist) {
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SwingTwist r = new(horizontalSwing, verticalSwing, twist);
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return r;
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}
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#if UNITY_5_3_OR_NEWER
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#if UNITY_5_3_OR_NEWER
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public static SwingTwist FromQuaternion(Quaternion q) {
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public static SwingTwist FromQuaternion(Quaternion q) {
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// q.ToAngles(out float right, out float up, out float forward);
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// q.ToAngles(out float right, out float up, out float forward);
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UnityEngine.Vector3 angles = q.eulerAngles;
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UnityEngine.Vector3 angles = q.eulerAngles;
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SwingTwist r = new SwingTwist(angles.y, angles.x, angles.z);
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SwingTwist r = Degrees(angles.y, -angles.x, -angles.z);
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return r;
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return r;
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}
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}
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public Quaternion ToQuaternion() {
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public Quaternion ToQuaternion() {
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Quaternion q = Quaternion.Euler(-this.swing.vertical,
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Quaternion q = Quaternion.Euler(-this.swing.vertical,
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this.swing.horizontal,
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this.swing.horizontal,
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this.twist);
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-this.twist);
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return q;
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return q;
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}
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}
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#endif
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#endif
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@ -34,25 +34,36 @@ namespace RoboidControl {
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buffer[ix++] = (byte)qw;
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buffer[ix++] = (byte)qw;
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}
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}
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public static Quat32 ReceiveQuat32(byte[] data, ref byte ix) {
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public static Quat32 ReceiveQuat32(byte[] data, ref byte ix) {
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Quat32 q = new Quat32(
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Quat32 q32 = new Quat32(
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(data[ix++] - 128.0F) / 127.0F,
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(data[ix++] - 128.0F) / 127.0F,
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(data[ix++] - 128.0F) / 127.0F,
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(data[ix++] - 128.0F) / 127.0F,
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(data[ix++] - 128.0F) / 127.0F,
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(data[ix++] - 128.0F) / 127.0F,
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data[ix++] / 255.0F);
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data[ix++] / 255.0F);
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return q;
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System.Console.Write($"receive q32: {q32.x} {q32.y} {q32.z} {q32.w}");
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return q32;
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}
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}
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public static void SendQuat32(byte[] buffer, ref byte ix, SwingTwist s) {
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public static void SendQuat32(byte[] buffer, ref byte ix, SwingTwist s) {
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Quat32 q32 = Quat32.FromSwingTwist(s);
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Quat32 q32 = Quat32.FromSwingTwist(s);
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System.Console.Write($"send q32: {q32.x} {q32.y} {q32.z} {q32.w}");
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SendQuat32(buffer, ref ix, q32);
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SendQuat32(buffer, ref ix, q32);
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}
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public static void SendSwingTwist(byte[] buffer, ref byte ix, SwingTwist r) {
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System.Console.Write($"send st: {r.swing.horizontal} {r.swing.vertical} {r.twist}");
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SendAngle8(buffer, ref ix, r.swing.horizontal);
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SendAngle8(buffer, ref ix, r.swing.vertical);
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SendAngle8(buffer, ref ix, r.twist);
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}
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}
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public static SwingTwist ReceiveSwingTwist(byte[] data, ref byte ix) {
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public static SwingTwist ReceiveSwingTwist(byte[] data, ref byte ix) {
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Quat32 q32 = ReceiveQuat32(data, ref ix);
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float horizontal = ReceiveAngle8(data, ref ix);
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// UnityEngine.Quaternion q = new(q32.x, q32.y, q32.z, q32.w);
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float vertical = ReceiveAngle8(data, ref ix);
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// SwingTwist r = new(q.eulerAngles.y, q.eulerAngles.x, q.eulerAngles.z);
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float twist = ReceiveAngle8(data, ref ix);
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System.Console.Write($"receive st: {horizontal} {vertical} {twist}");
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SwingTwist r = SwingTwist.FromQuat32(q32);
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SwingTwist r = SwingTwist.Degrees(horizontal, vertical, twist);
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return r;
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return r;
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}
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}
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@ -108,7 +108,8 @@ namespace RoboidControl {
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if ((this.poseType & Pose_Position) != 0)
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if ((this.poseType & Pose_Position) != 0)
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this.position = LowLevelMessages.ReceiveSpherical(buffer, ref ix);
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this.position = LowLevelMessages.ReceiveSpherical(buffer, ref ix);
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if ((this.poseType & Pose_Orientation) != 0)
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if ((this.poseType & Pose_Orientation) != 0)
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this.orientation = SwingTwist.FromQuat32(LowLevelMessages.ReceiveQuat32(buffer, ref ix));
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//this.orientation = SwingTwist.FromQuat32(LowLevelMessages.ReceiveQuat32(buffer, ref ix));
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this.orientation = LowLevelMessages.ReceiveSwingTwist(buffer, ref ix);
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if ((this.poseType & Pose_LinearVelocity) != 0)
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if ((this.poseType & Pose_LinearVelocity) != 0)
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this.linearVelocity = LowLevelMessages.ReceiveSpherical(buffer, ref ix);
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this.linearVelocity = LowLevelMessages.ReceiveSpherical(buffer, ref ix);
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if ((this.poseType & Pose_AngularVelocity) != 0)
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if ((this.poseType & Pose_AngularVelocity) != 0)
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@ -132,7 +133,8 @@ namespace RoboidControl {
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if ((poseType & Pose_Position) != 0)
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if ((poseType & Pose_Position) != 0)
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LowLevelMessages.SendSpherical(buffer, ref ix, this.position);
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LowLevelMessages.SendSpherical(buffer, ref ix, this.position);
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if ((poseType & Pose_Orientation) != 0)
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if ((poseType & Pose_Orientation) != 0)
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LowLevelMessages.SendQuat32(buffer, ref ix, this.orientation);
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//LowLevelMessages.SendQuat32(buffer, ref ix, this.orientation);
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LowLevelMessages.SendSwingTwist(buffer, ref ix, this.orientation);
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if ((poseType & Pose_LinearVelocity) != 0)
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if ((poseType & Pose_LinearVelocity) != 0)
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LowLevelMessages.SendSpherical(buffer, ref ix, this.linearVelocity);
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LowLevelMessages.SendSpherical(buffer, ref ix, this.linearVelocity);
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if ((poseType & Pose_AngularVelocity) != 0)
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if ((poseType & Pose_AngularVelocity) != 0)
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